We have had some discussion recently as to what tech generates partisans. My question is how does the program determine the number of partisans a given city produces. City size, civ size, tech level, and time frame all seem to play. However, I can't put my finger on what, exactly, causes some cities to fill every unoccupied square, while others produce 4 or 5. I have had two cases in a recent game where the number of partisans appeared to be greater than the pop of the city taken. I know occupying squares in the city radius prior to a city's fall can help reduce the number, but what determines that number.
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Sid Meir's Civilization II: The Official Strategy Guide
Page 146:
"Note: After you discover Guerrilla Warfare, the number of Partisans you receive when one of your cities is captured increases, while the number of Partisans your opponents receive when you capture one of their cities decreases."
Page 278:
"The number of Partisans that appears is based on a number of factors (random and otherwise), but the general rule is that the bigger the city, the more Partisans you receive at the time the city is captured."
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Communism triggers them initially, n'est-ce pas? This would reflect historical accuracy, in any case.
Population must be the primary factor. What else plays in to make a unique number? How about something specific to each city, such as the number/type of improvements present (or destroyed?) upon sacking. Or the sacked civ's GNP, happiness level, or some such ranking? Just a brainstorm, no real reason to suspect one way or the other... It's likely just a random number based on the population.
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quote:
Originally posted by Marquis de Sodaq
Communism triggers them initially, n'est-ce pas?
Many people think so, but I don't:
a remind: Partisans emerging after bribing a city
[This message has been edited by SlowThinker (edited May 08, 2001).]Civ2 "Great Library Index": direct download, Apolyton attachment
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slowthinker - For what it's worth, and in reference to the thread you link to above: In a current SP game (ToT, 7 civs, raging), I just started the push for world conquest. I've taken the cities of four different civs (1 by attack, 3 by bribery) in the last couple of turns, and got partisans from all of them. Nobody has guerilla warfare; everybody has communism. Interestingly enough, though -- here back to blaupanzer's original question -- the cities taken ranged in size from size-3 to size-8, but each generated only 1 partisan.
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Dig trenches, with our men being killed off like flies? There isn't time to dig trenches. We'll have to buy them ready made. Here, run out and get some trenches.
-- Rufus T. Firefly, the original rush-builder
[This message has been edited by Rufus T. Firefly (edited May 09, 2001).]"I have as much authority as the pope. I just don't have as many people who believe it." — George Carlin
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Hear, hear - Communism allows partisans to appear...
ST - we have had several situations that appear to have defeated the Cheat Menu - certainly enough to put any findings dependant upon it at doubt...
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I love to open a city to the barbs and get partisans when they take the city (then bribe it back later on, of course).
I seem to remember that this can happen before discovering communism.
The trigger would then be RESEARCHING COMMUNISM.
Dear friends testers: open your labs!
(I'll be trying to win ww2 as neutral leader meanwhile)
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aux bords mystérieux du monde occidentalAux bords mystérieux du monde occidental
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I suspected (feared) a thread like this might go to what tech causes partisans. I'm still more interested here in how the number gets determined.
(Marquis: No, in the real world, Communism is a result, not the cause, of the partisan and guerilla revolts of the industrial age. Napoleon's army waded thru them in Spain, Poland and Hungary filled with them in 1848, and other examples can be provided from Latin America and the Czech regions all prior to the writing of the Manifesto. My own observation is that they start in Civ II when any nation develops Communism, like a trigger. [Thanks, Lafayette! Perhaps it is starting the research that counts!] The rules provided by Edward seem to reinforce that, talking of increases at Guerilla Warfare and not an initializing. Still, I wondered if someone either had the time to look at, or had already looked at, what factors might determine the numbers.)
[This message has been edited by Blaupanzer (edited May 10, 2001).]No matter where you go, there you are. - Buckaroo Banzai
"I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author
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quote:
Originally posted by Blaupanzer on 05-10-2001 05:00 PM
Still, I wondered if someone either had the time to look at, or had already looked at, what factors might determine the numbers.)
[This message has been edited by Blaupanzer (edited May 10, 2001).]
I think, it generally depends on the number of happy people in the city, with modifications by guerilla warfare, city sqares with hills, mountains, rivers, forests, city squares occupied by others.
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well not entirely.The number of partisans depends on the size of city captured....not happys but citizens none the less.
I never thought I'd miss the party boys,but compaqred to the defection thing of civ3...partisans are much more realistic.In civ3 you capture a city.Then-poof--the city defects back taking all your occupying units and throwing them into oblivion.I don't recall hearing of a captured city switching back the next day.Partisans represented local resistance pefectly.It doesn't cripple you.It draws some resources away while you "put down" the resistance.I have always considered partisans a major pain.But i have never wanted to smash something because of them.Can't say the same thing about civ3 defections.....
Some of my fun has been replaced by rageThe only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu
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I have made a comprehensive test
some months ago
see this url:
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