Preventing Resistance

dojoboy

Tsalagi
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Anyone know an approach to preventing resistance in captured cities? Even if I culture-bomb a captured city, it falls into revolt later, for several turns.
 
you mean when your city does a revolt since they want to join the other civ due to their culture? it's not a matter of total culture, as in GA great works. you want to pack it with units. quantity counts, quality counts more. if you get enough units in there, the chance to revolt literally goes away. you can see the "chance to revolt" on the culture line when you hover over it, so you can get a feel for how many units it takes. of course being able to spare that many units if the war is still ongoing is an entirely different matter...

for actual info on how effective which troops are, you can dig into Civ4UnitInfos.xml in the Assets folder for the game version you're playing. the relevant value is <iCultureGarrison>0</iCultureGarrison>. barbarian bears and spies both have a value of 0, so they do you no good. warriors are 1, musketmen are 7, mech infantry are 16.

same concept applies for culture flips not involving wars/recent captures. the formula has adjustors for whether you're at war or peace, blah blah, but the using troops to lower the chance applies. oh yeah, state religion matters, something about theirs vs. yours, bottomline if your state religion is in the city the chance can be half as much as it might be otherwise.

the counterintuitive (and broken, IMO) thing is that the formula doesn't account for who owns the units. if there's a city that you do not want to flip to you, you can pack your own troops in there and that'll calm them down. "no no, you don't want to join our glorious empire, actually we suck", sure, that makes sense.
 
Actually, I mean when I capture a city, but the same may apply. Not the intial turns of revolt, but after that one has settled. They seem to periodically revolt every 7-10 turns.
 
yeah i think the kind i mean is the kind you mean. when they're not in revolt, hover over that nationality bar, and see if a "chance to revolt" is showing. if there is one, it means they're not patriotic enough towards you yet (the stinkers), and the stuff i posted will hopefully help. if you can find the troops to spare, that is! good luck and have fun :).

note that captured cities can't actually culturally flip away from the conqueror to the original owner unless you check an option when you set up a custom game. but they can indeed revolt over and over and over. which is awfully annoying. how can you build culture buildings to pacify them and stop the revolts if they're always refusing to work? ingrates grrrrrrrr.

the related case, when your culture is pressuring someone else's city that you never fired a shot at, in those cases you can culturally flip the city and actually get the choice to raze it or move in. and if you move in, you keep national wonders they built there that you haven't built yet ... a bad thing for me in one game!

signed, someone who gives waaaaaay too long answers!
 
I found the hard way bombers and fighters don't count. Don't know about naval units; but it seems the units which cannot gain XP don't count, so naval units should matter.
 
Actually, I mean when I capture a city, but the same may apply. Not the intial turns of revolt, but after that one has settled. They seem to periodically revolt every 7-10 turns.

Keep expanding and conquering. Then, as a city comes out of its first revolt, it won't be next to a rival civ and you won't have the culture pressure causing a further revolt. Not always possible, but a lot times it is.

Cheers.
 
the counterintuitive (and broken, IMO) thing is that the formula doesn't account for who owns the units. if there's a city that you do not want to flip to you, you can pack your own troops in there and that'll calm them down. "no no, you don't want to join our glorious empire, actually we suck", sure, that makes sense.

I don't know if that is broken. How many nations/towns have become annoyed with peace keepers/stationed troops. Us Brits and others in Kosovo, the US in Japan and lets not even mention Iraq.

Maybe it's more, "now I've met you I don't want to join after all".
 
I don't know if that is broken. How many nations/towns have become annoyed with peace keepers/stationed troops. Us Brits and others in Kosovo, the US in Japan and lets not even mention Iraq.

Maybe it's more, "now I've met you I don't want to join after all".

We're shifting off topic, but your examples don't apply to the situation mentioned.

The situation mentioned is a city that wants to join a civ, becoming less interested in joining after that civ's troops are stationed in the city.

But in your example, Kosovo never wanted to join the United Kingdom (AFAIK), and Japan certainly has never shown any interest in becoming a 51st State of the Union. Your examples are of cities with little to no cultural pressure to join a civ, having troops of that civ occupying them, and causing tensions toward that civ. I don't think anything like that is modelled in CivIV.
 
OK that all makes sense, so how about a small bordering city (3-5) that goes into revolt to join your empire but doesn't. (playing celts, it is korean)

would placing units in the city help or hurt it to join your empire?

open borders, natch.
 
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