Units stopping a revolt

guenzak

Warlord
Joined
Mar 4, 2009
Messages
155
Is there some rule of thimb as to how many units you need to put in a city in relation to its population to stop a revolt from happening after you capture it?
:)thx
 
I could not quote you numbers, but what I remember from discussions on this point, 8 to 10 units will pretty much guarantee that there will be no revolts. But you don't want to use the older out of date units. Somewhere in there the strength of the units plays a significant factor. If you ever get enough culture of your own into the land, then you can peel off defenders one at a time to go on to the next front line.
 
It all depends on how strong the AI's cultuure in that area is, there's no set number. To be absolutely certain, go into the city screen and mouse over the Nationality bar. There you'll see a percentage of the revolt probability. Just keep adding in units until that percentage value disappears.
 
I could not quote you numbers, but what I remember from discussions on this point, 8 to 10 units will pretty much guarantee that there will be no revolts. But you don't want to use the older out of date units. Somewhere in there the strength of the units plays a significant factor. If you ever get enough culture of your own into the land, then you can peel off defenders one at a time to go on to the next front line.

there will still be revolts but having a enough units there will make the revolt unscuccessful.
 
It all depends on how strong the AI's cultuure in that area is, there's no set number. To be absolutely certain, go into the city screen and mouse over the Nationality bar. There you'll see a percentage of the revolt probability. Just keep adding in units until that percentage value disappears.

Great info, thanks. I did not know that the units in the city would affect this number. I thought the percentage chance of a revolt would stay the same but the success rate would drop.
 
Great info, thanks. I did not know that the units in the city would affect this number. I thought the percentage chance of a revolt would stay the same but the success rate would drop.

I played the game for a couple of years before I discovered that part. I never realized that you could actually see the revolt probability and bring in units to stop it from happening in the first place. I used to be pretty helpless before when it came to revolts, but now I never have any problems with them. It sometimes requires a lot of units to prevent it mind you, but at least the city will always remain productive. You can also use that technique to prevent a city from flipping. You get a single revolt as a warning and then the next time it happens the city will flip. So just garrison enough troops to make that revolt chance disappear and that city will never flip.

Once you start building culture there, you can pull out some of your troops. It's a bit of a hassle though. You have to move one unit, open up the city screen then mouse over the nationality bar. If there's no percentage then you do the same for the next unit until you start seeing a revolt percentage listed. Once that happens you just put that lasy unit back into the city.
 
I could not quote you numbers, but what I remember from discussions on this point, 8 to 10 units will pretty much guarantee that there will be no revolts. But you don't want to use the older out of date units. Somewhere in there the strength of the units plays a significant factor. If you ever get enough culture of your own into the land, then you can peel off defenders one at a time to go on to the next front line.
Each unit has its own culture garrison value coded in the xml, this value does increase with strength but the relation is not linear:

CGV.png


Now I remember I had some ideas for a display mod quite some time ago here. :mischief:
 
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