When you capture an enemy city, it's important to stop it from going into riot/civil disorder, as this makes a flip back to the enemy twice as likely.
I know there are other options available:
- Raze all captured cities; and
- Leave captured cities ungarrisoned, and concentrate on pushing the front forward until the civ is defeated. Makes a flip more likely, but you lose little by it, and with sufficient force can turn round and whap the single defender produced by the flip.
But I'm talking about a tactic where I want to keep captured cities, and garrison them, if only lightly/with cheap units for MP.
So I keep on running into this problem: whenever a resistor is "defeated" in the city, the stupid city "governor" seems to put them to work, and that makes the city go into disorder. I should be precise and say that I never actually use the City Governor: it's an automatic process that's happening here. A couple of times I have Contacted Governor for a captured city and seen that "Emphasise Production" was On - either because the enemy civ had this setting, or because I originally set this for a settler-factory much earlier (but I always set it for "this city only", and never ticked the "default for new cities" option). But switching this OFF seems to have no effect.
I tend to fine-tune the captured city so that it's just in order. This can involve multiple Entertainers, and starving. Sometimes, with RP, I can get away with a single Civil Engineer among the specialists to speed up production of e.g. a Library for culture or a Mkt for happiness.
On the IBT a number of resistors get defeated. Inevitably, this alters the balance of happiness, because resistors don't count as anything (happy/content/unhappy) in working out order/disorder. But - and this is what annoys me - they then automatically get added to the workforce, with no regard to keeping the city out of disorder. Sometimes a taxman even appears, when I have no interest in taxmen! All this happens before my turn really starts. So the city goes into disorder, and often flips on the next IBT before my adjustments to restore order go into effect.
Does anyone know how to stop this happening? Should I maybe be more harsh with starving, so that even if X resistors are defeated next turn, the city will still stay in order? This can be hard, as I usually take advantage of the "first-turn amnesty" and pack a newly-captured city with units to defeat resistance quickly - so anything up to c.8 resisters can turn in one turn.
Is starving the problem? Maybe the defeated resistor is treated like a "new citizen" produced by city growth, and in a starvation condition automatically gets assigned to a tile to stop/mitigate starvation?
I know there are other options available:
- Raze all captured cities; and
- Leave captured cities ungarrisoned, and concentrate on pushing the front forward until the civ is defeated. Makes a flip more likely, but you lose little by it, and with sufficient force can turn round and whap the single defender produced by the flip.
But I'm talking about a tactic where I want to keep captured cities, and garrison them, if only lightly/with cheap units for MP.
So I keep on running into this problem: whenever a resistor is "defeated" in the city, the stupid city "governor" seems to put them to work, and that makes the city go into disorder. I should be precise and say that I never actually use the City Governor: it's an automatic process that's happening here. A couple of times I have Contacted Governor for a captured city and seen that "Emphasise Production" was On - either because the enemy civ had this setting, or because I originally set this for a settler-factory much earlier (but I always set it for "this city only", and never ticked the "default for new cities" option). But switching this OFF seems to have no effect.
I tend to fine-tune the captured city so that it's just in order. This can involve multiple Entertainers, and starving. Sometimes, with RP, I can get away with a single Civil Engineer among the specialists to speed up production of e.g. a Library for culture or a Mkt for happiness.
On the IBT a number of resistors get defeated. Inevitably, this alters the balance of happiness, because resistors don't count as anything (happy/content/unhappy) in working out order/disorder. But - and this is what annoys me - they then automatically get added to the workforce, with no regard to keeping the city out of disorder. Sometimes a taxman even appears, when I have no interest in taxmen! All this happens before my turn really starts. So the city goes into disorder, and often flips on the next IBT before my adjustments to restore order go into effect.
Does anyone know how to stop this happening? Should I maybe be more harsh with starving, so that even if X resistors are defeated next turn, the city will still stay in order? This can be hard, as I usually take advantage of the "first-turn amnesty" and pack a newly-captured city with units to defeat resistance quickly - so anything up to c.8 resisters can turn in one turn.
Is starving the problem? Maybe the defeated resistor is treated like a "new citizen" produced by city growth, and in a starvation condition automatically gets assigned to a tile to stop/mitigate starvation?