Is there anything that affects the length of the revolt period that cities enter when you puppet/annex them?
@ Gator Country
1) Yes, gone from that game for good.
2) No, you get immediate use of the resource, provided you have the tech to use it.
Many competitive players will plant a city on a luxury resource to begin with, as you get the happiness without first needing a worker to improve the tile. You also get the gold in your city centre that the resource normally has.
Disadvantage with a mining resource is you won't get the extra production that mining this tile would have given.
Personally I use a gentleman's rule that I don't settle on a resource. Picture a cotton field in real life. What would happen if you planted a city on top of it? The cotton would be gone, of course. Instead the game gives you all the benefits of the cotton, without even needing a worker. That feels way too much like a cheat for me.
Oh, I think I wasn't clear. I believe you thought that I asked about my Civilization going into unhappiness, but I was actually asking about something different.Two things -
1. Your overall Happinessbefore you annex/puppet. The more surplus Happiness your people have before you annex/puppet, the less the excess Unhappiness will drag you down into the revolt range. If you have enough of it, they may not revolt at all. Puppeting has a much smaller Happiness penalty than Annexing does, so you'll probably want to Puppet first, then Annex once you've increased your Happiness by building more Coloseums, Circuses, etc.
2. Productionin the city you conquered. The more Production there is there, the faster you can build the Courthouse (requires Mathematics) to get rid of the excess Unhappiness. You have to hard build it - you cannot buy it.
2. Productionin the city you conquered. The more Production there is there, the faster you can build the Courthouse (requires Mathematics) to get rid of the excess Unhappiness. You have to hard build it - you cannot buy it.
Oh, I think I wasn't clear. I believe you thought that I asked about my Civilization going into unhappiness, but I was actually asking about something different.
I meant the "local revolt", that fist icon in the city. The few turns that a puppeted or annexed city has 0 output of any kind.
Good to know, thanks.The city is in revolt for as many turns as citizens still live there.
Personally I use a gentleman's rule that I don't settle on a resource. Picture a cotton field in real life. What would happen if you planted a city on top of it? The cotton would be gone, of course. Instead the game gives you all the benefits of the cotton, without even needing a worker. That feels way too much like a cheat for me.
Yes, you can buy courthouses. Did it only yesterday. That was changed a couple of patches ago, when did you last annex a city?
The city is in revolt for as many turns as citizens still live there.
Is there a way of forcing a particular "goto" path for a unit. For example, I have a 2-move unit and there are two possible paths to my target tile. One goes through an AI city (I have open borders with that AI). I right-click on my target tile and the displayed path does not go thru the city (I think the path selected is arbitrary?). However I want to go thru the city, for instance to get sight on Great Barrier Reef II. I can't just do two single moves because the first move into the city is disallowed.
Also, can I determine what the combat statistics are against a currently-not-at-war unit? e.g. I might start a war against an AI *if* I can take out his fortified unit, but since I'm not currently at war with him, I don't get the combat stats when I right-click on the unit.
Finally does the RA boost given by the porcelain tower apply to RA's currently in effect, or only to those RA's that I sign after the PT is finished?
2. The short answer is no, you have to guess. Based on information you can see, such as unit base strength, fortification, nearby units that might provide flanking, terrain, etc., you can often make a good educated guess, but more detailed analysis is sadly lacking.
Is there any way to expand the odds window when there's too many factors and you can't see them all?