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Hurry
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I am playing as the French, and started a war against the Germans (you heard me right, it´s time to show who is who). I´m having hordes of tanks, and have little trouble taking his cities, but the problem is that the cities revolt and defect back to the Germans unless I have enourmous amounts of units in the captured cities.
For example, his city of Heidelburg (size 17) defected even though i had 20 units in it, excluding some artillery, bombers and fighters. This is just silly. Did Germany occupy Paris with half their army in WW2? It´s not just stupid, it also begs for frequent reloads, since the occupying units are destroyed if the city defects. I lose one single tank when I fight against his well dug-in defending divisions in the city, but lose 20 when the citizens revolt. Realistic??? Good for game balance???
I finally managed to keep the city when I put about 40 units in the city.
I sure hope Firaxis could decrease the number of units needed to garrison a city in the patch. It is almost impossible to fight a expansionistic war later in the game the way the rules are now.
And last a question. Has anybody figured out how many units are required to have a 100% chance of the city NOT defecting? My very unsure guess is something like 1 combat unit (i.e. not artillery, air units or workers) per citizen OR 2 units per resisting citizen, whichever is higher.
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Sabre2th
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Strange, I've never had a city revolt on me like that. How much production do you put into your culture?
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Sabre2th
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quote: Originally posted by Rasputin
Build Culture !!!!! This isnt a war game its a Civ game !!!! |
Exactly.
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Fredric Drum
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of Cheese
Dec 2000 time: 06:16
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quote: Originally posted by Rasputin
Build Culture !!!!! This isnt a war game its a Civ game !!!! |
Yes, but first the city must get out of resistance, then corruption levels make it impossible to build anything, so you have to rush it, which is pretty expensive if you capture a lot of cities. That doesn't always help either, maybe you need to rush temple + library in every city. I agree that the conquering strategy should be more difficult.. but 17 citizens fighting 20 units killing them all without any losses? It has happened to me, too, and it's silly. Did Paris revolt and throw out the germans in WW2? Their culture must have been superior to the German? Did ANY city do this? Has ANY city EVER revolted against a LARGE number of military units IRL?
I'm currently kicking Alexander's ass. Sure, his culture is somewhat superior to mine.. but it's their loss, really. You'd think that when they see me raze 4 cities in a row because of defection, the fifth one would think twice before they tried anything... but no.. they prefer to have their entire city wiped out. I did NOT enjoy destroying Athens, but the Greeks needed a lesson.
Besides, the AI players do this too. Before I declared war on the Greeks, they had conquered and razed most of Egypt. Now, almost an entire continent is wasteland...
Fred
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Vercingettyrex
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Scotland
Nov 2001 time: 05:16
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Not sure but if this works but bumping up the luxury rate seems to help. Plus having lots of troops to quell those treacherous dissenters.
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by Rasputin
Build Culture !!!!! This isnt a war game its a Civ game !!!! |
Exactly, the history of the world isn't replete with stories of conquest, it's a story of temple building...jeez, give us a break. Civilization has ALWAYS been a war game. Why? Because conflict is an integral part of history, and THAT is what Civ has always been - a rewrite of history with you at the controls.
Civ3 is the first game with "culture", and you want to say Civ isn't a war game? Come on...
Venger
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by CyberShy
1. conquer the city
2. put 3 military units in it (more won't help)
3. take all their food
Let them starve intill they give up their resistance,
make sure the city won't be in disorder after that.
Build cultural improvements quickly and keep them happy.
I've conquered entire civilizations this way. |
Unfortunately, CyberShy is right on the money. As sick as it is, the best strategy is to STARVE YOUR CAPTURED CITY TO DEATH. You do not need to worry about reversion, it will keep getting smaller and smaller and smaller. In fact, as it shrinks, if a worker turns up who can work without being unhappy, you can use them on ahigh shield square to get some production as you starve millions of people to death, like a Somali Warlord or Taliban leader.
Frankly, I find it offensive that this is the only way to deal with captured cities. Thanks Firaxis, I'm Joseph Mengele now...
Venger
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Monoriu
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quote: Originally posted by Hurry
I am playing as the French, and started a war against the Germans (you heard me right, it´s time to show who is who). I´m having hordes of tanks, and have little trouble taking his cities, but the problem is that the cities revolt and defect back to the Germans unless I have enourmous amounts of units in the captured cities.
For example, his city of Heidelburg (size 17) defected even though i had 20 units in it, excluding some artillery, bombers and fighters. This is just silly. Did Germany occupy Paris with half their army in WW2? It´s not just stupid, it also begs for frequent reloads, since the occupying units are destroyed if the city defects. I lose one single tank when I fight against his well dug-in defending divisions in the city, but lose 20 when the citizens revolt. Realistic??? Good for game balance???
I finally managed to keep the city when I put about 40 units in the city.
I sure hope Firaxis could decrease the number of units needed to garrison a city in the patch. It is almost impossible to fight a expansionistic war later in the game the way the rules are now.
And last a question. Has anybody figured out how many units are required to have a 100% chance of the city NOT defecting? My very unsure guess is something like 1 combat unit (i.e. not artillery, air units or workers) per citizen OR 2 units per resisting citizen, whichever is higher. |
I agree, something has to be done about city defections. There are 3 problems:
1. It happens too easily.
2. There is no way to tell if its gonna happen. I am not saying that there should be a sign that says "xxx city will defect in y turns, do something now". There should be some sort of rough indication, say, the culture advisor should tell you "the people in xxx city may leave us because our culture sucks" or something like that.
3. All military units are lost when the city defects. That's just a bad design decision. Its ok if, say, 10% of the units are lost. But the bulk should be removed to another city. Or better yet, a defecting city should generate a number of infantry type units to fight the garrison.
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by Monoriu
1. It happens too easily.
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Yep.
quote: 2. There is no way to tell if its gonna happen. |
The biggest problem. I'd rather forget reversion and have the city spawn a "partisan" unit from Civ2 two hexes away.
quote: "the people in xxx city may leave us because our culture sucks" or something like that. |
I'd settle for the city being in disorder or something, as it is now, cities just leave out of the blue for no damn reason. I am convinced culture is just a politically correct add on that derides from gamplay...
quote: 3. All military units are lost when the city defects. That's just a bad design decision. Its ok if, say, 10% of the units are lost. But the bulk should be removed to another city. Or better yet, a defecting city should generate a number of infantry type units to fight the garrison. |
Similar to my partisan. I think that's a more suitable system than the "your 7 armies that conquered Thebes vansihed in the rapture when Thebes defected back to the Greeks".
Venger
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Rasputin

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Brisbane
May 1999 time: 15:16
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quote: Originally posted by Venger
Exactly, the history of the world isn't replete with stories of conquest, it's a story of temple building...jeez, give us a break. Civilization has ALWAYS been a war game. Why? Because conflict is an integral part of history, and THAT is what Civ has always been - a rewrite of history with you at the controls.
Civ3 is the first game with "culture", and you want to say Civ isn't a war game? Come on...
Venger |
You may have played civ as a war game , but that doesnt make it one... the reason they put culture into game and city revolts is to make it harder to just go storming the world without actually putting any effort into city improvments. If you arnet meant to build temples then why include them...?? 
Yes war is part of civ, you wouldnt need so many damn military units otherwise and would just stick to playing simcity But war is not the do all and end all of civ, it is first and foremost about building citys !!! If war was al lthe world needed then i ma sure tribes in africa would rule the world as they havent developed anywhere near as much as some european nations, but it is the european influence that now rules the world (america was born from europe too) So culture plays a large part in real world, maybe not like the way it is implemented in civ 3 but then agai nciv 3 is a game not real life civ 3 just has facets that try to represent things from the real world, they put artificial rules in palce to try and force you to build city improvements.
So again to take a real life example .. America truly rules the world we live in, we are al lbeing slowly americanized (for good or bad depending on your point of view) did america get there by crushing her enemies in war?? No !!! Culture wins out, people are striving to get what Americans have!!
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Green Giant
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I always build a temple first in conquered cities and have never had a problem with this. It helps the city hold its own culturaly until you can develop it more.
There could be something wrong with the game, or there could be something wrong with your strategy. Adapt, you should try it.
EDIT: missing important word
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by Shiva
First off a temple/courthouse works far better than a temple/library. |
It should work better, not sure if it does though, with the courthouse being the paperweight it is...
quote: I have never lost a town back in this game. Second of all a temple only costs around 120 to rush. Not much at all. |
What level are you playing? On regent it's 250 to rush a temple...
quote: When you take the city pull in all the workers so they starve. Less people means less troublemakers plus once you start letting it grow again the new births will be your people. You can also speed up the elimination of enemy population by pumping out workers. |
Yep, the starvation method is sick, but it does work...
Venger
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GePap
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of the Big Apple
Nov 2001 time: 23:16
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As I said in a long forgotten thread, bring back partisans! and make them stronger than in civ2 since Civ3 has the notion of nationality, civ2 didn't. I had some ideas of how to use them in that thread, so I won't repeat, but in terms of gameplay, it would certainly also help the gamer if he lost cities to the A.I. since now, you could attempt a campaign of liberation with your irregular units while your main army fights for life (much like the Soviets in WW2). As is, if one of your cities falls, you have to wait and see if your citizens rise up and Kill all their army just as it happens to you.
The great problem with the current system is that no one seems to know the 'rules' governing this, so no matter what you do, besides razing the city, you can never know.
to CyberShy: Yes, western Europeans resisted, but there is no example of them actually beating a single German unit and taking their cities back themselves, without allied support. The Poles tried for warsaw, which lead to a massive, bloody battle. Since the Soviets would not help, the Germans finally won and basically, razed Warsaw. The only nation in WW2 to liberate itself was Yugoslavia, and they did it through Partisan warfare. Ergo, Bring 'Charlie' back!
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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GePap is correct - spare us the defection, but a city should spawn a 5/5 partisan that treats all squares as roads...
Venger
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