Resistance - how does it work exactly?

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Dec 5, 2001
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Here is an excerpt from the Civilopedia on the basics of resistance:

resist1.jpg



basically, the higher the cultural difference, the more resistors - but how strong is the random influence? I find that reloading often gives a difference of 1 or even two resisters out of 2 or three in towns up to size 5. Above that to size 12, the number seems to vary by up to 3. In a metroplois, the number of resisters then varies by up tp 6 :eek:

also, it is pretty simpl how to get rid of them - station military units in that town.

But what are the probabilities of success? Are several units more effective because their effect is cumulative or are they also 'helping' each other? And is there a difference in difficulty levels? To me, it seems that on Emperor resistance lingers a lot longer than in Regent, and that double the number of troops only doubles the chance of suppressing a resister, but does anyone know??????

Also, the text claims that resistance can be quelled by stopping the war - but as a recently posted screenshot with a resister from 1500 years or so ago showed this is at best party true.... :(
 
I had a size 8 capital give NO resistance once! You would think that the capital would be the one city with the most resistence. I even had 1 swordsmen stop 3 or 4 resistors in one turn.
 
more questions:

the 'pedia suggests stronger units (higher A-factor???) are better at qeulling resistance - true?????

How are national and city culture taken into the equation? If it was only one of the two we'd either get 100% all the time (unless we'd owned the town before) or there'd be 0 resistance every time if our culture was a a lot stronger. Both aren't what i see in my games.
 
I believe there is a random factor in the formula, along with culture and military garrison. I wonder if reputation plays in?

In the editor, there is also a setting for "chance of resistance" that can be set for both initial and continued. That would play in as well.
 
Now you've started the topic Killer, does war weariness increase resistance? My impression is it does.

If reloading gives different results it will be hard to really find all details.
 
If reloading gives different results it will be hard to really find all details.

IIRC, it does give different results. Provided that you disable the random seed.

Are several units more effective because their effect is cumulative or are they also 'helping' each other?

I think that simulates the 'tank-at-every-street-corner' strategy.
 
I'll try to help, but I'm afraid there's a lot that I don't know:

1st) The culture level (unimpressed, impressed and so on) gives each citizen a chance of resisting when you first take the town. For example, if the enemy is disdainful of your culture it has 90% chances of resist. The comparison between governments modifies this chances (for example democracy has better chance of quelling monarchist resistant than backwards).

The random factor? there you have it, culture level increases/decreases chances, but that's all. If, let's say resistance chances are 60%, wich I think it is when everything is equal, you have 0.065% of no getting resistants at all from Chieftess' size 8 capitol. I know it's very difficult, but hey, it can happen.

2nd) once you take the city, I have very little idea how this works. My theory is that each unit can "try" to quell a pop point, and the resistant gets some % of chances, depending again on culture and governments, but I think this time chanes are around 10% lower (check the editor please). However, since Chieftess got a single unit quell 3 pop points in a single turn, I must be completely mistaken :rolleyes: anyway: the more the better:

3rd) I'm 99% sure that the strength of the units doesn't matter, as long as they are actually combat units (that's for those who complain about not being able to quell resistance with 50 artillery...)

4th) AFAIK local city culture doesn't matter, but who knows

5th) Citizens that belong to a nation you are not at war with never resist.

6th) Never trust the Civilopedia folks....

7th) Cracker, we need you!!:king:
 
Evincar: reading your post I thought: That's what i always thought - but what is it really like?????

sumthinelse??????? ;) cracker????????? ;)
 
Originally posted by Evincar
I'll try to help, but I'm afraid there's a lot that I don't know:

1st) The culture level (unimpressed, impressed and so on) gives each citizen a chance of resisting when you first take the town. For example, if the enemy is disdainful of your culture it has 90% chances of resist. The comparison between governments modifies this chances (for example democracy has better chance of quelling monarchist resistant than backwards).

The random factor? there you have it, culture level increases/decreases chances, but that's all. If, let's say resistance chances are 60%, wich I think it is when everything is equal, you have 0.065% of no getting resistants at all from Chieftess' size 8 capitol. I know it's very difficult, but hey, it can happen.

2nd) once you take the city, I have very little idea how this works. My theory is that each unit can "try" to quell a pop point, and the resistant gets some % of chances, depending again on culture and governments, but I think this time chanes are around 10% lower (check the editor please). However, since Chieftess got a single unit quell 3 pop points in a single turn, I must be completely mistaken :rolleyes: anyway: the more the better:

3rd) I'm 99% sure that the strength of the units doesn't matter, as long as they are actually combat units (that's for those who complain about not being able to quell resistance with 50 artillery...)

4th) AFAIK local city culture doesn't matter, but who knows

5th) Citizens that belong to a nation you are not at war with never resist.

6th) Never trust the Civilopedia folks....

7th) Cracker, we need you!!:king:

Well they don't resist but they do become unhappy. They will say stop the agression against our mother country.
 
As for quelling resistance I always thought that the max you could quell per turn was equal to the number of units you have in the city. Like if there are 5 resisters I could either station 1 troop in the city and have the city quelled after 5 turns at the earliest, OR if I stationed 5 troops in the city, I might get the resistance to end after 1 turn. Note: One citizen quelled per unit stationed is the most I have noticed in one turn.

But I see some people have had differing experiences, so I guess this may be wrong.
 
Yeah Barmspeedy that's what I thought too, but either all of us were wrong or Chieftess shouldn't play so late at night :lol:
 
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