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View Full Version : Question on citizen milita and sloops



JeromeBaker
03-06-2009, 17:14
Question 1:

I was playing the game yesterday from when I got off work to like 3 in the morning. Towards the end of my playing time I seiged Poland's captital ( I was Prussia). It was a strougle to get to the capital as they sent a huge army to stop me on my way. I killed nearly everyone in this army so I assumed the capital would be nearly out of troops. In like 1 turn they added a BUNCH of troops it seemed (I guess citizens knew I was comming and formed militia to help protect the city). So I seiged the city before they could add more troops. On turn 2 of my seige they sallied forth and attacked with what looked like everyone and I killed pretty much EVERYONE but 10 or 20 troops, but I only had 112 troops left. In older TW games this means the city is mine and I just march in. Out of nowhere I find myself up against ANOTHER 600 troops in the city (I assume these are miltia). How on earth did they get 600 more people without a turn passing. Did I drink too much or get too sleepy and see this wrong or can citizens rise up and stop you from taking a territory if you are hated and your force is too small? If this is the case, thats AWESOME. :2thumbsup:

Question 2:
For early on Navy, do you use the rowable war ships or the sloops? the rowing ships have 3 times the cannon strength but no hull integrity and reload slower. The sloops have better hull strength and reload faster but their cannons seem like they blow bubbles on the enemy instead of shooting cannon balls. I havent done much on the water, as for me Prussia needs to be focused mostly on land battles. But I need to build some ships to stop all the darned pirating going on in front of my ports!!! (I want to bring the pain to Sweden and Denmark for camping all my trade lines for most of the game) :smash:

A Very Super Market
03-06-2009, 17:19
The galleys are best suited to calm waters, and won't function well in the atlantic. Sloops are for defending in far off--shore areas.

The mobmen are very weak, and there is only 80 men per unit. Regardless, one unit cannot defeat them, so run back to your own territory and replenish your army. Mobmen will pop up whenever a city is attacked, and disapear afterwards

miniwally
03-06-2009, 17:31
yeh they get annoying ;(

pevergreen
03-07-2009, 03:00
If they sally and you win, you don't take the town. You have to assault.

On the campaign map, if you zoom into a city, you will see grey pips. They indicate how many Citizen units they will recieve.

GM1940
03-07-2009, 03:05
I don't know if this happens on the campaign map as well, but after a failed sally by the second native settlement in RtI, I didn't simply not capture the town - my siege was broken! That is, quite frankly, either a bug or truly terrible design. Having beaten a sally by 1600 to my 600 men, killing around 1400 of them, I was suddenly faced with 600 new troops (mob forces I guess), and an unsieged settlement, while I was down to 400 troops. Delightful experience which I rewarded with an irritable shutting down of the game.

A Very Super Market
03-07-2009, 03:11
Hey, the mob is useless. Mow them down like the rats they are...

Fondor_Yards
03-07-2009, 10:16
The only use I've found for galleys in combat is to send them to board the enemy, so the enemy blows them up and sets themselves on fire. Seriously, those things in my battles just keep popping like ballons. Likely it was the enemy using them and not me...

pevergreen
03-07-2009, 10:30
Yeah I just had that problem.4 New Fourth Rate SOL vs a few swedish light galleys (with 4 guns each) and two brigs.

The bloody galleys blew up and set all but one of my 4th rates on fire!

Ordani
03-07-2009, 14:26
Sloops are fairly useless in combat as they can be sunk quite easily -- 3 sloops versus 6 pirate galleys is almost always going for the galleys. What they are really good at is building a cheap, fast raiding fleet for enemy shipping lanes.

Sir Beane
03-07-2009, 16:11
Yeah I just had that problem.4 New Fourth Rate SOL vs a few swedish light galleys (with 4 guns each) and two brigs.

The bloody galleys blew up and set all but one of my 4th rates on fire!

Perhaps Galleys are really firships in disguise? :laugh4:

pevergreen
03-07-2009, 16:14
It really was a chain of explosions. About 6 ships sunk all in all.

im keeping my distance next time.

DisruptorX
03-07-2009, 20:48
If they sally and you win, you don't take the town. You have to assault.

On the campaign map, if you zoom into a city, you will see grey pips. They indicate how many Citizen units they will recieve.

That only applies to the RTI campaign, it seems. In all my normal campaigns when they sally and lose, I take the city.

Which leads me to believe it is actually a bug in the RTI campaign.

Beskar
03-07-2009, 20:49
That only applies to the RTI campaign, it seems. In all my normal campaigns when they sally and lose, I take the city.

Which leads me to believe it is actually a bug in the RTI campaign.
It depends if all their men die or not. If some of their troops survive, then you still need to assault.

Mister V
03-07-2009, 22:58
Actually I think that either way, even if you defeat them completely during the sally (once the sallying army had several units with 5 or 6 men remaining, which means they're disbanded), even then you have to lay siege again, and you'll only face the mob. Extremely annoying.

DEY123
03-07-2009, 23:22
I seem to be really bad at Naval battles as my only succesful tactic seems to be getting fast little ships up really close to the enemy and hope that when they blow them up they take themselves out as well....

interesting that the computer uses this tactic too :2thumbsup: