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Culture-wartime : My need to vent

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  • Culture-wartime : My need to vent

    OK I have been lukewarm to Civ III and accepted most of its niggles and bugs .. but in the past few games I have been more and more annoyed buy the concept of culture based rebellion in wartime.

    I would take an enemy city .. post a whole load of troops (sometime sits kind silly to put 20 troops in a 21 city JUST to keep it from revolting .. and it still does silly). The stoopid thing converts on me.. manages to blow up every mil. unit I have in it (rocket packs standard issue to civvies now?) and to add insult to injury teh AI gets 1 free best def unit in the town.

    Yes i know that i can use several tricks such as "1 cheap defender and retake city on next turn" (and yes i have been starving the cities) or even razing the city; But this one had several wonders.

    It wouldnt bug me as much if it wasnt for 2 aspects.. My nice big veteran army dies without a shot or population damage (anyone get a look at warsaw after the rising .. short of garrisoning your entire army in a given city there's no effective way to counter the revolt.

    Change si'd liek to see on this topic
    1) a "Surpression or police" function for milt units that would double their effective revolt surpression ability (but with loss of def rating perhaps)
    2) when revolt occurs to for ther to either be a "combat" by which milt units in the city fight for control or have my army "retreat" form teh revolting city.. right now having 20 mech infantry units clobbered by Kmart shoppers armed with urine filled supersoakers is just damn silly.


    (vent off)

    Z
    "Capitalism is man exploiting man; communism is just the other way around."

  • #2
    I have to say that this is my "big" complaint. There just isn't any logical way to stop a city from deposing ... and losing an entire army.

    In my recent game I cut-off a size 5 city from it's empire ... captured it ... stationed 2 musketmen and 9 calvary ... it still had a port so it was receiving all of my luxuries ... I raised the amount of money I spent on happiness ... Made sure any non-revolting citizens were happy ... I lasted two turns ... on the third turn with only one revolter left ... the city deposed!

    I like the idea that you have to garrison troops to quell rebelious citizens ... it makes for some strategy in taking over a civ ... BUT!!! C'mon ... how does one rebel take over 11 army units ... I would except a one to one ratio ... for each rebel you must leave at least one army unit ... or something logical like that.

    Let's hope the patch addresses this..


    Zeb

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    • #3
      dont leave your units in the city.....if its going to revolt...make entertainers....and rush temples/cathedral etc....
      Boston Red Sox are 2004 World Series Champions!

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      • #4
        I have to say, it's not a problem I've had.
        Sounds really annoying though...
        "Five hundred years of democracy and peace, and what has it produced? The Cuckoo Clock... goodbye Harold"

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        • #5
          It can be absolutely ridiculous. There needs to be a cap on the number of military units you need to station to keep a city 'good'. I had a city with 9 infantry, 8 cavalry, and 10 artillery (although I do not believe artillery do anything as far as this goes) and the city reverted to the Egyptians. And in general I've had more trouble with cities that are no longer revolting switching sides. They key seems to be total number of citizens, not total number of resistors. But there really ought to be a more sensible limit on this; and it ought to involve massive destruction within the city; or even take place over multiple turns! You could get a message that the city is revolting, and your units would receive damage, and perhaps some would die; some citizens would die also. This would continue until either your units overpowered the citizens or all your units were done away with. I would KILL to have that feature in the game!

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          • #6
            war.. ye sin theory doing al that works.. but with deposing.. YOU GET NO WARNING!!! .. no riots no pop-ups.. just whammo.. and your army and city go bye bye

            Z
            "Capitalism is man exploiting man; communism is just the other way around."

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            • #7
              The only 'solution' I can think of is to edit the culture settings in the civ3mod.bic file so that the percentage chance of continued resistance is lower in all games where the default settings are used. It may take a bit away from an already lacking game, but as a last resort...
              "Five hundred years of democracy and peace, and what has it produced? The Cuckoo Clock... goodbye Harold"

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              • #8
                Originally posted by Gromit
                I have to say, it's not a problem I've had.
                Sounds really annoying though...
                Same here.

                Did anyone whos ranting read the Soren johnson chat transcript? he explained it well, and the trick to keep culture from killing you is to outnumber pop points by military units.

                A cize 21 city (that's several million habitants? anyone know?) , with "several wonders" (obviously MASSIVE culture) is not going to stay in your hands very long unless you stick in a horde of units. It just makes sense to me. I bet it angers you huh? Thighten your belt and try again pal, and this time think about your moves in civ3 terms, not smac or civ2.

                Another thing, surrounding enemy cities won't help either because they extend cultural influences. Distance to their old capitol is also detrimental.

                I've lost some cities like this, only because:

                a) I was foolish enough to station my standard 2 units 1 artillery defense in newly conquered cities

                b) It was the enemy capitol (palace generating culture from turn 0 = capitol city got massive culture)

                c) Cities was amids the enemy's empire and culture, and surrounded by enemy troops

                I came, I didnt conquer, and I left

                On the other hand, now I know how to wage war and conquer better.

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                • #9
                  Originally posted by smellymummy
                  Did anyone whos ranting read the Soren johnson chat transcript? he explained it well, and the trick to keep culture from killing you is to outnumber pop points by military units.
                  I think we've all figured that out by now. The point is, whether it is realistic or not.

                  A cize 21 city (that's several million habitants? anyone know?) , with "several wonders" (obviously MASSIVE culture) is not going to stay in your hands very long unless you stick in a horde of units. It just makes sense to me. I bet it angers you huh? Thighten your belt and try again pal, and this time think about your moves in civ3 terms, not smac or civ2.
                  The problem isn't how it ought to happen in "smac or civ2". The problem is what ought to happen realistically. Just because a city has massive population and culture doesn't mean that it automatically destroys enormous armies without warning. Have you ever heard of that happening? No--rather there tends to be a great deal of conflict and bloodshed, usually much MORE on the side of the civilians than the soldiers (however, the citizens usually outnumber the soldiers by a great deal also).

                  Cities simply swallowing armies is outrageous. It just doesn't happen--and at a certain point the ratio of soldiers to populace points ought to decrease. 1 unit, 1 population; ok. I might buy it all the way up to size 6--but I think 1 unit to 2 pop points makes more sense--but after that it ought to slow down, so that a size 12 city requires 8 units, a size 20 10 units, etc. Large, fortified armies aren't easily defeated by military forces, let alone unorganized forces of civilians.

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                  • #10
                    yes maybe not realisticly, but it's a game. They obviously did this because in past civ like games conquering was too easy. In fact, it was the civ fan community that asked for conquest to be harder.

                    Back to realistic examples, I'm no history buff, but I'm certain populations have overthrown large forces.

                    The french revolution. the mob stormed the kings palace right? Where the 3 musketeers able to stop them, no way. Why? Because the overall pressure of the mob, and the pressure of the popular belief probably drove the morale of the defending troops down to nothing. Sure the defenders were probably related to those in the mob, but hey it's an example.

                    This is just one example, and I do hope someone else can give us some more "realistic examples".

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                    • #11
                      yes maybe not realisticly, but it's a game. They obviously did this because in past civ like games conquering was too easy. In fact, it was the civ fan community that asked for conquest to be harder.
                      That may be true, but the AI doesn't have to respawn (with no loss on tech I might add) when they are conquered, do they? If I could only state one problem I have with the game, then that would be it.
                      "Five hundred years of democracy and peace, and what has it produced? The Cuckoo Clock... goodbye Harold"

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                      • #12
                        Actually, only up to 3 military units have an effect. Any beyond that won't change anyone's mind.

                        Therefore, solution. Bombard enemy populations down to at minimum four or five before capturing them, then either pop-rush them away or make everyone a specialist and starve them down to 1. I always go heavy on the bombardment in my force mix just because it is KEY to blow away those citizens before you move in.

                        -Sev

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                        • #13
                          Questions

                          Gromit, what do you mean by respawn?

                          Sevorak, where did you get an idea like that, that only 3 units have any effect? Are you confusing martial law with quelling enemy civ's resisters?
                          Word is Bond

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                          • #14
                            Originally posted by Sevorak
                            Actually, only up to 3 military units have an effect. Any beyond that won't change anyone's mind.
                            You must be confusing the 3 units thing with the military police under monarchy. when it comes to keeping a city from revolting, and calming resistors, the more units the better.

                            As for the respawn thing, I think gromit was refering to how you can defeat all AI cities, and instead of totally defeating the civ, a settler/city respawns elsewhere on the map - much like in civ2 where it would restart dead opponents early on in the game.

                            A note about that, the AI will not always respawn. I played a game where it did - a large chunk of the continent was unsettled though. Another game the AI didn't - the continent was pretty much all claimed for, or close to it. There gota be a rule on that, but its just one of those other things - like the city turning on you - that we won't know the specs too until Firaxis tells us exactly how it works, or through massive testing.

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                            • #15
                              I don't recall the details, but there was some post Soren made, and it dealt with a concept involving capturing cities, and I made a note of it...something about 3 units being the max effect to do (something) when capturing a city and preventing it from defecting back. I was pretty sure it was just "suppress population", but I could be wrong. I'll go hunt for the post.

                              -Sev

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