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Sounds like you had the right amount of troops there.

Factors which effect resistance quelling are:-

Amount of military
Luxury Slider Rate (More than Enemy is better)
Luxuries
Foreign Nationals
Type of Government (Demo best Commie Not as good)
Total Cultural Points ( For ongoing resistance, Flips etc)
Road connections to their homeland
Proximity to former capital

Some of those are to do with Flip chance as well.
Also when you capture and leave or turn the governor on for 1 turn the town wont riot. Turn Gov of and then rush happiness and culture. ( Temple,marketplace,courthouse) Whatever you prefer.

If the computer has drafted and slave rushed then that can cause big probs.

You can click on the worker face when manually controlled and they can tell you why they are unhappy

Just of the top of my head other people can probably name of few more.

But the Governor control for the turn of capture seems to work.
 
I don't think there's any fixed/known formula for stopping resistance. It seems to be somewhat random.

As for unhappiness in the conquered city, connect the city to your network so it can get luxuries? Turning the first citizen into an entertainer might have helped too. Unfortunately you don't get a chance to tell some of the other resisters to be entertainers. You can tell the governor to manage happiness in the city, but in my experience that's worse, because the governor will prevent civil disorder by setting so many entertainers that the city starves. Usually, it's better to just have civil disorder for a turn or two (imho).
 
I think there is a set formula for resistance quelling so many units per pop perhaps 1-1, perhaps. There are definite factors involved but Im at work so I cant quote from the game.

As always the in game concepts info button top left gives a almost complete description.

The point about setting the Governor is to prevent rioting on the turn following capture. It hasnt rioted at this time so far for me. Turn it off on the following turn.

If you can eliminate the civ dont starve the citizens otherwise I think its advisable to lessen the flip chance.

When the captured town riots the flip chance is greatly increased, plus you could have a building destroyed and buildings make content faces.

WLTKD decreases all negative aspects affecting the new town, flip chance etc
 
how can I ''unmod'' civilization?
 
As I said, turning on the governor means that enough citizens will be assigned as entertainers to keep the city from rioting. However, this means the citizens might starve. So don't do this unless you prefer starvation to rioting.

Personally, I don't usually like starving enemy citizens. Eventually they will be happy again, and useful. Or I can turn them into (no-maintenance) workers.
 
I am trying to figure out how units heal after a battle. It seems like if the unit used up all its movement points, there will be no healing by the beginning of the next turn. Correct?
Then it looks like it heals different amounts depending, maybe on how many movement points are left?? Is there a formula for this?
Does it make a difference if the unit is garrisoned in a city square or not?
(These are all assuming the unit is in my territory)
Thanks
 
Originally posted by vincenzo
I am trying to figure out how units heal after a battle. It seems like if the unit used up all its movement points, there will be no healing by the beginning of the next turn. Correct?
Then it looks like it heals different amounts depending, maybe on how many movement points are left?? Is there a formula for this?
Does it make a difference if the unit is garrisoned in a city square or not?
(These are all assuming the unit is in my territory)
Thanks
If a unit is in a city without a barrack, it heals for 2 hps per no-action turn. With a barrack, all units are good as new after a turn's rest, regardless of how many hps are left.

On the field (anywhere but the enemy territory), ground units gets one hp for every turn's rest. If you have Battlefield Medicine, the ground units can get one hp back per turn on the enemy's soil.

For naval units, you have to get the ships in a coastal city to get the hps back. Harbors work the same was as barracks do to ground units. :)
 
They have to be fortified to heal, so if they used up all their movement points, they can't fortify, so can't heal. 1 hp/turn they recover, except if they fortify in a city with barracks, then they heal up all the way (I believe there is sometimes a 1 turn delay for some reason). Units will usually heal very slowly in a city that is under resistance.
 
Originally posted by DaviddesJ
Also, upgrading a unit automatically heals all damage on it (I think).
This is also true. :)
 
Thanks for the healing info.

Is there any way to increase the food output from a coast tile?
Thanks
 
Build a harbor. A harbor will add +1 food to all coast/sea tiles.

If you want more than that, you would have to change the rules in the editor.
 
Thanks Bamspeedy. The reason I asked is that I captured a town of 4 pop that had about 6 coast squares and 5 mountains in the town. The AI had built mines and roads in all the mountain squares, but I do not see how they can ever be mined because there is just not enough food that can be generated, even with the extra you mentioned from the harbor, to support working those squares, since the mountains produce no food. (The coast squares are producing one food now).
Does the AI make errors like this, or am I missing something?
Thanks
 
Hey, I'd appreciate any help I can get with this, I've downloaded the Watercolour mod and love the way it looks, but unfortunately, or fortunately depending on how you look at it, when I start, the entire map is shown. As much as i love the way I can flog the Russians by beating them to all the luxuries, I'd like to know how I can change this back to the old, no cheating way it was.

I'm running a patched version (1.21g) of Civ3 on a mac.

Any help?
 
Originally posted by vincenzo
.....I captured a town of 4 pop that had about 6 coast squares and 5 mountains in the town. The AI had built mines and roads in all the mountain squares, but I do not see how they can ever be mined because there is just not enough food that can be generated, even with the extra you mentioned from the harbor, to support working those squares, since the mountains produce no food. (The coast squares are producing one food now).
Does the AI make errors like this, or am I missing something?

All the time! The AI worker automation logic is brain dead. It will irrigate grassland in despotism (pointless) and build more improved tiles than a city actually has citizens. To see what I mean, automate some workers for fun. Watch them scurry back and forward, never actually working. I've seen one leave a non-roaded tile on the same turn another goes there :rolleyes:
 
oldmanrupert, I don't actually know since it's been awhile since I played vanilla and that was on a PC. However, in the interest of trying to be helpful ;) here are some things to check:

1) If that version of civ3 allows a "Debug Mode" for the scenario file (it would be on the scenario properties in the editor) make sure that's off.

2) Make sure you still have a "FogOfWar.pcx" in your Art:Terrain folder as vanilla civ3 (at least on the PC) needed that file in order to properly show the fog of war. If you do not have this file, I hope you backed up your Terrain folder or else you will probably need to reinstall as there's a good chance other necessary terrain files got toasted too.
 
Just a small addition to Bamspeedy's excellent post on healing; you do not need to actually fortify the unit in order to heal it. Pressing space will have the same effect. The point is, however, that the unit must have all its movement points left.

Another matter, of course, is that it always is better to fortify than pressing space, since that gives you the chance to change your mind and move the unit later in the turn, and it will get a defensive bonus against attacks.
 
Thanks pdescobar, I transferred the file and now it works a treat.....

but now.... all my beautiful luxuries....... gone...alll my ivory!
 
Originally posted by Hurricane
Just a small addition to Bamspeedy's excellent post on healing; you do not need to actually fortify the unit in order to heal it. Pressing space will have the same effect. The point is, however, that the unit must have all its movement points left.

Another matter, of course, is that it always is better to fortify than pressing space, since that gives you the chance to change your mind and move the unit later in the turn, and it will get a defensive bonus against attacks.

Fully right, also should you fortify an unit in order to heal it, the unit will 'unfortify' by itself as soon as it fully recover, so you won't forget that unit.
Fortifying an unit in order to heal it will also increase its defense, I would always use this option rather than space bar.
 
If I load an injured unit onto a boat, and then spend several turns sailing somewhere, will the unit heal while on board?
It's not moving, but I'm not sure if this counts as "resting".
 
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