Quick way to quell resistors

N.Blake

Chieftain
Joined
Dec 21, 2001
Messages
8
:cry: As long as the city you have just taken has at least one person still workingthe land,and the rest are resistors,take off all the people making food and starve the populace.When you lose a pop. point it will be one of the resistors dead.Do this 'till the resistance has ended.Also in my(limited) experience while I'm starving them they have not overthrown the city. P.S if anyone knows anyway to further limit corruption,please let me know.
 
Maybe it's the patch, but the resistors don't eat food anymore.
My favourite tactic nowadays is simply give cities to the rest of the civs, making the map a helluva mess of non continous civs :p .
Besides, you can send troops back to your capital instantly. Keep a city or 2 as an emergency exit, or as a quick mean of getting troops to teleport back to your continent.

Quelling resistance is dangerous if the enemy has higher culture.
 
If the enemy as a lower culture just put some troops there.
 
hehe.. I'd love to see that map of cities. I haven't really noticed a correlation between the number of troops and number of resistors quelched (sp). I've seen 1 troop stop 4 resistors, and sometimes just 1. Same for multiple troops...
 
Originally posted by Chieftess
hehe.. I'd love to see that map of cities. I haven't really noticed a correlation between the number of troops and number of resistors quelched (sp). I've seen 1 troop stop 4 resistors, and sometimes just 1. Same for multiple troops...
I have definately noticed a difference with # of troops, and strength of troops. One troop in a city with 10 resistors can take forever, and the same city with 20 units can be quelled the next turn.

Or am I mad? :crazyeye:
 
I too have noticed a difference with # of troops, not so sure about strength of troops though. I don't know if I have ever had 1 troop quell 4 resistors, but it would be nice sometime!
 
Regarding strength of troops: I have had several archers fail to quell any resistors for several turns, when in the next city along there are 2 pike that quell 2 resistors.

I have seen this more than once, but then again, who knows with the RNG...
 
From the editor under culture:

Culture Ratio - Continued Resistance Chance
3:1 - 30%
2:1 - 40%
1:1 - 50%
3:4 - 60%
1:2 - 70%
1:3 - 80%

I'm not sure how the number of troops factors in, but your culture ratio is very important.
 
I don't really know how the actual formula work. Most of the time, I just go by instinct. I will leave at least 1 troop for every resistor. If my troop couldn't quell any resisitor during the first turn, I would immediately move all my troops out of the city at the end of the third turn because that city is going to flip real soon. Since my troops are camping just outside the city, I can immediately retake that city again right away. It seems a lot easier to quell out the resistors after I take it a second time.:)
 
resistance is never a problem, there is something called ' Occupation ' and ' Military Police. '
 
Has anyone observed any difference with respect to the type of troups in a city with respect to quelling resistors? And then specifically tanks vs infantery? Very often I have a dozen tanks ahead, and the infantory is lagging behind a little. Of course its a waste of good tanks to have them quelling resistors, but it's better than nothing. Or is there really no difference?
 
When practical, I use the DOCTRINE of TOTAL CONTROL, that is, a very large STACK sufficient to end resistance in a single turn, and capable of TOTAL CONTROL in the face of cultural reversion.

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http://www.zachriel.com/gotm12/World.htm

(Careful consideration of national and local culture, plus the amount of effective resistance, is a prerequisite of the DOCTRINE.)
 
yeah, thats the kind of stuff I use on assaults...
 
Zachriel, I don't quite get what you meant about using that huge stack for "TOTAL CONTROL in the face of cultural reversion."

Because if those units are in the city when it flips, you're out one huge stack. In other words, TOTAL LOSS.
 
:lol:

Take that, zachriel! I bet you didn't think of that:D
Well, I'm not sure, but afaik it's even in the manual that the more throops the merrier the quelching...
 
Originally posted by Khshayarsha
Zachriel, I don't quite get what you meant about using that huge stack for "TOTAL CONTROL in the face of cultural reversion."

Because if those units are in the city when it flips, you're out one huge stack. In other words, TOTAL LOSS.

The number of troops required to completely squelch any chance of a flip is twice the amount of foreign influence (foreign citizens plus tile overlap) times the relative cultures of your Civs. Twice again if in resistance or in disruption. (Other factors include distance to the respective capitals and local culture.) In the case above, the Tank Advance had already carried the front forward considerably, so there was no tile overlap. Zululand's culture was quite a bit more advanced than Japan's, so the nearly thirty units was sufficient. The STACK moved from Japanese city to Japanese city squelching resistance and leaving a single unit garrison behind.

The DOCTRINE of TOTAL CONTROL is not always appropriate. The size of the STACK varies considerably, and the required force may not always be available. In which case, stay out of the cities!
 
I usually like to bombard them all (except 1) to H*LL before even taking the city, then I only have 1 resister!

Gotta love that Artillery!
 
I prefer to starve the city down to size 1 of there are wonders. This also means you don't need to leave too many troops around for very long.

Even without wonders this appeals to me more and more. It can be real effort to grow in size again, but you are usually left with a few buildings for free. IMO, the payoff is worth it.
 
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