partisans

chieflookout

Chieftain
Joined
Sep 13, 2007
Messages
48
When do the partisans start jumping out of the cities as you destroy them, and is there any way to prevent this from happening besides just surrounding the city with units?
 
I think the prerequisite is for the previous owner of the city to have the guerrilla warfare tech, but I am not sure about this.

I am sure that there is no way to prevent this besides what you mentioned: surrounding the city with units.
 
Thank you for your reply. In the game I am playing now, I had deliberately avoided getting guerrilla warfare so as not to let it happen, but I guess maybe the other civ had it, I didn't think to look. Oh, well, guess I'll start surrounding the cities before I attack. Btw, I am aware that I could take out the capital and bribe the cities, and avoid the attack altogether, but the civ had democracy...
 
I haven't run a test, but it seems like partisans show up long before the AI gets guerrilla warfare. I know I never research it myself but I do sometimes get partisans when one of my cities is overrun.

But again, this is from memory so I could certainly be mistaken . . .
 
Even if you bribe a city, the partisans still show up. I just started a game on king in which I started on a main huge island with two other civs. I destroyed them both with a load of legions and land grabbed the whole island. I ended up so powerful that the remaining civs all allied against me and they stuck exclusively to republic and fundamentalist govnt's, so I loaded 3 transports full of spies and went and bribed 3 empires XD. Civ 2 is sooo broken its epic fun.
 
One easy thing, if you do not already do it, is to use low-value caravans, dips, spies or even (if you have some for some reason or as a reason to have some) explorers to fill up the squares around a city. Saves on support and unhappiness.
 
How does filling up the squares around a city save on support and unhappiness?
It really does not. Except in the home cities of the units surrounding the city, IF your in Republic or Democracy where units away from home cause unhappiness in their home cities. Using vans, spies, and explorers is good since these units that do not cause unhappiness when away from home.

Another trick, if you have flight, is to park air units arround the city to be captured/bribed. Your fighters will suppress any partisans, and after the city is taken, can land in the city, which is now a forward base for the next attack.
 
While we're on the subject, I've always wondered about the air units. I bought my game without a manual, and the civilopedia doesn't explain it. How do air units work? Can all of them stop at the end of a turn on a square outside of a city or carrier? I thought that I had heard that they will crash if you leave them on a square that is not a city or carrier. Also anything else about air units (specific things they are good for, tricks with them besides this one) would be cool to hear about too. Thanks.
 
I don't play CivII now (shame on me!) but when I did I usually surrounded the city with military units the turn before attacking. I placed the units to deny arrows to the city. This would force most of the defenders would be disbanded in the AI turn as the AI invariably homes their units to the city they are defending.

Therefore partisans were seldom a problem as all was required was to place other units including the dips, caravans etc on the tiles that did not produce arrows to suppress the uprising when the city was actually taken.

One other trick is to allow some partisans to spawn but be sure to deny them defensive terrain to spawn on so they can be destroyed immediately and easily with reserves.
 
Fighters have to end their turn in a city, airbase, or ship, but, the trick is to "park" them on the hex you want to prevent partisans from appearing while the fighter still has movement left. Than, take the city and when the city is yours, move the fighters into the city. Bombers can be airborne for two turns. They move up to 8 hexes on the first turn (or until they attack), and 8 more on the second which must end in a city or airbase or ship, or the bomber crashes. Helos are unique. They can stay airborne indefinately, but, they lose a small amout of 'health" each turn airborne.
 
I haven't run a test, but it seems like partisans show up long before the AI gets guerrilla warfare. I know I never research it myself but I do sometimes get partisans when one of my cities is overrun.

But again, this is from memory so I could certainly be mistaken . . .

You can't build Partisans until you get Guerilla Warfare, but they will
spawn when you get Communism.
 
You can't build Partisans until you get Guerilla Warfare, but they will
spawn when you get Communism.

IMHO partisans jump out every time you conquer a city of an industrialized civ. The city must be of a certain size, however.
Again: everything about conditions for spawning partisans and their numbers is explained in the thread I mentioned.
 
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