Partisans. Are you freaking kidding me?

Helmling

Philosopher King
Joined
May 2, 2004
Messages
1,680
In my current game, I am having a lot of trouble with spies recruiting partisans. I mean A LOT. Every couple of turns, I've got mechanized infantry materializing out of thin air right next to my capital. It's ridiculous! I have spies covering just about every tile of the city, but still--time and time again.

What the flip?!?
 
Are your spies in your Neighborhoods?
 
Partisans are recruited in the neighbourhood districts so put your counter spies there. They are a prime target and something to keep in mind when placing your neighbourhoods. With a bit of planning you can also use it against them and make it a trap they can't refuse.
 
In my current game, I am having a lot of trouble with spies recruiting partisans. I mean A LOT. Every couple of turns, I've got mechanized infantry materializing out of thin air right next to my capital. It's ridiculous! I have spies covering just about every tile of the city, but still--time and time again.

What the flip?!?

Oh my god, just while I was typing that, it happened again--twice! I have six mechanized infantry to deal with. For a while it wasn't even a problem because I had a bunch of apostles with heathen conversion, but they're all used up and this is just tedious as heck.
 
Partisans are recruited in the neighbourhood districts so put your counter spies there. They are a prime target and something to keep in mind when placing your neighbourhoods. With a bit of planning you can also use it against them and make it a trap they can't refuse.

Oh, I didn't know THAT! No wonder. I didn't even notice the option to plant spies in neighborhoods.
 
I once had a situation where a neighbourhood from another civ was next to my border and the partisans kept going for my lands. I was not amused and there was nothing I could do.
 
It is an extremely unfortunate thing that the AI just loves to spam partisans and assassinate magnus. Partisans & free city units need some better Ai to not just berserk all the time. The partisan unit that spawns is always your highest strength land unit available, so this can often mean tanks and will always mean modern armor if you've unlocked them. Can be handy to keep some antitank squads around just in case. Fighters (the aircraft) also work well here, if you built an aerodrome nearby.

The best workaround if you find spy management tedious is to take Democracy government and slot its legacy bonus. The resulting +2 housing per specialty district is almost always way more than sufficient to avoid ever having to build neighborhoods. the +2 production per specialty district is a nice perk too. I realize tier 3 governments come about 4 civics after urbanization, but you can usually either get away with waiting if you are running medina quarter, or really focus on districts like the harbor and the encampment which have buildings that grant housing.
 
I like to do this to the AI when I have already no other good use for all the spies (and when the AI finaly builds some neighbourhood, of course). When the city is close to my cities, it sometimes turns against me and the barbarians ignore the AI tiles and go straight to my territory :)
 
It is an extremely unfortunate thing that the AI just loves to spam partisans and assassinate magnus. Partisans & free city units need some better Ai to not just berserk all the time.

The funny thing is the way the turns play out. First the player, then the AI when spy finish it's mission and the partisans spawn, then the barbarian turn where the partisans do their thing before you even have a chance to react. The AI will always be able to react to partisans you recruit yourself before they do something.
I've lost so many traders to partisans... :mad:

Democracy, democracy legacy and New Deal civic should usually be enough housing yes.
 
Get an apostle with the heathen conversion promotion. Free instant army.
Oh my god, just while I was typing that, it happened again--twice! I have six mechanized infantry to deal with. For a while it wasn't even a problem because I had a bunch of apostles with heathen conversion, but they're all used up and this is just tedious as heck.

Smooth...
 
Partisans are a big upside to putting neighbourhoods in a city's third ring of tiles, across a body of water (and ideally, right beside your enemy's nearest city). No need to put a spy there: if the partisans spawn, they promptly shove off to cause trouble elsewhere.
 
*Takes notes for multiplayer*
The Civ5 version of it made it so that any barbarian that came next to your missionary was auto converted. You could farm the tundra wasteland and also make rebel spawning from unhappiness a boon. Granted, you needed to go down the piety tree, but definitely a cheese move in multiplayer.

Glad they fixed it in 6, but yerevan suzerainty kinda lets you get something similar going (since you can always pick it) if needed. Auto-HC promotion would be a neat leader ability mechanic for one of the more nomadic civs, now that I think about it.
 
Raise partisans is a daft ability anyway. And as if the game needs another reason to to not build Neighbourhoods.

Really, Spies should just have a way to damage local loyalty, not magically create barbarians.
 
Raise partisans is a daft ability anyway. And as if the game needs another reason to to not build Neighbourhoods.

Really, Spies should just have a way to damage local loyalty, not magically create barbarians.

Plenty of real life examples of local uprisings being backed by foreign powers.
 
I don't know about playstyles, but mine very rarely last to those events, I think I had them 4-5 and they are a pain.

From Deity and below, everything is fixable, but keep your eyes sharp on what can happen before it happens.

And for me, if I forget, a good ranged unit in every city, and a few roaming melee units sort it out for me.
 
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