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I think you only need as many units as there are resisters, unless you're worried about a culture flip, because the chance of continued resistence is in the resisting citizen, depending on the balance of culture between your civs (look in the editor under culture), not in the occupying units. However, I remember someone saying you can't have more resisters quelled in a turn than you have occupying units.

they are / chance of a citizen resisting / chance of continuing resistence (not being quelled)
in awe of you..................40%.................................30%
admirers of.....................50%.................................40%
impressed with................60....................................50
unimpressed by................70....................................60

and so forth
 
Someone did figure this out or we were told what it was. It was soon after civ3 first came out so the thread has to be buried deep. Treat it as if you are trying to prevent a culture flip and you should be maxing out the capabilities. The rule of thumb i use is 2 units per resister.
 
Woooooooooooo HOOOOOOOOOOOOOOOOO.

Thanks!!!! That article answered my questions.

Damn, you people here at civfanatics have this game absolutely analyzed to death.

And I thank god for it.
 
On a hugh map, how many towns are required before you can build the Forbidden Palace. The Civilopedia only says 10 towns on a standard map, nothing about other map sizes.

I control an Island with 15 towns on it (no free space), if the number is 16 then I while squeeze another town in to build the FP.

Second question is if the number is 16 on a hugh map and I abandon the new town I created for the purpose of the FP bringing me back to 15, will I lose the FP assuming I have started to build the FP. Should I wait until the FP is built before abandoning the town.

Is the FP in jeopardy if I have less than minimum number of cities after it is built.
 
Shabbaman said:
I wouldn't exactly call it "buried". WillJ figured it out and wrote an article about it. You can find it here.

Oh, I meant to post this in my "wooo hooo" post.

After reading that article, I guess the bottom line is:

If you aren't concerned about cities flipping back, then REGARDLESS of any other factors, just put in as many military units for your garrison (individual strength is not an issue, so go right ahead use those leftover wariors from 40000 bc to quell that city you just captured with your modern armor and stealth bombers) as there are resistors. That will quell the city as fast as possible, and that amount of time, will be dependent on the government to government percentages.


Again ignoring the culture flip, anything beyond that number is just overkill, and are actually troops you could use better elsewhere....
 
Pounder said:
On a hugh map, how many towns are required before you can build the Forbidden Palace. The Civilopedia only says 10 towns on a standard map, nothing about other map sizes.

I control an Island with 15 towns on it (no free space), if the number is 16 then I while squeeze another town in to build the FP.

Second question is if the number is 16 on a hugh map and I abandon the new town I created for the purpose of the FP bringing me back to 15, will I lose the FP assuming I have started to build the FP. Should I wait until the FP is built before abandoning the town.

Is the FP in jeopardy if I have less than minimum number of cities after it is built.

Well I built a 16th city and still no option for FP. I guess it is higher. I'll need the 16th city for my 4th army anyway.

Would still like to know what the numbers are for each size map. Can find an adjustment in the editor any where unless it is set by the OCN.
 
I've been told that it's half the optimal number of cities on the mapsize in question. For a huge planet that's 36 (in Conquests 1.20), so you'll need two more.
 
Is there a way to turn off city names and sizes on the map?
 
I thought you could, but maybe I'm mistaken. Or maybe you just can't capture them the way I describe below, who knows....

This is vanilla civ3, latest patch, regent level.

I'm the greeks, and the babs and the zulus are on an island. I've been itching for a fight with both of them for a while. (because this smallish island has all the gems and furs in the entire game. And I want them both.

Well, babs is ahead of the zulus, so they are starting to take over zulu cities.

So, I attack a babs coastal city to create my beachead. I bomb it good with stealth bombers and stuff, and then send in my marines, right off the transport. They eventually kill the units in there, and then I get the animation that a couple of ironclads and some other boats sink (ie, they were in the city when I captured it).

And THEN I get a quick animation in the same vein, that LOOKED like a great leader dying. He just fell down and died, and of course, it doesn't say "X unit died," just like it doesn't say "Ironclad is destroyed" or something, it just "happens" in the little animation. But it happend so fast, I didn't really notice.

Could that have happened because I already had a great leader that I hadn't used yet?
 
Beloyar said:
Is there a way to turn off city names and sizes on the map?
Is there? is there?
 
Rename the cities will shorten the box. I think there's a preference for a drop shadow.
 
What is a "slave trap?"

Is that a portion of your territory that you purposefully leave unsettled, so the ai will come and try and settle it, and you can then declare war and take their workers/slaves/
 
wvfoos said:
What is a "slave trap?"

Is that a portion of your territory that you purposefully leave unsettled, so the ai will come and try and settle it, and you can then declare war and take their workers/slaves/

I've never heard the term, but the Iroquis once declared war on me when they have seven or eight settler/spearman teams crossing my territory. It was a very nice boost to my early development.
 
Some context would help. My guess is slave means captured workers/settlers.

Sometimes in early wars civs try to rush settlers across our territory.

It could refer to worker-baiting opposing troops, though. You can dangle a captured worker close or inside their territory as bait, then attack the rescuing unit. Of course this needs to be far enough away so that 1-turn rescue is not possible.
 
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