Edit: If you're interested in the results, see post #13.
Hello everyone,
I was fighting a war in Civ3 one day, and while quelling some resistance I decided I'd like to find out exactly (or close to exactly) how resitance works. I asked about it in the newbie thread, no one knew for sure, and we had a little discussion about it. Now I've decided to test it out, and dedicate a thread to it. What I'm testing is what determines how many citizens initially go into resitance when their city is captured, and how many are quelled each turn. My goal is to find out how it works, so that when playing a game, I (and others) can better estimate how many units we'll need to quell the resistance.
Here's my plan:
I'll make a fairly simple scenario, and capture an enemy city of 10 content citizens (making sure it's stable). (I'll give myself some units to easily do this.) I'll note any possible factors, and change one variable at a time (always going back to the original, or "control," each time, THEN changing whatever). I'll repeat everything 5 times, since there's some randomness to it (according to the Editor). I'll make sure "preserve random seed" is off (thanks, pdescobar.
).
Hello everyone,
I was fighting a war in Civ3 one day, and while quelling some resistance I decided I'd like to find out exactly (or close to exactly) how resitance works. I asked about it in the newbie thread, no one knew for sure, and we had a little discussion about it. Now I've decided to test it out, and dedicate a thread to it. What I'm testing is what determines how many citizens initially go into resitance when their city is captured, and how many are quelled each turn. My goal is to find out how it works, so that when playing a game, I (and others) can better estimate how many units we'll need to quell the resistance.
Here's my plan:
I'll make a fairly simple scenario, and capture an enemy city of 10 content citizens (making sure it's stable). (I'll give myself some units to easily do this.) I'll note any possible factors, and change one variable at a time (always going back to the original, or "control," each time, THEN changing whatever). I'll repeat everything 5 times, since there's some randomness to it (according to the Editor). I'll make sure "preserve random seed" is off (thanks, pdescobar.

- First variable: number of units.
- Then change the units (e.g. from warriors to knights).
- Then declare war before attacking, instead of surprise attacking. (This is because rep might have something to do with it.)
- Then make the city happier than before.
- Then make the city more unhappy.
- Then give myself all techs.
- Then give the other civ all techs.
- Then let both of us have all techs.
- Then change my civ's government (in the Editor, so I start out with it).
- Then change the other civ's government (in the Editor).
- Then change the difficulty level from chieftain to deity.
- Then capture an enemy city (exactly the same as the original) farther away from its capital, and about the same distance from mine.
- Same as above, except farther away from my capital (same distance from their's).
- Then give the city that I'm capturing more culture, but make sure our two civs have the same total culture.
- Then give the city that I'm capturing less culture (making sure two civs are equal).
- Then give both of our civs more culture, but make sure we're equal.
- Then give the other civ more culture than me.
- Then give myself more culture than the other civ.[/list=1]If I can tell a certain variable isn't a factor, I'll stop right there and note that it isn't. If it seems that it is, I'll continue to expand my testing to better understand how it works.
Now, before I begin, does anyone have any suggestions? I don't want to finish testing, only to realize I should have done a certain thing and that I'll have to start over.Also, does anyone know if it's already known how it works? And any comments and questions are welcome, of course.
Edit: Order has changed quite a bit, and a couple of things have been added.