Propaganda and Foreign Mecenaries

Dark Sheer

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I am not sure if this is intended or a bug but I am sure it only relates to version 1.16f.

When you successfully initiated a propaganda a city will become yours and you get a free unit of the best defensive unit you can produce. However, I notice that after the patch when you gain control of the city, not only the citizen retains their nationality, the unit you get also retain the nationality :confused: :confused:

So now I have a few foreign mercenaries in my army, one roman, one german, one egytian, one chinese, and one japanese :eek:

Anyone seen this happen??
 
I have never gotten propaganda to work.
 
It seems that if I rush buy a unit in those revolted city, the unit also has a foreign nationality. Sending these foreigner as cannon fodder now !! :D

As to the foreign units, I attach an image here to show what I am trying to say ;)
 

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That is strange. I wonder if you would be able to build unique units for those civs in these cities. Most are no longer available by the time you can use espionage, but it would be kind of cool to build Panzers with a non-German civ.
 
Those Foreign Legions show as captured unit in Military Advisor :confused: And they required no maintenance !! :D

Another thing I noted, if you rush build a worker in these cities they become foreign workers (shown as captured unit as well ) and work only at half the rate of your own worker :mad:

This seems to apply to rush build units only. If I let the computer build it normally, its still my own unit. :rolleyes:

No one else encounter this?
 
I've had that captured cities produce settlers of a foreign nationality, which in turn build cities of foreign nationality, even though this should not be the case. :(

This seems like a case for the bug thread to me. :(
 
Propaganda?

I don't consider Espionage (Advance, Wonder, Spy, et al) to be worth the effort. Better to use your resources on other things.
 
Originally posted by Zouave
Propaganda?

I don't consider Espionage (Advance, Wonder, Spy, et al) to be worth the effort. Better to use your resources on other things.

Well, I consider them well worth the effort. Just take this into consideration, doing Propaganda on a size 6 city usually cost about 700-800 gold. If you succeed in one try, you get a mech inf for free and a new size 6 city. A mech inf cost 1600 if you rush buy it.

So I consider it a profit even if I succeed in only 3-4 tries ;)
 
Ok I have a question that has nothing to do with propaganda, but anyway here it is: How did you get in the modern age in 1090 AD????? I'm always very late in game techs vs real world...:eek: :eek:
 
The foreign worker and settler make sense. Remember when you take over a city through war, they retain their nationality. And when you make a worker or settler, they come from the population of that city. Meaning, you'd use a Foreign Citizen to make that settler/worker. I'd think through Propaganda they'd retain their nationality. If you're from Japan and move to America, your origin would still be Japan. Maybe nationality isn't the right word for use in the game. Maybe origin would better describe it.
 
Anyone likes Espionage YOU use it; I won't.

Propaganda doesn't even work against Democracies - the most common government by the time you can use spies.

Add the cost of the civ advance (which you built instead of something else); the cost of the Intell. Agency Small Wonder (instead of building something else); the cost of ATTEMPTING to plant a spy, while risking an international incident if caught; and then, finally, the high cost of Espionage operations that often fail miserably, and I say it is NOT worth the effort. It is not cost effective.
 
Originally posted by Vinc
Ok I have a question that has nothing to do with propaganda, but anyway here it is: How did you get in the modern age in 1090 AD????? I'm always very late in game techs vs real world...:eek: :eek:

Ummm...it is possible, actually the screen you see I just happen to get computer, the first tech ;)

Suffice to say, if you play on a huge map and AI gets to build 50+ cities, tech goes very fast. Of course, I did adjust the minimum turn for research to 2 instead of the original 4 :D
 
I ve rushed a worker from a newly captured, revolting city once to reduce the population. Instead of a Japanese worker, I got a Barbarian worker. Now I wonder what nationality I'll get when I put it in one of my cities? Or if I rush a Barbarian bomber or Barbarian aircraft carrier or Barbarian tank?

That would be quite funny..
 
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