View Full Version : The inner workings of resistance revealed


WillJ
Jun 20, 2003, 12:48 PM
First, I’d like to give a big thanks to forum member Mike B. FIRAXIS. Much of the credit for the information in this article goes to him. Now on with the show:

Is there anybody you hate more in Civ3 than those pesky little citizens who dare to resist your all-mighty rule? (Well, maybe that trade advisor who’d want more resources and luxuries if she were swimming in an ocean of them, but anyway...) Resistors refuse to work the land, meaning no food, shields, or commerce come out of them (although they also don’t require any food). However, since most captured cities lose all their production and commerce to corruption and waste anyway (except for one of each), the main drawback to a city being in resistance is that you can’t rush anything. This can push your plans of getting that temple or defensive unit ASAP back several turns, sometimes upwards of 10.

HOW RESISTANCE WORKS

Upon capturing a city, each citizen has a certain chance of becoming a resistor, depending on the culture comparison of its civilization and yours, and the comparison of its government and yours. The chance for each citizen becoming a resistor is as follows:

When they are “disdainful of” your culture: 90% chance
“dismissive of”: 80% chance
“unimpressed by”: 70%
“impressed with”: 60%
“admirers of”: 50%
“in awe of”: 40%

A civilization is “disdainful of” your civ’s culture if they have three or more times as much culture as you, OR if you don’t have any culture at all (even if they don’t either). “Dismissive of” means they have twice as much culture as you, and “unimpressed by” means that the ratio is 3:4 in favor of them. “Impressed with” means that you two have the same amount of culture (unless you both have 0, in which they’re disdainful of you), they are “admirers of” your culture if you have twice as much as them, and they are “in awe of” your culture if you have three times as much culture as them. You can find out how the civ feels about you culture-wise by going to the culture advisor or the foreign advisor.

The percentages listed above are increased, decreased, or stay the same depending on the comparison between your gov and their gov:

Democracy
Communism
Republic
Monarchy
Despotism
Anarchy

If you both have the same government, the % chance of each citizen becoming a resistor stays the same. If your gov is higher up on the above list than theirs, it goes down by 5%. If your gov is lower on the list than theirs, it goes up by 5%. With two exceptions:

republic civ captures city of civ under monarchy: +5%
democratic civ captures city of communist civ: +5%

All of this (the culture and the governments) can be viewed and edited in the Editor.

The chance of a certain resistor continuing its resist that turn is determined once again by the culture and government comparison, as explained above. However, the percentages for continuing resistance based on culture are lowered by 10%. For example, if they are disdainful of you, a resistor has an 80% base chance of continuing its resist the next turn. Governmental effects are added/subtracted in the same way as with initial resistance.

The maximum number of resistors that can be quelled on a certain turn is determined by the number of military units in the city times the difficulty level’s number of citizens quelled by military. The standard for that is 1 on all difficulty levels, so in other words (if you’re not playing a game that’s had this modded) the maximum number of resistors that can be quelled on one turn is the number of units stationed in that city. You can view and modify this in the Editor under the “difficulty levels” tab (to the right-hand side you’ll see “ num. citizens quelled by military”). For example, if you change Chieftain’s setting to 2, the maximum number of resistors that can be quelled a turn is 2 per unit.

The sentence above that’s in bold is important. Assuming you’re playing an un-modded game, if you want to quell resistance as fast as possible in a city of, say, 12 resistors, there is absolutely no point in having more than 12 units stationed in the city (except for keeping the chance of a culture flip to a minimum* and for defensive purposes).

Note that unit strength does not matter. A powerful tank is no better at convincing someone to stop their resistance than a guy armed with a pointy stick. That is, except for one thing: Air units, water units, artillery units, settlers, workers, and other non-ground and/or non-combat units cannot quell resistors, just as they cannot make unhappy citizens content. Also, happiness does not matter; units in a city in civil disorder can quell resistors just as well as in the world capital of happiness. (But you probably shouldn't have a freshly captured city in civil disorder, as it increases the chance of a culture flip.) And anything else you can think of: distance to capital, culture of the city captured, etc., doesn't matter either.

Two last notes on resistors: They are the first in line to die from starvation and disease, so if you can’t quell ‘em, starve ‘em! That is, assuming you don’t care about losing potential future productive citizens. Also, the number of resistors in a city affects how likely it is to culture flip (see this thread (http://forums.civfanatics.com/showthread.php?s=&threadid=53157) on culture flipping).

CHARTS

As if it weren't easy enough to do it in your head, here are a couple of charts displaying resistance chances:

KEY (for the order of the numbers):

conqueree is "in awe of" conquerer's culture/"admirers of"
"impressed with"/"unimpressed by"
"dismissive of"/"disdainful of"

Initial Resistance (% chance of each citizen becoming resistor upon capturing the city)

Gov. of conquerer > Anarchy|Despot.|Monarch.|Repub.|Commun.|Democ.
Gov. of conqueree \/

Anarchy 40/50 35/45 35/45 35/45 35/45 35/45
60/70 55/65 55/65 55/65 55/65 55/65
80/90 75/85 75/85 75/85 75/85 75/85

Despotism 45/55 40/50 35/45 35/45 35/45 35/45
65/75 60/70 55/65 55/65 55/65 55/65
85/95 80/90 75/85 75/85 75/85 75/85

Monarchy 45/55 45/55 40/50 45/55 35/45 35/45
65/75 65/75 60/70 65/75 55/65 55/65
85/95 85/95 80/90 85/95 75/85 75/85

Republic 45/55 45/55 45/55 40/50 35/45 35/45
65/75 65/75 65/75 60/70 55/65 55/65
85/95 85/95 85/95 80/90 75/85 75/85

Communism 45/55 45/55 45/55 45/55 40/50 45/55
65/75 65/75 65/75 65/75 60/70 65/75
85/95 85/95 85/95 85/95 80/90 85/95

Democracy 45/55 45/55 45/55 45/55 45/55 40/50
65/75 65/75 65/75 65/75 65/75 60/70
85/95 85/95 85/95 85/95 85/95 80/90


Continued Resistance (% chance of each resistor continuing it's resist on a given turn)

Gov. of conquerer > Anarchy|Despot.|Monarch.|Repub.|Commun.|Democ.
Gov. of conqueree \/

Anarchy 30/40 25/35 25/35 25/35 25/35 25/35
50/60 45/55 45/55 45/55 45/55 45/55
70/80 65/75 65/75 65/75 65/75 65/75

Despotism 35/45 30/40 25/35 25/35 25/35 25/35
55/65 50/60 45/55 45/55 45/55 45/55
75/85 70/80 65/75 65/75 65/75 65/75

Monarchy 35/45 35/45 30/40 35/45 25/35 25/35
55/65 55/65 50/60 55/65 45/55 45/55
75/85 75/85 70/80 75/85 65/75 65/75

Republic 35/45 35/45 35/45 30/40 25/35 25/35
55/65 55/65 55/65 50/60 45/55 45/55
75/85 75/85 75/85 70/80 65/75 65/75

Communism 35/45 35/45 35/45 35/45 30/40 35/45
55/65 55/65 55/65 55/65 50/60 55/65
75/85 75/85 75/85 75/85 70/80 75/85

Democracy 35/45 35/45 35/45 35/45 35/45 30/40
55/65 55/65 55/65 55/65 55/65 50/60
75/85 75/85 75/85 75/85 75/85 70/80

Remember that the most resistors that can be quelled a turn is the number of ground combat units stationed in the city, so if each resistor has a 50% chance of continuing to resist, and there are six resistors, you might expect three to be quelled that turn, but if there are only two ground combat units in the city, only two could be quelled.

HOW I GOT THIS INFORMATION

At first, when I found out that no one at CFC seemed to know how exactly resistance works, I decided to do some testing (see this thread (http://forums.civfanatics.com/showthread.php?s=&threadid=55666)). In case anyone’s interested, here are the results for the testing that I already had completed:

http://www.civfanatics.net/uploads4/resistancetest.zip

As you can see, I still had quite a lot of work to do. Then I decided to PM forum member Mike B. FIRAXIS, and he gave me just the info I was looking for: the exact details of how resistance works. :)

*Thanks to MadHatter for pointing this out.

ivory
Jun 20, 2003, 01:02 PM
I have not yet read through all of it, but want to be the first to congratulate you. It looks pretty exhaustive.
:goodjob: :goodjob: :goodjob: :D

Civrules
Jun 20, 2003, 01:27 PM
Maybe you should post it in the War Academy. :)

Thanks for the info!

WillJ
Jun 20, 2003, 01:33 PM
Thanks guys, and you're welcome. :)

@civrules: I think Thunderfall gets to decide which articles go in the War Academy.

Civrules
Jun 20, 2003, 01:38 PM
Maybe he will put it there soon because from what I see this is very helpful after a war... :)

MadHatter
Jun 20, 2003, 02:35 PM
Originally posted by WillJ
Assuming you’re playing an un-modded game, if you want to quell resistance as fast as possible in a city of, say, 12 resistors, there is absolutely no point in having more than 12 units stationed in the city (except for maybe defensive purposes).This is not entirely true. The number of units plays a part (albeit a small one) in keeping the city from culture-flipping and so will have an affect over and above the number of resisting citizens.

WillJ
Jun 20, 2003, 02:41 PM
Originally posted by MadHatter
This is not entirely true. The number of units plays a part (albeit a small one) in keeping the city from culture-flipping and so will have an affect over and above the number of resisting citizens. Oh yeah, thanks, forgot about that. :goodjob: I've edited it in now. :)

MadHatter
Jun 20, 2003, 02:50 PM
Ooh, I even got credit for it, thanks Will, you da man!

WillJ
Jun 20, 2003, 02:55 PM
Originally posted by MadHatter
Ooh, I even got credit for it, thanks Will, you da man! Yay, now I feel all warm and gooey inside! :D ;)

dexters
Jun 20, 2003, 03:01 PM
Good work Will.

Bam-Bam
Jun 20, 2003, 03:03 PM
Nice work, Will.

Catt
Jun 20, 2003, 05:12 PM
Nice work and thanks for sharing. :goodjob: Glad you didn't have to run through your exhaustive test scenarios.

WillJ
Jun 20, 2003, 07:13 PM
Thanks, guys. :)Originally posted by Catt
Glad you didn't have to run through your exhaustive test scenarios. Hehe, yeah, just think what it'd be like if I spent 4 or so months testing it and posting the results, only to see Mike B. come in and tell me I could have just asked. :D

dexters
Jun 20, 2003, 11:31 PM
Take a look at this Civ3 mod: It makes the AI 10 times smarter, and has perfect historical accuracy! <-- Will you had me fooled with this link.

Damn you!

WillJ
Jun 21, 2003, 12:00 AM
Originally posted by dexters
Take a look at this Civ3 mod: It makes the AI 10 times smarter, and has perfect historical accuracy! <-- Will you had me fooled with this link.

Damn you! :lol:

*clasps hands together and twiddles fingers, remarking, "Excellent...* ;)

Gainy
Jun 21, 2003, 03:35 AM
Thats just what i was wanting Will, :thumbsup: :)

RegentMan
Jun 21, 2003, 10:10 AM
Beautiful job! I'm glad that this information was made available. Good job! :goodjob:

WillJ
Jun 21, 2003, 11:08 AM
@GB and RM: Thanks, glad to share. :)

WillJ
Jun 27, 2003, 12:43 PM
Charts added. :)

[This post has been edited, so that's why Gainy Bo's post below this one is misquoting me. And GB, I resent you calling that spam. ;)]

Gainy
Jun 27, 2003, 03:38 PM
Never mind this post. I was testing coded charts displaying resistance chances, but I decided they're not necessary, since it's simple enough as it is. If anyone actually wants charts, just let me know.

*Cough*spam

;)

Edit: :p

NewDestroyer
Jun 29, 2003, 09:18 AM
u say thier is no point in having more troops then resistors but if u have more troops thiers a less likely chance of a culture flip, zachrial sees this idea diffently, He says: "Combat flips occur when a city population destroys the garrison, taking the city. Surprisingly, even a few ground units in the garrison greatly reduce the chance of a flip. To prevent flips (almost) completely in recently acquired cities, you should have one or even two units in the garrison per population. During resistance, the garrison should be doubled", so who is correct here?

anarres
Jun 29, 2003, 09:31 AM
NewDestroyer,

If you look at the actual numbers required to stop a flip, they can be quite large.

Put some values in my FlipCalc (http://forums.civfanatics.com/showthread.php?s=&threadid=53157), allowing the AI to have greater local culture and a culture ratio of about 2 to 1. You can see that for a newly captured city (size 9, 6 resisters, 2 tiles under their infulence) the required numbers to stop a flip can be huge:

http://civfanatics.net/uploads4/FlipCalc_example.jpg

WillJ
Jun 29, 2003, 10:52 AM
Originally posted by NewDestroyer
u say thier is no point in having more troops then resistors but if u have more troops thiers a less likely chance of a culture flip, zachrial sees this idea diffently, He says: "Combat flips occur when a city population destroys the garrison, taking the city. Surprisingly, even a few ground units in the garrison greatly reduce the chance of a flip. To prevent flips (almost) completely in recently acquired cities, you should have one or even two units in the garrison per population. During resistance, the garrison should be doubled", so who is correct here? It all depends, and I probably didn't make myself clear enough.

As anarres pointed out, the number of units required in the city can be very large. Sometimes it's even more than 200. However, if you and the other civ have the same amount of culture or if you have more than them, and there are just a few foreign citizens (remember to not have them work the land, to minimize the chance of flipping), you may only need a few units to have a 0% chance of culture flip. Of course, if you only need a few units to stop a culture flip, there probably aren't too many resistors anyway, so just a few units would match just the few resistors.

Basically, what I was pointing out is that for resistance purposes, there's no point in having more units than the number of resistors. This may not sound very useful, because you're probably not just worried about resistance, but the thing is that you need units all the time in that city to minimize the chance of a flip (or at least until the foreign citizens become your nationality), whereas you only need units in that city for a few turns to quell the resistors. Unless you have hordes of units that aren't going to be used to move on to the next city, it might not be worth it to keep a lot there in that city to minimize flipping, so you can sort of "only worry about resistance." If that makes any sense. (I've even confused myself!)

Krikkitone
Jun 18, 2005, 12:50 PM
Actually I've found out in some tests that it Is useful to have more units than citizens if the citizens have a chance of continuing to resist

This is because, the chance is NOT the chance that a population unit will continue to resist but the chance that a military unit will not successfully quell a resisting population unit. 'Every' military unit in a city will try to quell a resister once a turn as long as there resisters left in the city.

ie If the total probability of continuing to resist (from culture and government) is 50% in a city with 10 resisters and 5 military units, each military unit wil try and have a ~50% chance of succeeding of making a resister stop resisting, so you get an average of ~2-3 a turn.

However if you have ~20 military units, you will probably get the entire city to stop resisting in a single turn.

(this was in a test mod where I was testing the effect of the number of citizens quelled by military, it was set to 10, I had a city of 100 resisters (no possibility of growth or starvation, it didn't have a 'Hospital' and each terrain gave ~10 food) the chance of a citizen continuing to resist from culture was 70, and governments gave 0 modifier)

100 resisters with 10 units (100 quellers) = ~30 resisters quelled as expected
100 resisters with 25 units (250 quellers)= ~70 resisters quelled (and the resistance ends on the second turn)

So the quelling process is ONLY based on the number of quellers (military units) Not the number of resisters [with the exception that you can't quell past the number of resisters]

so the max number that are useful per pop unit depends on the ability of the pop to continue to resist

Continuing resistance%-Units/citizen expected to end the resistance in 1 turn
90%-10
80%-5
70%-3
60%-2.5
50%-2
40%-1.5
30%-1.4
20%-1.25
10%-1.1


I think the point is that a city might not culture flip even with 0 units, but it will never get rid of resisters without units. so if you to a campaign of conquest and leave no units in the city

Holy Despot
Nov 02, 2005, 02:26 PM
An exelent job indeed.;)
And you are right about resistors I hate them more than anything(even the enemy army) because my troops are useless when i quell a resistance.
At least when i'm fighting I'm having fun but when I'm killing resistors and starving ''inocent''citicens It's something I do because I have to.
Your article deserves a place in the Academy!:)