City revolts due to culture going ballistic

Oriongem

Chieftain
Joined
Aug 25, 2008
Messages
8
Hi,

First of all thanks for this awsome mod. I am nearing turn 5000 in my playtrough and the game remains tense and the outcome still hangs in the balance. A feat I have never expirienced in any other game/mod ever. Kudos. :worship:

Unfortunatly I'm encountering an issue for a while now. This has to do with city revolts due to other cultures being dominant there. For instance in conquered cities. At first the numbers for revolt chances seem okay, and whenever a revolt happens it produces a revolt ranging from something like 3-80 turns. However these numbers drasticly chance after a while, resulting in revolts in between 50000-200000 turns. :eek: Not sure what causes it but it seems to happen to all conquered cities at some point. The smaller revolts can be fixed with some investment in entertainers, but I have no clue how to fix those huge revolts. Those cities are lost for the remainder of the game. To prevent it, I basicly need to savescum untill the revolt doen't happen. But with 5 cities having a high revolt risk every turn, progress has become near impossible. :cry:

Is there maybe a way to to turn off city revolts all together? Or can I perhaps edit the entertainers so that they are much more effictive in reducing revolt turns? I'm not a modder but any suggestions are greatly appriciated.
 
Hi,

First of all thanks for this awsome mod. I am nearing turn 5000 in my playtrough and the game remains tense and the outcome still hangs in the balance. A feat I have never expirienced in any other game/mod ever. Kudos. :worship:

Unfortunatly I'm encountering an issue for a while now. This has to do with city revolts due to other cultures being dominant there. For instance in conquered cities. At first the numbers for revolt chances seem okay, and whenever a revolt happens it produces a revolt ranging from something like 3-80 turns. However these numbers drasticly chance after a while, resulting in revolts in between 50000-200000 turns. :eek: Not sure what causes it but it seems to happen to all conquered cities at some point. The smaller revolts can be fixed with some investment in entertainers, but I have no clue how to fix those huge revolts. Those cities are lost for the remainder of the game. To prevent it, I basicly need to savescum untill the revolt doen't happen. But with 5 cities having a high revolt risk every turn, progress has become near impossible. :cry:

Is there maybe a way to to turn off city revolts all together? Or can I perhaps edit the entertainers so that they are much more effictive in reducing revolt turns? I'm not a modder but any suggestions are greatly appriciated.
Easy solution that I used to do myself a long while ago when I overextended my city count in a similar way:
Donate cities to other civs, lol.
What's better yet, if you expect this to happen eventually, keep a beefed up Neanderthal Warrior (the one basic unit that has Hidden Nationality).
When donating your "broken" cities, leave them totally empty of units, while keeping the N.W. one nearby (if possible, literally on the next tile).
Here goes the fun(ny) routine I had used quite a few times in the past (lol):
1. Empty the city and donate it to a strong and/or wealthy civ.
2. Immediately invade it with N.W. This will give you capture bonuses in the form of Tech and/or gold - WITHOUT starting a war, OR the dumb AI even realizing it was YOU.
3. Recapture the city with a "normal" unit. Now it's yours again, but no war has happened, lol.
4. Rinse and repeat, until you are the most advanced AND the most wealthiest civ in the world.
I really don't think you can fail it, unless you make some stupid mistake, loool.
 
Easy solution that I used to do myself a long while ago when I overextended my city count in a similar way:
Donate cities to other civs, lol.
What's better yet, if you expect this to happen eventually, keep a beefed up Neanderthal Warrior (the one basic unit that has Hidden Nationality).
When donating your "broken" cities, leave them totally empty of units, while keeping the N.W. one nearby (if possible, literally on the next tile).
Here goes the fun(ny) routine I had used quite a few times in the past (lol):
1. Empty the city and donate it to a strong and/or wealthy civ.
2. Immediately invade it with N.W. This will give you capture bonuses in the form of Tech and/or gold - WITHOUT starting a war, OR the dumb AI even realizing it was YOU.
3. Recapture the city with a "normal" unit. Now it's yours again, but no war has happened, lol.
4. Rinse and repeat, until you are the most advanced AND the most wealthiest civ in the world.
I really don't think you can fail it, unless you make some stupid mistake, loool.
Thanks, thats a crafty tacktic. :lol: I wasn't even aware that overextending city count (31 in my case) was an issue. Is there a set drop-off number? The thing is, my game has reached year 2044 and the Neatherthalers went kind of extinct long time ago. :shifty: Did you also try it with other unittypes that have the hidden nationality trait? On the top of my head there are criminals, freedom fighters and warlords who come equipped with it.
Anyway, as a reference. For the first time I'm using one of those pre-made maps wich allows space exploration. Goal is to see what the mod has in store in the late game era's. So I am deliberatly pacing myself with conquest and tech stealing to keep things interesting. 😉 But conquest does happen from time to time, and I believe you should be able to keep those cities with enough effort. Alas, the huge revolts are kinda ruiining that at the moment.

@raxo2222
I have uploaded a save game where a 58000 turn revolt has just occured in the city of Saipan. The other two cities at risk of huge revolts are Honolulu and Apia. Revolts also happen from time to time in Frankfurt and Knossos but these stay below 100 turns which I do not consider a problem.
 

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Thanks, thats a crafty tacktic. :lol: I wasn't even aware that overextending city count (31 in my case) was an issue. Is there a set drop-off number? The thing is, my game has reached year 2044 and the Neatherthalers went kind of extinct long time ago. :shifty: Did you also try it with other unittypes that have the hidden nationality trait? On the top of my head there are criminals, freedom fighters and warlords who come equipped with it.
Anyway, as a reference. For the first time I'm using one of those pre-made maps wich allows space exploration. Goal is to see what the mod has in store in the late game era's. So I am deliberatly pacing myself with conquest and tech stealing to keep things interesting. 😉 But conquest does happen from time to time, and I believe you should be able to keep those cities with enough effort. Alas, the huge revolts are kinda ruiining that at the moment.

@raxo2222
I have uploaded a save game where a 58000 turn revolt has just occured in the city of Saipan. The other two cities at risk of huge revolts are Honolulu and Apia. Revolts also happen from time to time in Frankfurt and Knossos but these stay below 100 turns which I do not consider a problem.
I never delved into the actual mechanic, but the number of your cities IS an issue in some sense.
The whole "use Hidden Nationality" thing only applies if you want to stay peaceful, while "stealthily stealing techs and gold".
If you aren't afraid (or care) about "international hostility" - you can do the same thing with ANY units.
The cycle still has to be:
1. Donate.
2. Capture.
3. Cease Fire (NEVER Peace, it enforces unnecessary Truce for 100 turns).
4. Recapture.
Rinse-repeat.
Get everyone RED at you pretty soon, though.
But if you aren't afraid of any idiot attacking you - well, it WORKS.
Or (if you DO want to "keep a good international image") you can still save up a Neanderthal Spiked Clubman (the name is tricky, just look up the ONE unit with Hidden Nationality).
Point is that it DOESN'T have to FIGHT - the city is EMPTY and IN REVOLT, it won't have defenders AT ALL (at least during the early Eras, so I won't recommend it for the later ones).
MAYBE some other units also work (Criminals WON'T, I think, they can't CAPTURE cities) - but this is irrelevant, since I highly advise unlocking Neanderthals anyways.
It's a huge force multiplier, so it's a must-have in any case, and then you just need to save up one unit as a "City Capturer".
Again, the described (when declaring war) tactic should be used in Prehistory-Classical, at latest, otherwise it's gonna bite you in the defense quickly enough.
LOL!
 
I never delved into the actual mechanic, but the number of your cities IS an issue in some sense.
The whole "use Hidden Nationality" thing only applies if you want to stay peaceful, while "stealthily stealing techs and gold".
If you aren't afraid (or care) about "international hostility" - you can do the same thing with ANY units.
The cycle still has to be:
1. Donate.
2. Capture.
3. Cease Fire (NEVER Peace, it enforces unnecessary Truce for 100 turns).
4. Recapture.
Rinse-repeat.
Get everyone RED at you pretty soon, though.
But if you aren't afraid of any idiot attacking you - well, it WORKS.
Or (if you DO want to "keep a good international image") you can still save up a Neanderthal Spiked Clubman (the name is tricky, just look up the ONE unit with Hidden Nationality).
Point is that it DOESN'T have to FIGHT - the city is EMPTY and IN REVOLT, it won't have defenders AT ALL (at least during the early Eras, so I won't recommend it for the later ones).
MAYBE some other units also work (Criminals WON'T, I think, they can't CAPTURE cities) - but this is irrelevant, since I highly advise unlocking Neanderthals anyways.
It's a huge force multiplier, so it's a must-have in any case, and then you just need to save up one unit as a "City Capturer".
Again, the described (when declaring war) tactic should be used in Prehistory-Classical, at latest, otherwise it's gonna bite you in the defense quickly enough.
LOL!
ok, clear. :) I will try it in my next playtrough. I'm planning on a game with increasing AI difficulty over time all the way up to nightmare level. Perhaps your suggestion is the only way to save my sorry kingdom over there. :D
 
ok, clear. :) I will try it in my next playtrough. I'm planning on a game with increasing AI difficulty over time all the way up to nightmare level. Perhaps your suggestion is the only way to save my sorry kingdom over there. :D
I'm like 101% sure that there are even funnier and better tactics out there, lol.
Also, I don't think this "increase over time" applies to them - I think it's your difficulty, which in my case STARTED as Nightmare on purpose, lol.

I'm also a very weird dude who has exactly FOUR game modes:
1. Nightmare Eternity - ultimate challenge. Everything is slow. Everyone hates me.
2. Settler Ultrafast - casual playtesting. This is where I just keep building stuff in my capital, while everyone else around me just waits to surrender their cities to me, loool.
3. Settler Eternity - casual relaxation. Too slow for pretty much anything, but too easy to be a real challenge. Basically, boring.
4. Nightmare Ultrafast - joke playtesting. Not exactly too different from the easy one, because I anyways stick to buffing up my capital, so the difficulty has a low effect on the game.
 
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