Defeat Resistance = Civil Disorder

undertoad

Warlord
Joined
Aug 14, 2008
Messages
164
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 usually encountered the similar problem as yours. My solution is: when a captured the city is full of resistor, use the city governer at first and put many military units in it. Then the resistor disappeared soon. When a captured city has some labouring citizens and some resistors, change all the labourer into entertainer. When the resistor is defeated, these entertainer can still maintain the emotion. Satrvation is not a problem. I prefer to starve all the foreigners.
 
This is one of the very few instances where using the governor does make sense. And I mean using the governor to actually manage happyness in the city. Of course this is only for a single, or only for a few turns.


On the other hand, it is probably best to not even bother about resistance in captured cities until the war is over. You are only wasting your units, and on top of that risk losing them entirely to flips.
 
how do you turn off the raze the city option?

You can't. You need to modify the game.

Undertoad you can do as you already are doing, BUT look at CAII at the start of the turn. Look for towns that have grown and check on them. This is what I do, but not for flips, just to see if I can stick another pop on science.
 
Thanks for the tip about using the governor in this very, very unusal situation, LordEmsworth.

LordEmsworth said:
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.

When I've insisted on doing this, I've either used unupgraded units, or weaker units (like you said... e. g. medieval infantry instead of cavalry) or wounded units, like 2/4 knights. For any newbies around here, don't use artillery-type units, they simply won't quell resistors.
 
This is one of the very few instances where using the governor does make sense. And I mean using the governor to actually manage happyness in the city. Of course this is only for a single, or only for a few turns.

On the other hand, it is probably best to not even bother about resistance in captured cities until the war is over. You are only wasting your units, and on top of that risk losing them entirely to flips.

Good tip! I'll try this. Do you mean turn on "Manage citizen/city mood"? (Can't remember the exact wording)

I'm approaching the tactic you suggest about not bothering with resistance til the war is over. I pack newly captured cities with my entire SOD (excluding arty, which goes somewhere else -e.g. towards the next city - with a couple of defenders to look after it), and any spare fast units I can scour from various corners of the empire, because they're immune to flipping on the first turn; and thus often defeat the entire resistance immediately. After that I get less interested in it. In my current game I accidentally turned flips OFF in the game setup; since I realised this (that I wasn't just being very lucky/careful), I just let captured cities chug along happily while one or two citz go on ranting and raging and resisting.

vmxa, I don't think the "cities that have grown" will help here - the problem happens on the IBT, and is unpredictable - it's new citizens all right, but they're the result of a random resistor-defeat rather than a predictable full food box. And by the time the city has "grown" by the conversion of a resistor, it's too late - whatever I do this turn to make them happy again, order is only restored on the next IBT; after (I think) the flip-dice are rolled.

But what is the "cities that have grown" indication in CAII? It sounds very useful. The Help file for CAII is annoyingly on-line and doesn't work that well. Is it the star next to the city name in (I think) the Cities list?
 
If you have the city grown or shrank enabled you get a list each turn. You can click on each and it takes you to the area and you open the city view and see if it needs attention.

As to the resister issue, sounds like making a mountain out of a mole hill.
 
I've always been annoyed by the often unnecessary rioting. Good thread and perhaps I'll use the governor in these instances. I've made a habit of starving down cities and getting slaves from them, and this should definitely help speed this up.
 
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