some short questions

noni

Chieftain
Joined
Sep 18, 2001
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53
Location
Germany
hi guys

i am playing ptw at monarch level right now and some questions came up my mind during the game:

1. does a resource exhaust faster if i mine it?

2. on democracy does it brings any difference if i fortify 1, 2 or 3 mech infantry in a city as city-police? i mean does they bring any content face or do they decrease corruption? how much is a good solution?

3. i got a high corroption any good way to make it generally smaller? i do built courthouse and police station..

4. are defense units better in a captured city to kill resisters?


thnaks
noni
 
1. No.
2. Democracy - no MP needed. No reduction in corruption by MP either.
3. In PTW courthouse and PS; about all you can do.
 
No idea about #4. And add As-Far-As-I-Know to #1, on my part.

#3: I don't remember if you can use Policemen in PTW...
 
For Number 4 : Unit type does not matter, A warrior = A Tank for resistance.
Also, it is useless to have more units than resisters. To reduce resistance ASAP, you just need as many units as resisters.
 
But having more units (than resistors) can reduce the probablity of culture flip, or even reduce it to 0.
 
Pentium said:
Yes, but you usually need ~120 of them.
:) Not so many ... E.g., in the recent conquered Inca capital Cuzco, mapstat tells me that 24 guards are enough to avoid flip, and I have > 30 there, because there were 12 muskets defending, and I had to gather a lot of trebs and forces to attack! Certainly this has to do with culture ratio, rushing Artemis with a SGL made my culture hugely improved ...
 
the cities keep fliping also as i had temple and cathedrals in it. so since the city was over 19 before u captured it u need many units to avoid a flip also with temple and cathedral.

i had to totally destroy the egypt,s to get rid of the fliping though i had a religious civ (bab.)

one question: when i am in democracy and maybe going into war which governmet would be the best to change in? (if i try to let go the war only over 5-8 turns?)
 
For such a short peroid of war you should be able to remain in Democracy. Just up the lux-slider and you´ll be fine. Try to make him declare war though, if that´s possible.
 
I always find that Armies make short work of resistance. Even putting the more non-army units in doesn't have the effect a quick 3 unit army has.

As far as corruption goes, I change the faces to Engineers and get things done that way.
 
only me and japan left now and i built up ma,s like hell got 9 armies all with ma elite units. japan is would say yes to a rop so i will just build some more ma,s do than a rop and kill them in just one turn. i dont care about bad rep since only he and me left. i will put an good amount before each of his city and then get all his cities in one turn

noni
 
You should try not to put Elites in armies unless they're Elite* units because you could be using them for more armies...if you get a leader and build an army you should put a couple vets and the elite* unit that spawned the army in there. Just my two cents.
 
PrinceOfLeigh said:
I always find that Armies make short work of resistance. Even putting the more non-army units in doesn't have the effect a quick 3 unit army has.

Be careful. I have lost armies to cities flipping back. That's why I use regular units, and keep the armies pushing forward. Sometimes I leave most of the units outside the cities... especially if it is a high population city. That way when the city flips (and big population cities usually do), I just re-capture it.
 
noni said:
3. i got a high corroption any good way to make it generally smaller? i do built courthouse and police station..
No one has mentioned the FP yet. Have you built that? As well as creating in second core in PtW, it increases the optimum number of cities.

Another simple factor that has not been mentioned is a connection to your capital, by road, sea (harbours) and/or air (airports). If you are building PSs, you probably have this, but I mention it just in case.

Something that many players don't seem aware of though is that WLTKD will reduce waste (loss of shields), although not corruption (loss of commerce), so markets plus luxes will reduce waste indirectly. Use of specialists can bring this on in borderline situations so although you cannot use policemen or engineers in PtW, others types can increase production indirectly if it gives you a WLTKD.

The main problem with corruption in PtW though is that it can exceed 100% (capped at 95% IIRC) so that any corruption reducing buildings will have no effect in fringe cities of particularly large empires. If this is the case you will just have to put up with loads of useless towns if you are taking over the whole world.

If you want the full details, read Alexman's PtW article here.

noni said:
4. are defense units better in a captured city to kill resisters?
As others have said already, no, so use your obsolete units for this purpose! What I would like to add is that when you are at peace, the number of resistors that are quelled each turn is equal to the number of military units in that city. If you are still at war, there are several factors that improve your chances of quelling resistors. See WillJ's article in the War Acadamy for the details.

BTW there are some other great articles in the War Acadamy so if you haven't seen them already, I suggest that you take a look. ;)
 
Choffy said:
Also, it is useless to have more units than resisters. To reduce resistance ASAP, you just need as many units as resisters.
Not true. The chance of 1 unit quelling a resister depends on your culture. If you have low culture, using more units will give you more chances.
 
DaveMcW said:
Not true. The chance of 1 unit quelling a resister depends on your culture. If you have low culture, using more units will give you more chances.
This is contrary to the Resistance Article in the War Academy. From that article...

"Assuming you're 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)."

Not that I've tested it, but the article does seem pretty emphatic on this point.
 
Twonky said:
For such a short peroid of war you should be able to remain in Democracy. Just up the lux-slider and you´ll be fine. Try to make him declare war though, if that´s possible.

Wars of less than ten turns are fine in democracy provided you are on the offensive at all times. If you lose a city or two (worse, if they're razed) or are getting lots of your own units attacked (happens frequently when you're trying an overseas invasion after rails), you can find yourself in anarchy rather quickly.

Renata
 
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