Governments

Michelangelo

Prince
Joined
Jun 25, 2001
Messages
571
Location
Netherlands
As I am relatively new to the game, don't ask why, I'm confused by the repercussions when changing to republic.
According to the manual, whenever the military units are in the proximity of a friendly city they don't make unhappy citizens. However they do in my game. Can anyone tell me why this is and what there is to do about it?
 
You can look at the display of units supported by the city (just above the food box, if I remember the display correctly) to see which ones are causing unhappiness. First unit outside a city or fort causes a dark face; second and more cause a red face.
 
COMMUNISM = NO pain
smile.gif


u don't pay alot for support , u can handle unhappiness in greater way , all spies are veterans .

 
The negative effects that you have discovered are easily outweighed by the extra trade you gain by switching to Republic. Use some of the extra trade to increase the luxury rate, keeping the people happy, and use the leftover extra trade for science or taxes as you see fit.
 
Welcome to the board Michelangelo.

I think the rule is simply that the unit must be within a fortress within a friendly city radius to not cause unhappiness. If your unit is wandering around and not in one, he will be the source of unhappiness no matter if he is within your city radius or not (includes being on a ship or anything like that as well).

------------------
Diplomacy - the art of
saying "Good Doggie"
until you can find a rock
 
For republic, you can have one unit outside the city w/o causing unrest. You can also consider building those wonders that can reduce unrest like Michaelangelo's Chapel, Bach's Cathedral , Women's Suffrage etc. If you have a city with lots of shield production, you can also biuld the Shakespeare wonder. Then all your units fr that city will never cause unrest when they are away fr your cities. Works for democracies too.
 
Yes, units must be in fortresses near your cities (it says within THREE squares in the manual, and that seems to be the case) to be considered "defensive" and therefore no cause for unrest.

One pain in the butt about democracy (a small one, but still a pain) is when your explorer, horseman, whatever finds a goody hut say, ten spaces from a small city you've just founded on your frontier. The goody hut yields you a "mercenary", which is immediately assigned to that population, say, two city you just founded for support, since it's the closest one. Well both people are unhappy about it being ten spaces away from them, and they just turned two so the food box is empty, and you must take BOTH citizens off production to appease them while your nice new unit tries to hightail it back there without a road to make it quicker.... You usually have to disband the unit or suffer a pop loss--if it's one instead of two the city will disappear unless you can get back in time....

Wish they'd modify the rules for democracies some, but that's the breaks and that's another topic (suggestions for CivIII has me all over that one too).

Democracy is just TOO much for me--not happiness so much as the damned senate.... Too many people attack then want peace the next turn. Even got nuked once, then they asked for peace before I could even have my turn to respond.... Republic has at least a 50/50 chance of a senate with some balls; democracy makes you the world's doormat, even if you could whoop all their asses together....

Maybe I need to read my manual again, but aside from the corruption factor and the immunity to bribery of democracy, is there really any other difference economically between the two? I guess I've found my science goes just as fast with either, which is the most important thing for me anyway....

So go republic and build courthouses--not as much b*tching from your people, and less chance of having to switch to commie to teach some aggressor a proper lesson without senate override....

[This message has been edited by allan (edited June 27, 2001).]
 
There are very different ways you should conduct the game, based on which form of government you are using.

Democracy is generally (and rightfully) considered the most difficult form of government to exploit. IMHO, all other forms of gov't are temporary measures on your way to Democracy. It is possible to conduct even a massive global thermonuclear war and/or capturing dozens of cities in a single turn (without the UN)... but it takes a great deal of precise planning which can get quite tedious at times. Under Fundy, for example, things are pretty straightforward in war.

You'll have to just read threads/guides, and mainly gain experience and experiment, esp. in a Republic or Democracy. There is no simple answer, which is part of the reason Civ II is such a great game!
 
Well, what do you generally do after you take the first city, and the civ wants to talk peace right after that?

Also, if you're nuked and right after the attacker comes for peace (before you've had a turn), the senate will ALWAYS sign a cease-fire behind your back. If you switch gov'ts, you still have to break a cease-fire and damage your rep (I guess reputation don't mean squat in terms of scoring or even relations once you're supreme, I'm finding out, though....).

I went the democracy route once, but as soon as a civ sucker-punched me with a nuke and then wanted peace, I went commie for the entire time it took to eliminate their civ, to ensure no interruptions....
 
posted June 28, 2001 05:52 AM by Alan:
Well, what do you generally do after you take the first city, and the civ wants to talk peace right after that?

This is where the planning and sometime tedium comes in. The other civ cannot talk to you in mid-turn unless ground units meet face-to-face somewhere. I don't allow that to happen after I begin capturing cities on a turn. Airpower (stealths) remove potential enemy before a meeting can occur. When I capture, all possible pieces that could "meet" the enemy are in sleep mode. A meeting never occurs, and a peace treaty is never forced.

The limitations are quantity of control units (partisan prevention) you can produce and pre-position around all your target cities, movement points remaining, as well as range/quantitiy/health of air units.

It is also possible to force the immediate expiration of a cease-fire by subverting a city of an enemy that is not in democracy, but that does not elimnate the pacifists in the senate when you want to initiate a direct attack.

At a certain point, after enough stabs in the back by an opponent and when you've accomplished a lot of damage to a specific opponent, the senate will confirm your wars with a specific enemy even without the UN. If/when this occurs, it is always very very late in the campaign anyway, and it will not extend to other AIs that you want to fight with. Make no mistake... the UN is great for waging war, but massive conquering can indeed be done in Demcracy without it.

The hardest thing I often face is controlling the timing of a war... baiting an enemy to attack on schedule is not always possible, so your plans have to be pretty flexible at times.

Also, if you're nuked and right after the attacker comes for peace (before you've had a turn), the senate will ALWAYS sign a cease-fire behind your back.

I never get nuked anymore (at not least nuked/captured), as I ensure SDI protects any possible cities that could be nuked. Now if the AI culd only manage to use subs or carriers to launch nukes, I'd probably take an occasional nuking in some circumstances. However several months back, I miscounted and left a size 28 just in range with no SDI, and it was pummeled to size 7... but there was no paradrop because the city was far beyond the AI's paradrop range. And so there was no discussion of peace.

If you switch gov'ts, you still have to break a cease-fire and damage your rep (I guess reputation don't mean squat in terms of scoring or even relations once you're supreme, I'm finding out, though....).

Personally, I add a completely voluntary restriction to my own play at deity... I maintian spotless throughout the game, and take the lumps at times. A few weeks ago, however, I did accept an ally's insistence to break a treaty while playing OCC, because I needed the gold and wanted to keep the alliance. But in a non-OCC game, I do force myself to respect the treaties, simply to give the AI a little help and even out the game a bit.

I went the democracy route once, but as soon as a civ sucker-punched me with a nuke and then wanted peace, I went commie for the entire time it took to eliminate their civ, to ensure no interruptions....

Absolutely no question that Commie and Fundy are best for conducting a war, and indeed that's what Brian and Sid intended. It's just more of a challenge and takes more planning to accomplish the same thing in Democracy. In some ways, using Democracy to fight a challenging war against a strong AI opponent(s) is superior to Fundy and Comie, though (especially in the post-capture/rebuild quick/revolt prevention phase). You just have to change the war planning and strategy somewhat.

With Fundy/Commie, you can just sort of spew out units and steamroll. In Democracy, you have to plan out a lot of things, know how the turn will end, consider happiness, look at support, and of course watch out for that damn senate.

[This message has been edited by starlifter (edited June 28, 2001).]
 

posted July 10, 2001 02:37 AM
i rarley use republic or demoarcay but when i do i do it for about 5 or turn to get the free citys size then go to fundy govt

Don't forget the massive cost in science and taxes (and even production) during the 1 to 4 turns of Anarchy. Even if you use an Eodo year or the SoL, you cannot escape the loss of all tax and science twice... once to get from Fundy to Democracy, and a second time to get from Democracy back to Fundy.

In almost any given game, sticking with Democracy will totally bury a continious Fundamentalist. There are war-related exceptions, and early-game happiness exceptions. Personally though, I find Fundy an excellent "building" government, in preparing my infrastructure for a switch to a massively powerful democracy in Mid-game.

When you start getting 1 and 2 advances every turn under a mid-game democracy, with about 5,000 to 10,000 gold, even Fundamentalism pales. In about 20-30 game turns, your stealth fighters will be destroying their phalanx and musketeers, LOL!!
biggrin.gif
Fundy just cannot match that.
 

posted July 16, 2001 12:37 AM
I forgot to say i only do this if i have the statue of liberetry. it is worth it in points if you have max cities.

You confuse me sometimes, H... Your posts are sometimes just not detailed enough. But you can avoid the loss of revenue/science for up to 4 turns by using Oedo years. And with the Fundy Advance, the SOL is not necessary to get into Fundy. So I'm not sure what you mean in your post.
 
The quicker i get the fundy govt the better because in high score games you can build faster and quick build improvement to quickley industraial your civ. They way i look at it is the sheilds my city produce means more points because of food caravans. It is important to try and wipe all but the last ai city at 1200 to 1300 ad. it funny buy one city quick build diplamat hit next etc. Of course i alwasys step build for cheaper price. Also i have some theories on some other possable secrets weapons i going try certain tricks and see what happens. It always cool to find bugs in the problem.

[This message has been edited by HIEROPHANT (edited July 16, 2001).]
 
Yes, even though most people think of Fundy primarily as a "war" government, it really is an excellent building governemtn to create the infrastructure for transition to a powerful democracy. Even in Fundy, I IRB most improvements, esp. since you can push the shields with a slight pollution reduction over democracy.

Many players here seem able (or maybe willing) to wipe out the AI quickly. I'm usually in the 1500 to 1700s before I wipe the last of the AI off the map. But I fight a was of control and delay of enemy advancement, so its usually not too bad. One of these days I'll try going all-out, and building the infrastructure after the wars are over, instead of the other way around
smile.gif
.
 
Back
Top Bottom