August 13, 2002, 21:03
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#1
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Warlord
Local Time: 01:03
Local Date: November 1, 2010
Join Date: Jul 2002
Posts: 139
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Armies putting down resisters - how do they count?
If I have recently captured a city, and it still has resisters will an Army count as one unit or more in putting down the resisters? If more then, say there are four units in the army, how many units does the army count for?
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August 13, 2002, 21:26
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#2
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Emperor
Local Time: 07:03
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Praha, Czech Republic
Posts: 5,581
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Re: Armies putting down resisters - how do they count?
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Originally posted by RedBird
If I have recently captured a city, and it still has resisters will an Army count as one unit or more in putting down the resisters? If more then, say there are four units in the army, how many units does the army count for?
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AFAIK, it will be counted for 1-4 units, depending on how many of them is actually in the army (the "Army" container unit itself does not count).
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August 14, 2002, 01:01
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#3
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Emperor
Local Time: 23:03
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Re: Re: Armies putting down resisters - how do they count?
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Originally posted by vondrack
AFAIK, it will be counted for 1-4 units, depending on how many of them is actually in the army (the "Army" container unit itself does not count).
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But I wouldn't count on it, especially since I especially wouldn't want to lose an army  if the city flipped. I would rather use some some obsolete, or at least obsolescent units. I will sometimes build longbows/swordsmen just for the purpose of quelling resistors or resisting flipping.
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August 14, 2002, 04:00
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#4
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Warlord
Local Time: 01:03
Local Date: November 1, 2010
Join Date: Jul 2002
Posts: 139
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Re: Re: Re: Armies putting down resisters - how do they count?
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Originally posted by Jaybe
But I wouldn't count on it, especially since I especially wouldn't want to lose an army if the city flipped. I would rather use some some obsolete, or at least obsolescent units. I will sometimes build longbows/swordsmen just for the purpose of quelling resistors or resisting flipping.
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Good point, though in this game I'm playing at Monarch level. I've played a few games at this level, and I have yet to lose a city to culture flipping. I'm killing everyone else in culture anyway.
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August 14, 2002, 09:49
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#5
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Warlord
Local Time: 00:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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If I remember correctly, someone did post a formula for calculating city flip. Basically, you can calculate the mininum number of units require to prevent the city from flipping. That formula may come in handy in this case.
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August 14, 2002, 12:42
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#6
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Emperor
Local Time: 08:03
Local Date: November 1, 2010
Join Date: Jan 2002
Location: supporting Candle'Bre
Posts: 8,773
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Re: Re: Armies putting down resisters - how do they count?
Quote:
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Originally posted by vondrack
AFAIK, it will be counted for 1-4 units, depending on how many of them is actually in the army (the "Army" container unit itself does not count).
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As there is no more info on the resistors formula known (yet), I can't say for sure. But, under despotism the army container does count as a happyness producer (so if you only have one army in a city, it will give a happy face for both the container, as for the first unit in the army), I can only guess that for bringing down resistance it counts for the number of troops in the army, plus the army itself (so 1-5).
But, this might be wrong, as an army doesn't have an offensive or defensive value, and it could be counted like e.g. a catapult is: You can stack all the catapults you like, but the resistance won't diminish because of it.
Moonsinger, the culture flip formula thread should be required reading for all who roam these forums, not because of the formula, but because it also contains the most thorough examination of what you can do to prevent flips. It has nothing to do with resistance, however...
DeepO
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August 14, 2002, 13:29
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#7
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Warlord
Local Time: 00:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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To DeepO:
Quote:
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Chance of flip = ({[(# of foreign nationals, resistors count double)+(# of square in radii under foreign control)] * [2 if more culture in city by foreign civ, otherwise 1] * [2 if in civil disorder, 1/2 if in WLTK day, otherwise one] * [(Foreign civ total culture)/(Your civ total culture)]} - {1 per garrisoning military unit}) * / (Capitol distance factor {500 to 8000, average 2000})
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What's about the "resistors count double" in that formula? I will take your good advice and will read the rest of that thread (it's 4 pages long...  )
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August 14, 2002, 13:59
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#8
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Emperor
Local Time: 08:03
Local Date: November 1, 2010
Join Date: Jan 2002
Location: supporting Candle'Bre
Posts: 8,773
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Well, if you just conquer a city of size 5, with 3 resistors and 2 foreign tiles, you should start counting with (5(foreign citizens)+3(reistors)+2(foreign tiles)).
This number then gets multiplied with the other factors, Culture, WLTKD bonus, etc., substracted with the troops, and divided by the distance factor. So putting down resistance fast is a good tactic to have lesser flip chances.
Oh BTW, don't go through the whole thread, I think the things you need are on page 3... page 4 is just some OT discussion, and has nothing to do with the topic (sorry if I caused it  )
DeepO
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August 15, 2002, 09:37
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#9
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Warlord
Local Time: 00:03
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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DeepO: Thanks for the tips; that thread is great!
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