Post-Conquest Resistance

redazncommieDXP

Warlord
Joined
Jan 5, 2007
Messages
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Is there any way to modify the length of a city's resistance after it is conquered? I would like to dramatically increase this, so that in conjunction with an increase to maintenance costs, conquered cities are a tremendous drain on your national economy. This will help to add incentives to fight limited, strategic wars instead of going all out and totally eliminating rival empires.
 
Under the more common victory conditions, domination and conquest, making it more difficult and time consuming to fully conquer your enemies once you have broken their strength would just prolong the most boring period of the game. As it is the game drags as you take all the cities needed to achieve victory, whereas you normally assume dominance over your enemy fairly early on in any given war.
 
It may delay the most boring part of the game for you, but in real life conquering a nation often involves significant costs as you try to advance deeper into their territory. A great deal of People's War thought involves exactly this idea.
 
And we should care about what a totalitarian ideology has to say about stuff why, exactly?
 
Sweet but the beginning was a little dull. Who cares about penguins :)
 
What I would recommend is adding an event or number of events that can only occur during resistance. These events could damage troops stationed in the city - requiring strategic choice. An example of such an event:

"Sir, the recently conquered people of #Cityname have risen up against our troops! Barricades have been erected in the streets and the banner of our enemy is raised high!"

Response 1: Crush them, and execute the rebels as a lesson to the rest.
20-40% damage to all units in the city, 40% chance of shortening the revolt 2 tutrns, 20% chance of extending the revolt another 4 turns.

Response 2: Contain them and retake the streets with a decisive offensive. Then institute a curfew and martial law.
10-30% damage to all units in the city. 30% chance of shortening the revolt 1 turn. 30% chance of extending the revolt 1 turn.

Response 3: Withdraw then meet with their leaders in an attempt to reach a compromise solution. We are trying to help them after all.
10-20% damage to all units in the city. 50% chance of ending the revolt. 50% chance of having the city revert back to its former owner.
 
Is there any way to modify the length of a city's resistance after it is conquered? ... This will help to add incentives to fight limited, strategic wars instead of going all out and totally eliminating rival empires.

First, have you seen the "Revolutions" mod from jdog5000?

The goal of this modpack is to make Civ4 more dynamic. New empires will rise in the middle of the game, over-extended empires may crumble, or colonies break away from oppressive rulers.

Gameplay Components

The primary components of this mod are BarbarianCiv and Revolution. Briefly, BarbarianCiv allows Barbarian cities to "settle down" and spawn new full-fledged civs. Revolution allows colonies or groups of cities to demand changes to your empire or independence through several different types of revolts.

I consider it a huge improvement on basic Civ4.
It may do everything you want... but it uses it's own .dll and would probably be a bear to merge with FFH2.

For FFH2:

BTS's GlobalDefines contains:

Spoiler :
Code:
	<Define>
		<DefineName>BASE_REVOLT_OCCUPATION_TURNS</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_OCCUPATION_TURNS_PERCENT</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_TOTAL_CULTURE_MODIFIER</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_OFFENSE_STATE_RELIGION_MODIFIER</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_DEFENSE_STATE_RELIGION_MODIFIER</DefineName>
		<iDefineIntVal>-50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_TEST_PROB</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>

I'd guess that changing them could give revolts bigger teeth. Maybe you can just change them in FFH2's GlobalDefinesAlt?
I hope so, since I'd like to make changes there, too. I agree with you about limited wars. It's what the AI often does anyway - IMO human conquest is too easy.
 
@Attackdrone: That sounds like a great idea! Unfortunately I don't have any experience adding events. Does anybody know how I could implement this? On a related note, will a conquered city flip if it has no/weak garrison during its resistance? I'm unsure of the exact rules here.

@Tarq: I have seen the Rev and Barbarians mod from Jdog, and I played them for a while. They're phenomenal mods, but Jdog needs an editor to fix his many typos :-). I would love to implement them in FfH but I'm unsure of how to merge the two mods.

Thank you for finding the GlobalDefines, they're just what I was looking for. BASE_REVOLT_OCCUPATION_TURNS seems pretty straightforward, but the others are a little ambiguous. Any idea what those mean?

On a related note, when you raze a city (at least in some mods), they form Partisan units to resist you. Could we possibly link this event to when you conquer a city instead of just when you raze it, and increase the number of partisans that are spawned? I'm thinking about a low-attack, high-defense unit that is still weaker than the national garrison (archers when the regulars are longbows, longbows when the regulars are arqs). As an added bonus, it could last a limited number of turns (a high number), until the end of the war, or be redeemable for a population point or "upgradeable" into a worker for peacetime.

@Fenboy: So you refuse to learn from brilliant military thinkers just because you have an ideological beef with them?

@Roghar: While your input would be valuable if we were discussing universal changes that would affect everyone's game, this is my personal modmod and I have already decided that I want to make conquest difficult. I won't be dissuaded. I'm sure a lot of people would agree with you that this just makes the game boring and difficult, I want my game to be a little more "boring."
 
@Attackdrone:BASE_REVOLT_OCCUPATION_TURNS seems pretty straightforward, but the others are a little ambiguous. Any idea what those mean?

Just uninformed guesses.

On a related note, when you raze a city (at least in some mods), they form Partisan units to resist you. Could we possibly link this event to when you conquer a city instead of just when you raze it, and increase the number of partisans that are spawned?

Theoretically, yes. I don't know how, though.
 
@Fenboy: So you refuse to learn from brilliant military thinkers just because you have an ideological beef with them?

Mao's only military victory (Korea & India were sneak attacks followed by a quick sueing for peace, and Tibet was against a people that wouldn't fight back) was managing to beat someone whose forces were known for their incompetence, whose son was being held hostage by the Soviets, and who had just had the snot kicked out of them in a World War, while having the good force to lead the only armed force in Chinese living memory who didn't target civilians as a matter of course (while the war was being fought, that is). Excuse me if I don't wet myself at his military genius.

But hey, believe the propaganda if you want, its a free country...oh wait sorry :rolleyes:
 
"He who is prudent and lies in wait for an enemy who is not, will be victorious."

"For to win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting is the acme of skill."

- Sun Tzu
 
Mao's only military victory (Korea & India were sneak attacks followed by a quick sueing for peace, and Tibet was against a people that wouldn't fight back) was managing to beat someone whose forces were known for their incompetence, whose son was being held hostage by the Soviets, and who had just had the snot kicked out of them in a World War, while having the good force to lead the only armed force in Chinese living memory who didn't target civilians as a matter of course (while the war was being fought, that is). Excuse me if I don't wet myself at his military genius.

But hey, believe the propaganda if you want, its a free country...oh wait sorry :rolleyes:

I would love to slap you around and humiliate you, but this is not the place for it. Take your flame bait somewhere else. If you really want me to embarass you for all of CivFanatics to see, make a thread in the appropriate place and send me a link.

Sorry about the thread derailment. Anybody know about implementing partisans?
 
I would love to slap you around and humiliate you, but this is not the place for it. Take your flame bait somewhere else. If you really want me to embarass you for all of CivFanatics to see, make a thread in the appropriate place and send me a link.

Sorry about the thread derailment. Anybody know about implementing partisans?

:lol::lol::lol::lol: Okay Internet Tough Guy, have it your way. Just don't ask me to respect a guy who thought it was a smart idea to plant wheat in the Himalayas.
 
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