How to achieve 100 % Rebel Sentiment ?

Assassinate the royalists.

Oh wait, this isn't Tropico.
 
Build more liberty bells. There is a direct relationship between rebel sentiment and the number of bells you are producing each turn, you can calculate your maximum rebel sentiment as follows:

Maximum rebel sentiment % = liberty bells per turn x 25 / total population

Your current rebel sentiment will trend towards this maximum value over time. You can add up the number of bells you are producing from the Domestic Advisor screen, and your total population is 'All Units' minus 'No Profession' from your Military Advisor.

If your current colonies are maxed out in statesmen build a couple of new colonies with just 3 statesmen and a farmer in each.
 
Note that in vanilla Civ4Col, your soldiers, dragoons, scouts, and any other colonists not actually assigned to work in a city count as dead weight against your rebel sentiment percentage. They all count as if they were 100% loyal to the King. So if you have 40 colonists inside cities, and 20 colonists deployed outside cities (as soldiers, etc) your cities will need to be around 66% rebel sentiment for your global sentiment to reach 50%. If you have *more* soldiers than colonists deployed inside cities, you can *never* get your rebel sentiment above 50%, even if all your cities are maxed out at 100%.

Note however that in the AoDII mod, those soldiers dragoons and so on do *not* count against your rebel sentiment levels, making the job a lot easier.

Cheers, --- Wheldrake
 
Note that in vanilla Civ4Col, your soldiers, dragoons, scouts, and any other colonists not actually assigned to work in a city count as dead weight against your rebel sentiment percentage. They all count as if they were 100% loyal to the King. So if you have 40 colonists inside cities, and 20 colonists deployed outside cities (as soldiers, etc) your cities will need to be around 66% rebel sentiment for your global sentiment to reach 50%. If you have *more* soldiers than colonists deployed inside cities, you can *never* get your rebel sentiment above 50%, even if all your cities are maxed out at 100%.

Note however that in the AoDII mod, those soldiers dragoons and so on do *not* count against your rebel sentiment levels, making the job a lot easier.

Cheers, --- Wheldrake

No that's not how it works at all. Your overall rebel sentiment is calculated on total population - a farmer working in a colony is exactly the same value as a pioneer building a road or a dragoon. You can prove this yourself by deleting colonists to raise your rebel sentiment. Deleting 10 farmers has exactly the same effect as deleting 10 dragoons because they all count the same.

However the best way to reach 50% rebel sentiment is to increase your liberty bell production.
 
Sorry to post in here, but it was mentioned above....
Can someone point me towards 'vanilla Civ4Col' ???
Iv heard it mentioned a few times but cant find it, or read up on what its like, Im currently on age of discovery mod, but wud like to try more than just one. :)
 
Vanilla Civ4Col = Civ4Col.
It's just the base game.
AOD II is a mod.
 
No that's not how it works at all. Your overall rebel sentiment is calculated on total population - a farmer working in a colony is exactly the same value as a pioneer building a road or a dragoon. You can prove this yourself by deleting colonists to raise your rebel sentiment. Deleting 10 farmers has exactly the same effect as deleting 10 dragoons because they all count the same.

Before I started playing with the AoD2 mod, I noticed that in some games I simply couldn't get global rebel sentiment above 50%, even though all my cities were at or near 100%. I realised it must be because I had so many soldiers and dragoons - more than the population of my cities.

I finally fixed it by re-allocating a large portion of my soldiers to work in the cities, and spending a few more turns cranking up the rebel sentiment percentage in the cities again. But the point is that I shouldn't have needed to, and you shouldn't have to "delete" population just to reach the 50% barrier.

IMHO, this is a bug in the original "vanilla" game ("vanilla" meaning the game without any mods). Fortunately, Dale's AoD2 mod fixes this, and frankly I wouldn't want to play the basic "vanilla" game without a mod, given the huge number of fixes and improvements available in Dale's mod.

YMMV, --- Wheldrake
 
I didn't advocate deleting colonists to reach the 50% mark, I just used that example as a method of proving that all colonists are equal. In my own games I don't actually declare independence until I have 75% rebel sentiment in order to get the extra combat bonus immediately, and I have no trouble getting to that level without deleting colonists.

As I said above the best way to increase your rebel sentiment is to increase your liberty bell production.
 
No that's not how it works at all. Your overall rebel sentiment is calculated on total population - a farmer working in a colony is exactly the same value as a pioneer building a road or a dragoon. You can prove this yourself by deleting colonists to raise your rebel sentiment. Deleting 10 farmers has exactly the same effect as deleting 10 dragoons because they all count the same.

But this is the same as what Wheldrake said. In short, that people outside settlements do count.
 
Yes they do count - but they are not '100% loyal to the king'.


Perhaps... but until your cities reach over 100% rebel sentiment, the mechanic works the same as if all those units stationed outside cities were dead weight, 100% loyal to the king.

It's kind of a tricky system, and yes, I have read the Axxon guide. The percentages displayed in cities are in fact only indirectly related to the global rebel sentiment. It gives a misleading idea to ne players concerning their progress toward the 50% target, especially if, like me, they try to create a huge standing army prior to declaring independence.

In "vanilla" Civ4Col it's probably best to keep most of your citizens working inside cities until you declare independence, with stockpiles of guns and horses to quickly convert them to fighting troops after declaring but before the REF arrives.

In Dale's excellent AoD2 mod, troops and other units outside cities no longer count against your rebel sentiment, making it a lot easier (and I would argue a lot more logical) to reach and get beyond the 50% target value. IMHO, it's such an improvement over the basic game that there is little reason not to play this mod instead of the basic games with its strange bugs.

YMMV, --- Wheldrake
 
In Dale's excellent AoD2 mod, troops and other units outside cities no longer count against your rebel sentiment, making it a lot easier (and I would argue a lot more logical) to reach and get beyond the 50% target value. IMHO, it's such an improvement over the basic game that there is little reason not to play this mod instead of the basic games with its strange bugs.

I haven't played the mod but does this mean there is no maintenance cost at all for your troops? In most games there is some kind of cost involved in maintaining an army. This is usually in something like food or gold but in Colonization it is liberty bells. If you remove that there would be nothing to limit the size of your army which would make the game too easy. There needs to be some challenge to a game to make it interesting.
 
Good point, Dalgo. I noticed that, too. I think there should be a cost in gold per turn for each unit. This would serve to stimulate industry and trade, as there is no particular reason to accumulate a big treasury other than to hurry production. This would make trading an essential part of your strategy.
 
Vanilla Civ4Col = Civ4Col.
It's just the base game.
AOD II is a mod.

Thanks for clearing that up for me, i feel stupid now :)

On the rebel sentiment issue with colonists outside of colonies... (mainly soldiers)...
Why would you not have to turn these people towards your cause (independance) aswell as everyone in your colonies?
I know in the original you never had to, but think its just common sense that you need to appeal to all colonists and turn them towards independance.

And that way, there is a small penalty for a large army... the fact you need to produce more liberty bells.
 
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