madviking said:
How does War Weariness work?
Here ya go:
Bamspeedy from CFC
Length of war did not seem to be a factor (only the # of turns you end your turn with units in their territory).
War weariness kicks in at various thresholds.
First threshold: 25% of your people become unhappy (Republic)
50% unhappy (democracy)
Second threshold: 50% unhappy (Republic)
100% unhappy (Democracy)
Third threshold: 100% unhappy (Republic)
Government overthrown (Democracy)
*Republic can never be overthrown
Units you lose, cities you lose, ending your turn in enemy territory contribute to WW.
Universal Suffrage makes 1 person content in all cities (1 person that would have become unhappy because of war weariness).
Police Stations allow 25% of your people to not become unhappy from WW. (so, in republic at the first threshold, you would see no unhappiness).
I guess I should add:
+1 for each turn you end your turn with a unit in their territory
+2 for each unit you lose
+15 if you have a city of yours razed (or captured?)
*possible ones, that haven't fully been checked:
pillaging, starvation of your citizens due to enemies having control of your former cities
First threshold: 30 war weariness points (WW)
Second threshold: 60 WW
Third threshold: 90WW (Democracy)
120WW (Republic)
*********************************
How does war weariness work?
The study of war weariness goes on. I will thank Bamspeedy and DaveMcW (any other?) for their research, it really helped.
General:
War weariness is tracked for each civ indepentently.
We measure war weariness with wwp (war weariness point).
The different levels of war weariness:
code:--------------------------------------------------------------------------------Level wwp
-1: - 0 wh (war happiness)
0: 0 - 30 normal, no effect
1: 31 - 60
2: 61 - 90
3: 91 - 120
4: 121 ---------------------------------------------------------------------------------
Effect of ww in war:
All government:
Level -1: 25% happy people
Republic:
Level 1: 25% unhappy people
Level 2: 50% unhappy people
Level 3: 50% unhappy people
Level 4: 100% unhappy people
Democracy:
Level 1: 50% unhappy people
Level 2: 100% unhappy people
Level 3: Revolt
Number of unhappy people is round down. The number from each civ is added together and subtract 25% for police station and 1 for US (Universal Sufferage). The total number of unhappy citizen from ww can not exceed number of citizen.
War happiness is calculated independent in the same way. (No effect of improvments)
War happiness from several enemies could really help
Calculations of wwp:
All starts at 0.
Subtract 30 wwp if the AI attacks you, except when AI is provoked by:
- use of nuclear weapons
- failed spy mission
Anything else? Please tell me if you find something.
Add 1 wwp if you have units in enemys territory when in war. (In beginning of the turn)
The following describes the effect for a human:
Add 1 wwp for each
- lost unit without defence value
- improvment pillage/bombed
- unit that are bombard down to 1 hp
Add 2 wwp when a human attacker is defeated
Add 2 wwp when a unit with defence value is attacked. (Even if you win)
Add 16 wwp when a size 1 city is captured 17 wwp for bigger cities.
What if your cities get bombed?
There is a bug for these penalties. For a human-AI battle, the AI gets the same penalty as the human (he gets penalty for taking human cities, but not for losing his own). For an AI-AI war both gets the penalty the first AI should have. There seems to be no problem with human-human battles.
Subtract 1 wwp if level >= 1, no enemy inside your territory and no units in enemys territory.
Subtract 1/20 of current wwp each turn in peace (round up)
Assume you sign peace when you just have gotten 100% ww in republic (121wwp) and keep out of his territory. Then you will lose 8 wwp the first turn, 7wwp the next. It will take 19 turns to get down to level 0, and 43 turn until the war is totally forgotten.
EDIT: Added info of how the AI gets wwp. Corrected some of the number of wwp given and the descriptions of when you get 1 wwp subtracted.
In the beginning (turn 0) you have 121 wwp.
The next turn this is reduced by 1/20 because of peace. That is 7 wwp (Round up), and 1 wwp because theres no units in wrong territory. So the wwp drops to 113.
The turn after 1/20 of 113 is 6, so wwp is now only reduced by 7.
And so it goes on untill turn 19. No the wwp is below 31, and the only reduction is the 1/20 of the current wwp.
After 43 turn the wwp is down to 0. For each turn you stay in enemy territory, or he stays in yours, , will add one turn. Unless the wwp is reduced to 30, or you are lucky with roundings.
List of turns and wwp
Turn 0- 1 reduction by 8: 121, 113
Turn 2- 3 reduction by 7: 106, 99
Turn 4- 7 reduction by 6: 93, 87, 81, 75
Turn 8-10 reduction by 5: 70, 65, 60
Turn 11-15 reduction by 4: 56, 52, 48, 44, 40
Turn 16-19 reduction by 3: 37, 34, 31, 28
Turn 20-23 reduction by 2: 26, 24, 22, 20
Turn 24-43 reduction by 1: 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0
Author: Oystein; Date Added: 12/8/03
The study of war weariness goes on. I will thank Bamspeedy and DaveMcW (any other?) for their research, it really helped.
General:
War weariness is tracked for each civ independently.
We measure war weariness with wwp (war weariness point).
The different levels of war weariness:
--------------------------------------------------------------------------------
Level wwp
-1: - 0 wh (war happiness)
0: 0 - 30 normal, no effect
1: 31 - 60
2: 61 - 90
3: 91 - 120
4: 121 -
--------------------------------------------------------------------------------
Effect of ww in war:
All government:
Level -1: 25% happy people
Republic:
Level 1: 25% unhappy people
Level 2: 50% unhappy people
Level 3: 50% unhappy people
Level 4: 100% unhappy people
Democracy:
Level 1: 50% unhappy people
Level 2: 100% unhappy people
Level 3: Revolt
Number of unhappy people is round down. The number from each civ is added together and subtract 25% for police station and 1 for US (Universal Suffrage). The total number of unhappy citizen from ww can not exceed number of citizen.
War happiness is calculated independent in the same way. (No effect of improvements)
War happiness from several enemies could really help
Calculations of wwp:
All starts at 0.
Subtract 30 wwp if the AI attacks you, except when AI is provoked by:
- use of nuclear weapons
- failed spy mission
Anything else? Please tell me if you find something.
Add 1 wwp if you have units in enemy territory when in war. (In beginning of the turn)
The following describes the effect when the human is attacked, the penalty is given to both the human and the AI. If the AI is the suffering part, none gets wwp. (This has to be a bug.)
I have not seen any of these penalties for an AI-AI war.
Add 1 wwp for each
- lost unit without defence value
- improvement pillage/bombed
- unit that are bombard down to 1 hp
Add 2 wwp when a human attacker is defeated
Add 2 wwp when a unit with defence value is attacked. (Even if you win)
Add 16 wwp when a size 1 city is captured 17 wwp for bigger cities.
What if your cities get bombed?
Subtract 1 wwp if level >= 1, no enemy inside your territory and no units in enemy territory.
Subtract 1/20 of current wwp each turn in peace (round up)
Assume you sign peace when you just have gotten 100% ww in republic (121wwp) and keep out of his territory. Then you will lose 8 wwp the first turn, 7wwp the next. It will take 19 turns to get down to level 0, and 43 turn until the war is totally forgotten.
***************************
Civilization III: War Academy
The Inner Workings of Resistance Revealed
Author: WillJ; Date Added: 6/29/03
First, Id like to give a big thanks to forum member Mike B. FIRAXIS. Much of the credit for the information in this article goes to him. Now on with the show:
Is there anybody you hate more in Civ3 than those pesky little citizens who dare to resist your all-mighty rule? (Well, maybe that trade advisor whod want more resources and luxuries if she were swimming in an ocean of them, but anyway...) Resistors refuse to work the land, meaning no food, shields, or commerce come out of them (although they also dont require any food). However, since most captured cities lose all their production and commerce to corruption and waste anyway (except for one of each), the main drawback to a city being in resistance is that you cant rush anything. This can push your plans of getting that temple or defensive unit ASAP back several turns, sometimes upwards of 10.
HOW RESISTANCE WORKS
Upon capturing a city, each citizen has a certain chance of becoming a resistor, depending on the culture comparison of its civilization and yours, and the comparison of its government and yours. The chance for each citizen becoming a resistor is as follows:
When they are disdainful of your culture: 90% chance
dismissive of: 80% chance
unimpressed by: 70%
impressed with: 60%
admirers of: 50%
in awe of: 40%
A civilization is disdainful of your civs culture if they have three or more times as much culture as you, OR if you dont have any culture at all (even if they dont either). Dismissive of means they have twice as much culture as you, and unimpressed by means that the ratio is 3:4 in favor of them. Impressed with means that you two have the same amount of culture (unless you both have 0, in which theyre disdainful of you), they are admirers of your culture if you have twice as much as them, and they are in awe of your culture if you have three times as much culture as them. You can find out how the civ feels about you culture-wise by going to the culture advisor or the foreign advisor.
The percentages listed above are increased, decreased, or stay the same depending on the comparison between your gov and their gov:
Democracy
Communism
Republic
Monarchy
Despotism
Anarchy
If you both have the same government, the % chance of each citizen becoming a resistor stays the same. If your gov is higher up on the above list than theirs, it goes down by 5%. If your gov is lower on the list than theirs, it goes up by 5%. With two exceptions:
republic civ captures city of civ under monarchy: +5%
democratic civ captures city of communist civ: +5%
All of this (the culture and the governments) can be viewed and edited in the Editor.
The chance of a certain resistor continuing its resist that turn is determined once again by the culture and government comparison, as explained above. However, the percentages for continuing resistance based on culture are lowered by 10%. For example, if they are disdainful of you, a resistor has an 80% base chance of continuing its resist the next turn. Governmental effects are added/subtracted in the same way as with initial resistance.
The maximum number of resistors that can be quelled on a certain turn is determined by the number of military units in the city times the difficulty levels number of citizens quelled by military. The standard for that is 1 on all difficulty levels, so in other words (if youre not playing a game thats had this modded) the maximum number of resistors that can be quelled on one turn is the number of units stationed in that city. You can view and modify this in the Editor under the difficulty levels tab (to the right-hand side youll see num. citizens quelled by military). For example, if you change Chieftains setting to 2, the maximum number of resistors that can be quelled a turn is 2 per unit.
The sentence above thats in bold is important. Assuming youre playing an un-modded game, if you want to quell resistance as fast as possible in a city of, say, 12 resistors, there is absolutely no point in having more than 12 units stationed in the city (except for keeping the chance of a culture flip to a minimum* and for defensive purposes).
Note that unit strength does not matter. A powerful tank is no better at convincing someone to stop their resistance than a guy armed with a pointy stick. That is, except for one thing: Air units, water units, artillery units, settlers, workers, and other non-ground and/or non-combat units cannot quell resistors, just as they cannot make unhappy citizens content. Also, happiness does not matter; units in a city in civil disorder can quell resistors just as well as in the world capital of happiness. (But you probably shouldn't have a freshly captured city in civil disorder, as it increases the chance of a culture flip.) And anything else you can think of: distance to capital, culture of the city captured, etc., doesn't matter either.
Two last notes on resistors: They are the first in line to die from starvation and disease, so if you cant quell em, starve em! That is, assuming you dont care about losing potential future productive citizens. Also, the number of resistors in a city affects how likely it is to culture flip (see this thread on culture flipping).
CHARTS
As if it weren't easy enough to do it in your head, here are a couple of charts displaying resistance chances:
KEY (for the order of the numbers):
conqueree is "in awe of" conquerer's culture/"admirers of"
"impressed with"/"unimpressed by"
"dismissive of"/"disdainful of"
Initial Resistance (% chance of each citizen becoming resistor upon capturing the city)
--------------------------------------------------------------------------------
Gov. of conquerer > Anarchy|Despot.|Monarch.|Repub.|Commun.|Democ.
Gov. of conqueree \/
Anarchy 40/50 35/45 35/45 35/45 35/45 35/45
60/70 55/65 55/65 55/65 55/65 55/65
80/90 75/85 75/85 75/85 75/85 75/85
Despotism 45/55 40/50 35/45 35/45 35/45 35/45
65/75 60/70 55/65 55/65 55/65 55/65
85/95 80/90 75/85 75/85 75/85 75/85
Monarchy 45/55 45/55 40/50 45/55 35/45 35/45
65/75 65/75 60/70 65/75 55/65 55/65
85/95 85/95 80/90 85/95 75/85 75/85
Republic 45/55 45/55 45/55 40/50 35/45 35/45
65/75 65/75 65/75 60/70 55/65 55/65
85/95 85/95 85/95 80/90 75/85 75/85
Communism 45/55 45/55 45/55 45/55 40/50 45/55
65/75 65/75 65/75 65/75 60/70 65/75
85/95 85/95 85/95 85/95 80/90 85/95
Democracy 45/55 45/55 45/55 45/55 45/55 40/50
65/75 65/75 65/75 65/75 65/75 60/70
85/95 85/95 85/95 85/95 85/95 80/90
--------------------------------------------------------------------------------
Continued Resistance (% chance of each resistor continuing it's resist on a given turn)
--------------------------------------------------------------------------------
Gov. of conquerer > Anarchy|Despot.|Monarch.|Repub.|Commun.|Democ.
Gov. of conqueree \/
Anarchy 30/40 25/35 25/35 25/35 25/35 25/35
50/60 45/55 45/55 45/55 45/55 45/55
70/80 65/75 65/75 65/75 65/75 65/75
Despotism 35/45 30/40 25/35 25/35 25/35 25/35
55/65 50/60 45/55 45/55 45/55 45/55
75/85 70/80 65/75 65/75 65/75 65/75
Monarchy 35/45 35/45 30/40 35/45 25/35 25/35
55/65 55/65 50/60 55/65 45/55 45/55
75/85 75/85 70/80 75/85 65/75 65/75
Republic 35/45 35/45 35/45 30/40 25/35 25/35
55/65 55/65 55/65 50/60 45/55 45/55
75/85 75/85 75/85 70/80 65/75 65/75
Communism 35/45 35/45 35/45 35/45 30/40 35/45
55/65 55/65 55/65 55/65 50/60 55/65
75/85 75/85 75/85 75/85 70/80 75/85
Democracy 35/45 35/45 35/45 35/45 35/45 30/40
55/65 55/65 55/65 55/65 55/65 50/60
75/85 75/85 75/85 75/85 75/85 70/80
--------------------------------------------------------------------------------
Remember that the most resistors that can be quelled a turn is the number of ground combat units stationed in the city, so if each resistor has a 50% chance of continuing to resist, and there are six resistors, you might expect three to be quelled that turn, but if there are only two ground combat units in the city, only two could be quelled.