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williamsiddell
07-27-2014, 09:11
Where do they appear?

At the start of the game: Anywhere - as mentioned elsewhere there are inacessable places where rebels appear (Spain, Armenia). Unfortunately for you they've been there from the start.

It's said that there is an increased chance of rebels where there is unrest or slave boosts in a city.
Evidence: Rebels don't appear in long settled provinces.

On the road to a port: Never - the game allows only a blockade to disrupt sea trade.
Evidence: Ever seen rebels on Caralis?

Rebels generate on road trade routes - if you a find a particular group too irritating then reload.

The chance of rebels increases with the length of road.
Evidence: The constant appearance on Scythian roads. And then there is Halicarnassus - often has rebels at game start, but never after (only a port road and very short road to a bridge).

Rebels can be 'nudged' off roads to free up trade - and even better 'nudged' into another faction's territory :)

Edit: Ooops wrong again. I've just discovered rebels not on a road in Halicarnassus. Tit

Myth
07-30-2014, 07:38
In my experience they appear whenver unrest is high in a province, even if it's not rebelling directly. If you leave them unattended for too long you get permanent devastation which decreases your income from that settlement.

williamsiddell
07-30-2014, 08:21
If you leave them unattended for too long you get permanent devastation

Can you put a number on that? I like to play 'just in time'.

ReluctantSamurai
07-30-2014, 16:16
If you leave them unattended for too long you get permanent devastation

I was under the impression that devastation caused by brigands clears up eventually just like that caused by invading armies? I could be wrong:shrug:

Vincent Butler
08-05-2014, 08:02
Usually it is the Brigands who disrupt trade, and the Brigands are the ones I see on the roads. It is my understanding that if it is not Brigands, say the Iceni Rebels in Britannia, they will not disrupt trade. Correct me if I am wrong, anyone. Those Halicarnassus rebels off the road might not be Brigands, but instead Lydian Rebels or something like that. I have noticed rebels like to pop up between Ariminium (or Arretium, I get the two confused~:confused:) and Tarentum, and again just north of Ariminium (or Arretium, whichever one is to the east). Those usually have mercenary Hastati.

williamsiddell
08-05-2014, 09:05
Those Halicarnassus rebels off the road

It was quite funny that I hadn't seen new rebels in Halicarnassus - until just after I started this thread. I've lost the save so I don't know what they were. Halicarnassus is interesting because it starts with six rebel units, four of which soon move out. Those four are high quality and so are expensive to bribe early in the game. If you then bribe Halicarnassus (for a good price considering it comes with a wonder), those rebels will not cause devastation meaning you can leave them and bribe when needed. I presume other starting rebel cities are the same.


just north of Ariminium

Do you mean south?

I've had rebels that started on the Sakae road which then moved to a watchtower I created. Those didn't cause devastation for some time, but after about 20 turns did. I agree that some rebels behave differently, but I thought it was some minor bug - I'll keep an eye open.

Vincent Butler
08-05-2014, 16:22
Could be south, I don't think it is always the same, they are just right outside the city walls. It seems to vary, north seems to be predominant to me, they move around. They are different from the units that appear between Ariminium and Tarentum. Typically I don't bribe rebel units till I have a lot of money, I prefer to destroy them. Sometimes I will have armies of pure cav for dealing with rebel armies. That works best if you confine that army to a region, it is quicker to destroy the rebels with units from a city than to wait for the cav army to get there.

williamsiddell
08-05-2014, 19:52
Typically I don't bribe rebel units till I have a lot of money

I nearly always bribe rebels early in the game for three reasons:

1) They're cheap.
2) They are usually of the same culture as your faction and so some will join your side - saving you build time and population loss (that group at Halicarnassus forms the core of my Asia Minor army when playing the Greek Cities).
3) The cost per turn of a small army set up to kill rebels is likely to be more than the cost of devastation the rebels cause.

Vincent Butler
08-05-2014, 20:23
Try it as Rome, the only time you can do it is those Italian rebel armies have the Mercenary Hastati, Velites, or Town Watch. I don't know how the Gladiator ones work. Greek style units are more widespread. I don't think barbarians can get the Merc Warband, because the icon is different. I have heard, I think on this forum somewhere, that Britain and Gaul cannot bribe each other's Warband to their side because the icon is different. Greece does not have that problem, the Militia Hoplites icon is the same, as is the Hoplite one (I believe). Probably same for Archers and Peltasts, I would have to look when I am in the game again.

williamsiddell
08-05-2014, 21:59
Aye, that's one of the good things about this game - variety with the factions. I'm playing Parthia at the moment and I can only afford cheap bribes and anyway I can only run a small army. Other Parthian points: no sewage, no doctors so far meaning losses are heavier, only one temple and the ground troops are poor. Parthians are eastern though, as are Armenians and Pontics so there are bribe recruits available.

Vincent Butler
08-05-2014, 22:37
Poor infantry is why I don't play as Parthia. Well, if they were set well for money I probably would, but the money is what kills my Parthian and Barbarian campaigns. Interesting idea, bribing, but that requires money, and Parthia does not have that. Even when I play on E/E, I still can't get a Parthian campaign to go anywhere. Which now has me wanting to try one again. The temple is not that big a deal, although I don't know what it gives. I usually favor a temple that gives money first, second improved weapons, third good units. That is my temple order.

williamsiddell
08-05-2014, 22:47
Poor infantry is why I don't play as Parthia

I only use them to man rams :) or if I'm desperate. Money is a real problem early, but I turn the corner when I get my hands on some good Pontic and Seleucid cities - after that it's easier. The temple is public order which suits me. Check out the greatest test thread - I'm playing Parthia after what RS said.

Vincent Butler
08-05-2014, 22:56
So don't take trade rights, take towns? Of course, everyone attacks you anyway. I will finish my Greek campaign before I try anything else. Besides, by that time something else may get my interest.

ReluctantSamurai
08-06-2014, 12:56
Poor infantry is why I don't play as Parthia. Well, if they were set well for money I probably would, but the money is what kills my Parthian and Barbarian campaigns.

Parthia is as close to a pure horse archer faction as there is in the game. You live or die by the mounted bow. It's difficult to play a faction that isn't filthy rich early on, like the Romans, Greeks, or Egyptians. That's the challenge...doing more with less.


So don't take trade rights, take towns?

:2thumbsup:

Vincent Butler
08-06-2014, 17:14
So as Parthia, is a good plan of attack Seleucids, Armenia, Pontus, and leave Egypt alone as long as possible, and leave Scythia alone? I have seen Scythia take Phraaspa, of course, that was taken from the computer, not me.

ReluctantSamurai
08-06-2014, 19:46
So as Parthia, is a good plan of attack Seleucids, Armenia, Pontus, and leave Egypt alone as long as possible, and leave Scythia alone?

:2thumbsup:

I've never had problems with Scythia, but then I abandon Sakae on my first turn, letting it go rebel. I put what troops I take from the garrison and put them into the single bireme Parthia starts with. So I don't even tromp across Scythian lands. Yep, a temporary hit to the economy, but made up for, and then some, with the quick capture of Seleucia. But my way is certainly not the only way......

Vincent Butler
08-06-2014, 20:01
I think the Scythians took Phraaspa was when it was rebel. It does not make sense to go after Scythia, unless you enjoy bankruptcy. It may or may not be a bad idea to take Alanni, but I like the idea of abandoning Campus Sakae. It does not help you out, and the extra units are nice down south. It won't take long till you have public order problems there anyway, unless you kill population growth right off the bat. Might as well, I don't think I have ever seen anybody but Parthia own it, meaning nobody goes after it, meaning you don't need much of a garrison. Maybe do that and leave some peasants or EI to maintain the town so it takes some financial pressure off your other towns. Personally I think I would target Armenia and head along the coast of the Black Sea, ignoring Alanni and trading with Scythia. But as you said, there are multiple ways.

Matteo
09-28-2014, 14:42
Hi there, I'm writing here because the topic is about rebel. Today something happened, I don't know how to define it, weird or what... I'm with Franks, I've occupied two WRE settlements, Avaricum and Burdigala, after 15 turns the population had become too much and so I was proceding with my usual method "revolt and related annihilation". I get outside all troops, set taxes on maximum and, on next turn, the cities revolt... but here's that happens the strange thing: instead of being classic rebels (those grey), they become of romans themselves, which, in turn, get out from the city just regained with a huge army (there are even onagres) and attack my poor army that was there, quiet, ready to ri-siege the city and annihilate the population.

WTF is happening? With the other cities there's no problem, I tried, they revolt but they still remain of grey rebels... why does these two become of WRE? I mean RED WRE romans, not green rebels.

I don't know if this could be the reason, but some turns before had appeared the scroll which warned me I had lost because I hadn't completed the aims preset in the given time, but I could choose to continue, and so I did.

Has anyone ever experienced something like this?

ReluctantSamurai
09-28-2014, 15:58
I don't play BI, but this seems similar to what happens in R1. If the city was once in the hands of a Roman faction, and that faction is still alive, you will often get a Roman rebellion rather than a rebel one, especially if your culture penalty is high. Sometimes a rebel settlement will revert to it's "originator" or founding faction.


I mean RED WRE romans, not green rebels.

I take it that there are no Brutii in BI? Being an expansion of RTW perhaps some weird glitch had the game dipping into RTW coding?


I was proceding with my usual method "revolt and related annihilation".

There are better ways of dealing with population unrest that virtually eliminate the rebellion problem.....

Matteo
09-28-2014, 17:03
I don't play BI, but this seems similar to what happens in R1. If the city was once in the hands of a Roman faction, and that faction is still alive, you will often get a Roman rebellion rather than a rebel one, especially if your culture penalty is high. Sometimes a rebel settlement will revert to it's "originator" or founding faction.
What do you mean with "culture penalty"? And how can I decrease this penalty?


I take it that there are no Brutii in BI? Being an expansion of RTW perhaps some weird glitch had the game dipping into RTW coding?
I don't know, maybe. The problems is, while with normal rebels I can easily take the revolted settlement (they have peasants more than anything), with Roman rebels the situation is definitely harder, because they have better units.


There are better ways of dealing with population unrest that virtually eliminate the rebellion problem.....
Even if I have reached the status of metropolis and built all structures? In that case, how do you manage the problem? With annihilation you gain a lot of money, first of all... the city keeps quiet for a while (also 10-15 turns), finances are always positive and population's happiness is green. If you have a better way, feel free to let me know.

How can I convert to Christianity? I read somewhere that it's better for a large empire than Paganism.

Vincent Butler
09-29-2014, 05:05
I don't play BI, but this seems similar to what happens in R1. If the city was once in the hands of a Roman faction, and that faction is still alive, you will often get a Roman rebellion rather than a rebel one, especially if your culture penalty is high. Sometimes a rebel settlement will revert to it's "originator" or founding faction.



I take it that there are no Brutii in BI? Being an expansion of RTW perhaps some weird glitch had the game dipping into RTW coding?



There are better ways of dealing with population unrest that virtually eliminate the rebellion problem.....

No, there are no Brutii, it is just Eastern and Western Roman Empires and their respective rebel factions, Eastern and Western Empire Rebels, which is what Roman revolts become. Yeah, RS, the Western Empire Rebels are darker green, Eastern Empire Rebels lighter green. And they will attack your cities like any other faction. And then there is the Romano-British, which emerge when you kick Rome out of Britain. Their Grail Knights are tough, about like Cataphracts if I remember right, and they get British Legionaries, who are very good as well.
Culture penalty is caused by differences in the cultures of the factions, Romans are similar to each other, barbarians are similar. Mainly buildings and religion (in BI) are the cause of problems, if you get more of your buildings, especially by building over theirs, that will decrease culture penalty. Also taking over without wiping out the population will have some until they become assimilated.
As to converting to Christianity, build monasteries instead of pagan shrines. That gives the Franks the best cav unit in the game, the Paladin. And if your family member is pagan, and you want Christianity, get him somewhere else. The Franks get very few Christians, in my experience, but the monasteries and hermitages help.

Matteo
09-29-2014, 06:43
And then there is the Romano-British, which emerge when you kick Rome out of Britain. Their Grail Knights are tough, about like Cataphracts if I remember right, and they get British Legionaries, who are very good as well.
Yep, that's all true what you said but truth be told I didn't find so much problems to defeat them, they appear right near Londinium. I was so sure I'd win that I used the auto-resolve for the battle. They appear just one time, at least in my case.


Culture penalty is caused by differences in the cultures of the factions, Romans are similar to each other, barbarians are similar. Mainly buildings and religion (in BI) are the cause of problems, if you get more of your buildings, especially by building over theirs, that will decrease culture penalty. Also taking over without wiping out the population will have some until they become assimilated.
I immediatly take down the Christian temple when I get a Roman city, then I start to build mine and all remaining structures. Am I doing well? Should I destroy the gov's palace too?


As to converting to Christianity, build monasteries instead of pagan shrines. That gives the Franks the best cav unit in the game, the Paladin. And if your family member is pagan, and you want Christianity, get him somewhere else. The Franks get very few Christians, in my experience, but the monasteries and hermitages help.
At this moment I'm right in the middle of the war with WRE, I think if I convert my nation to Christianity now, there will be issues to manage (unrest, revolts and so on, right?), at the least at the beginning. Do you suggest me to do this thing when I have finished with Romans?

ReluctantSamurai
09-29-2014, 14:57
With annihilation you gain a lot of money, first of all... the city keeps quiet for a while (also 10-15 turns), finances are always positive and population's happiness is green.

While extermination appears to gain you money, in reality it costs you. Unless the monetary system works differently in BI than R1, more people=more taxes. Kill those people and you get money from looting (which arguably can be useful, at times) but your tax base goes down and therefore your income. If you are so inclined, calculate the amount of taxes you gather from a given city population for 15 turns and compare it to what you gained from looting + the taxes from a reduced population (to say nothing of eliminating city unrest). If you're then convinced extermination isn't necessarily the best way, then you are ready for ZPG economics. If you are not convinced...then by all means carry on in true Mongol tradition~D

Vincent Butler
09-29-2014, 19:00
RS has a thread on zero population growth, to where he doesn't have unrest issues. I have not made it work for me, probably executing it wrong, whatever, we all have our different styles. You can't tear down the governors building, you will just have to advance over it. And that building causes 20% unrest. Yes, if you automatically tear down pagan buildings and build Christian or vice versa, you will have problems with unrest. Your best bet is to see what religion your family member is, what buildings are in the town, and what the town's religion is.

Matteo
09-30-2014, 09:28
This is the current situation...

http://thumbnails112.imagebam.com/35459/7ec0a2354583982.jpg (http://www.imagebam.com/image/7ec0a2354583982) http://thumbnails111.imagebam.com/35459/e87825354584078.jpg (http://www.imagebam.com/image/e87825354584078) http://thumbnails112.imagebam.com/35459/3e2a4f354584299.jpg (http://www.imagebam.com/image/3e2a4f354584299) http://thumbnails111.imagebam.com/35459/1f6d7d354584398.jpg (http://www.imagebam.com/image/1f6d7d354584398)

... pretty messed up, huh?

I'm trying to blow up WRE because I want to know if, once destroyed, my settlements will revolt into Roman rebels still, or if they finally will revolt into grey rebels.

I'm having some difficulties managing my empire though, I know it's not that big but dudes... you have to keep under control each settlements on every turn, to see if everything is okay, then you have to re-train troops in frontline settlements (I have Samarobriva and Mediolanum constantly attacked by Alemanni and ERE). At the same time, being far from the capital is creating me some problems with bribe, I moved the capital from London to Northern Italy (Mediolanum) and Tara's pop is often unrested due to bribe.

Any tips?~D

ReluctantSamurai
09-30-2014, 17:22
As for the campaign, Vincent is a BI player so perhaps he can chime in:shrug: Looks ominous with that extensive Eastern faction bearing down on you:sweatdrop:

As for city management, I'd need to see a detailed city info screen to evaluate....

Vincent Butler
09-30-2014, 20:30
This is the current situation...

http://thumbnails112.imagebam.com/35459/7ec0a2354583982.jpg (http://www.imagebam.com/image/7ec0a2354583982) http://thumbnails111.imagebam.com/35459/e87825354584078.jpg (http://www.imagebam.com/image/e87825354584078) http://thumbnails112.imagebam.com/35459/3e2a4f354584299.jpg (http://www.imagebam.com/image/3e2a4f354584299) http://thumbnails111.imagebam.com/35459/1f6d7d354584398.jpg (http://www.imagebam.com/image/1f6d7d354584398)

... pretty messed up, huh?

I'm trying to blow up WRE because I want to know if, once destroyed, my settlements will revolt into Roman rebels still, or if they finally will revolt into grey rebels.

I'm having some difficulties managing my empire though, I know it's not that big but dudes... you have to keep under control each settlements on every turn, to see if everything is okay, then you have to re-train troops in frontline settlements (I have Samarobriva and Mediolanum constantly attacked by Alemanni and ERE). At the same time, being far from the capital is creating me some problems with bribe, I moved the capital from London to Northern Italy (Mediolanum) and Tara's pop is often unrested due to bribe.

Any tips?~D

Actually, when you wipe out WRE, the WRE rebels will become the new WRE. BI was hard, finances are more difficult than in RTW. I would advise lots of Heerbann to deal with ERE, preferably Francisca Heerbann, who are one of the top 5, and I think top 3, infantry units in the game. Axe and Sword Heerbann can hold their own against most Romans, and can beat most other troops. Saxon Hearth troops and Roman Comatatenses/Plumbatarii are better than Francisca Heerbann, and that is it, I think. By the way, in BI, First Cohort have better stats than standard Cohort. ERE trains Hippotoxotai (cav archers). WRE gets Bucelarii, who are crossbowmen who if I remember right are effective against armour. Roman cav is overall decent, nothing spectacular, though they do have some elite cav units. Oh, WRE gets an elite spear unit as well, for those who don't know.

Matteo
09-30-2014, 22:44
Actually, when you wipe out WRE, the WRE rebels will become the new WRE.
Do you mean those green? Well, if they don't get armies like WRE when revolting, that isn't a problem at all. Otherwise, look, Vincent... I want to show you what I was saying before. This is a fresh WRE settlement revolted...

http://thumbnails112.imagebam.com/35481/055649354806528.jpg (http://www.imagebam.com/image/055649354806528)

... I made a copy & paste to show you the whole settlement's garrison, the cutted piece you see is that of my spy.

Now, I'm sieging the city with those tre armies you see, I post another screen...

http://thumbnails112.imagebam.com/35481/ab934c354808325.jpg (http://www.imagebam.com/image/ab934c354808325)

... these three armies are full of elite units (Archers, normal Heerbann and Francisca's, Nobles and also various mercenaries). In that screen I'm attacking with only two of the three armies, and the counter says I have a chance of 9:7 victory, with the third army I get 10:7 and yet I can't win? I use auto-resolve because my PC is old, it could never go through it, especially with huge battles like this.

Vincent Butler
10-01-2014, 05:08
Yes, those Green. Green becomes Red. I hate to tell you, the good revolting armies are a problem in RTW as well, a revolt gets troops with gold experience and shield, and silver sword (sometimes). Don't know how to get around it, sometimes you will have to let them attack one of your cities and wipe them out on defense. That always works with good walls and garrisons. They won't keep that army totally together anyway. I guess the way around the PC being slow is use smaller units? I play with 80 man units, with a slow PC that may be what you have to do. I can do better, my computer is fast, but I am comfortable with 80. The first computer I played Rome on was an old Windows 98, we played with 40 man units. Ugh. I also like 80 because there were 80 men in a Roman maniple.
You say you can't win, I think Rome gets a boost in Autoresolve. I know in RTW an army with Amazon Chariots, at least in Hyperboria, can win with even 5:1 odds against them, if you autoresolve. So I think they gave Rome a boost in that regard as well. Well, I am sure there are cheat codes, though that would be a last resort. I think that army should be able to handle them. I notice no cav in your army, you might want more cav and less archers. It seems to me that archers are calculated in Autoresolve as melee infantry, though that is only based on observation. In the actual battle, you could shoot them to pieces. The Auxilia Palitinae are probably what are causing problems, those are their main elite units, barring the BI version of Arcani, I don't remember what they are called.

Matteo
10-01-2014, 07:48
I'll try to reduce units, then.

About elite revolts, I've never seen like these one (it's always so, every city from Avaricum below when revolts gets those damned fucking best troops), I've also played Rome. In England, but also in Samarobriva, when population revolt, I manage to defeat them with just 5 peasant units and 5 archers units. How is it possible that I have to use such many troops to fight a shit empire which is in ruins by now?

P.S.: I have also cavs in those three armies, Nobles and Raiders.

ReluctantSamurai
10-01-2014, 08:31
About elite revolts, I've never seen like these one

Best solution is to not let a city get to a revolt stage in the first place. Several suggestions....

A city with population of 2k-6k rarely, if ever, needs to be exterminated upon capture. There is plenty enough time to put your own buildings/temples in place to reduce culture penalties. A city between 6k-12k is about the same...best to occupy when captured. A city between 12k-24k is where things start to get dicey. If the governors palace has already reached maximum, best to exterminate and jack the taxes to very high to slow down growth. Choose the best Law&Order temple you have (if it's better than the native one), and put in place a governor with the highest number of influence laurettes. Doesn't matter his management skills...it's influence that keeps unrest in check. Use peasants or some other local unit (Town Watch, etc) as garrison as this helps with unrest. When the population starts to get large again, begin to reduce taxes until it gets to the lowest level.

More often than not, the population will reach a point where it stops growing. This is your target...what I call ZPG (Zero Population Growth). If this happens at 75% loyalty or higher, you will never get a revolt in that city ever again. That little orange guy on the city campaign tag is your best friend~D In R1 I can get to ZPG in virtually every city I own with almost every playable faction...and without the need for a city manager. Revolts are a pain in the a$$ unless you like the "Butcher" moniker for your faction leader.

ZPG is not an exact science, and it can be puzzling to accomplish at first, as Vincent has discovered. But to me it removes one of the more frustrating aspects of the game (revolts), so you can concentrate on having fun instead of threatening to toss your computer out the window:wall:

Vincent Butler
10-01-2014, 21:12
Well, I think that campaign is stuck with the large units. Anyway, you seem to have done well so far with Autoresolve. What kind of processor are you running? I used to run RTW and BI on a standard Macbook running Snow Leopard. 2.1 Gigahertz processor, 1 GB RAM (I think). That works for medium sized units. Now just an idea, I don't know if it is a factor. I wonder if the amount of the previous owner's buildings affects the quality of the revolting troops? Rome seems to get a boost while fighting. Sorry, didn't see the Cav. An idea to deal with the troops, and it works better with RTW phalanx than BI Spear Wall, get them to come down a narrow corridor such as a bridge. Schiltrom units work very well for this, though Franks can't form Schiltrom. Great strategy against hordes, I know, they funnel right onto your spears (or whatever you are carrying, works best with spearmen at a bridge or gap in the walls.) And don't try it with your levy spearmen, not against those good armies. Use your heerbann. Sometimes you just have to let the good armies hold sway till you get a better army to deal with them, especially after they have split up.

Matteo
10-02-2014, 08:57
Best solution is to not let a city get to a revolt stage in the first place. Several suggestions....

A city with population of 2k-6k rarely, if ever, needs to be exterminated upon capture. There is plenty enough time to put your own buildings/temples in place to reduce culture penalties. A city between 6k-12k is about the same...best to occupy when captured. A city between 12k-24k is where things start to get dicey. If the governors palace has already reached maximum, best to exterminate and jack the taxes to very high to slow down growth. Choose the best Law&Order temple you have (if it's better than the native one), and put in place a governor with the highest number of influence laurettes. Doesn't matter his management skills...it's influence that keeps unrest in check. Use peasants or some other local unit (Town Watch, etc) as garrison as this helps with unrest. When the population starts to get large again, begin to reduce taxes until it gets to the lowest level.

More often than not, the population will reach a point where it stops growing. This is your target...what I call ZPG (Zero Population Growth). If this happens at 75% loyalty or higher, you will never get a revolt in that city ever again. That little orange guy on the city campaign tag is your best friend~D In R1 I can get to ZPG in virtually every city I own with almost every playable faction...and without the need for a city manager. Revolts are a pain in the a$$ unless you like the "Butcher" moniker for your faction leader.
I've already reached ZPG with some cities, but when you have cities with all types of buildings built, a good garrison and lowest taxes, and unrest doesn't calm, what do you do?


I wonder if the amount of the previous owner's buildings affects the quality of the revolting troops? Rome seems to get a boost while fighting. Sorry, didn't see the Cav. An idea to deal with the troops, and it works better with RTW phalanx than BI Spear Wall, get them to come down a narrow corridor such as a bridge. Schiltrom units work very well for this, though Franks can't form Schiltrom. Great strategy against hordes, I know, they funnel right onto your spears (or whatever you are carrying, works best with spearmen at a bridge or gap in the walls.) And don't try it with your levy spearmen, not against those good armies. Use your heerbann. Sometimes you just have to let the good armies hold sway till you get a better army to deal with them, especially after they have split up.
I don't know if the previous buildings affect the quality of revolts, maybe they do... for istance, if there is a forge, some rebels units may get better weapons. But why this doesn't happen in all my cities? Every single city is upgraded to the maximum, but why in Londinium or Samarobriva or Tara I can win rebels (even they outnumber me) with 5 peasants units and 5 archers?

ReluctantSamurai
10-02-2014, 15:43
I've already reached ZPG with some cities, but when you have cities with all types of buildings built, a good garrison and lowest taxes, and unrest doesn't calm, what do you do?

In R1 some settlements have a permanent, built-in, unrest. Jerusalem, Tarsus, Patavium, and Londinium are a few examples. It's hard coded and nothing you can do about it except deal with it. You can be suffering subterfuge attacks from spies, especially in a newly conquered settlement. First thing I always do when capturing a new settlement is hire several spies. If possible, I send a family member with high security traits (like the faction leader/heir) to be the governor for several turns. And of course, a good assassin to eliminate any enemy spies that are detected. Suffering from subterfuge attacks happens far more often than you think. I'd estimate that 50% of all newly captured settlements, have at least one spy embedded. I've captured enemy capitals where I had to eliminate 3 or 4 spies before things calmed down....

Make sure your governor, if you have one, doesn't have traits that add to unrest or decrease law&order. A governor that adds 3 (30%) to unrest needs to leave town immediately! Don't overlook having local militia like peasants or town watch type units as part of your garrison. They have a calming influence (don't remember the exact numbers) on unrest.


I don't know if the previous buildings affect the quality of revolts, maybe they do

They most definitely do. The more developed the barracks are, and the more upgrades available from blacksmith's, foundry's, temples, etc, the more likely revolting troops will be of higher quality with better weapons/armor.


But why this doesn't happen in all my cities?

Composition of revolting armies is randomly selected. If you redo a turn, as an experiment, just before an impending revolt, you'll see differing army composition and quality. Local merc pools and the number and type of army barracks also affects the composition, but the biggest variable is chance:shrug:

Vincent Butler
10-02-2014, 22:10
Best solution is to not let a city get to a revolt stage in the first place. Several suggestions....

A city with population of 2k-6k rarely, if ever, needs to be exterminated upon capture. There is plenty enough time to put your own buildings/temples in place to reduce culture penalties. A city between 6k-12k is about the same...best to occupy when captured. A city between 12k-24k is where things start to get dicey. If the governors palace has already reached maximum, best to exterminate and jack the taxes to very high to slow down growth. Choose the best Law&Order temple you have (if it's better than the native one), and put in place a governor with the highest number of influence laurettes. Doesn't matter his management skills...it's influence that keeps unrest in check. Use peasants or some other local unit (Town Watch, etc) as garrison as this helps with unrest. When the population starts to get large again, begin to reduce taxes until it gets to the lowest level.

More often than not, the population will reach a point where it stops growing. This is your target...what I call ZPG (Zero Population Growth). If this happens at 75% loyalty or higher, you will never get a revolt in that city ever again. That little orange guy on the city campaign tag is your best friend~D In R1 I can get to ZPG in virtually every city I own with almost every playable faction...and without the need for a city manager. Revolts are a pain in the a$$ unless you like the "Butcher" moniker for your faction leader.

ZPG is not an exact science, and it can be puzzling to accomplish at first, as Vincent has discovered. But to me it removes one of the more frustrating aspects of the game (revolts), so you can concentrate on having fun instead of threatening to toss your computer out the window:wall:

I only exterminate large/huge cities, as a rule. On smaller ones I try enslaving, if public order is red or blue. Now I garrison large anyway, typically a full army, which for me is ten to fifteen units, depending on region and faction. I like to be able to hold off an attack or defeat a revolting army. Also, I pull armies out of my towns to create a steady supply of armies, so I like to have enough to do that. Greece and Rome are the main places I do that. Greece usually does not have full armies unless I am expecting attack. But for me, money making is more important than public order, I can handle the public order for the most part, it is only a few cities that regularly riot, and I can deal with that. Another tip, if you have a plague in a town near an angry town, train a unit, can even be an agent, in the plague town and move him into the unhappy town. The plague will help reduce population and hence increase public order. Not exactly ethical, though.

Matteo
10-02-2014, 22:20
WRE is at the bottom of the barrell, as you can see from the screen...

http://thumbnails110.imagebam.com/35520/3812da355193208.jpg (http://www.imagebam.com/image/3812da355193208)

... now it's emerging a big deal: incomes. I'm going more and more down, every city, except for those in UK, is down economically. I saw the details and the problem comes from upkeep armies: I had about 300000 dinars, look at the screen, I lost about 200000 within 15 turns. I have Hunters (archers), Nobles and Francisca Heerbann as garrison, also Paladins in some cities, because I'm always worried about the moment they'll revolt. You have seen what kind of revolts WRE gets, so I couldn't win if I leave only peasants and archers, I think you all agree with me about this.

http://thumbnails110.imagebam.com/35520/8c67f0355192495.jpg (http://www.imagebam.com/image/8c67f0355192495) http://thumbnails112.imagebam.com/35520/dac6a5355192884.jpg (http://www.imagebam.com/image/dac6a5355192884)

So, there are some cities which have reached ZPG, do you suggest me to put archers and peasants there to pay off costs? Mainly because in England my four settlements have all peasants and archers, and they never go down indeed.

http://thumbnails110.imagebam.com/35520/a4c93b355192431.jpg (http://www.imagebam.com/image/a4c93b355192431)

P.S.: Shouldn't Carthago be one of the richest city of the game? At least in RTW it was so... why I get just 549 from it?

http://thumbnails111.imagebam.com/35520/c3bd43355194040.jpg (http://www.imagebam.com/image/c3bd43355194040)

Vincent Butler
10-03-2014, 00:05
Quality of buildings may have some effect on revolts, but not all. A revolt can spawn units with gold and silver attributes, when the faction cannot make them that good, like Julii with gold shield, in a town that can only improve to bronze. Oh, when you besiege, Matteo, do they sally forth or do you just launch your attack? If you can, and I don't know how you play, let your siege reduce their numbers, like besiege them without attacking. If they don't sally forth or get help from another army, you can reduce them to up to a quarter of their original strength, depending on the size of their walls. For example, against epic stone walls, you can reduce an 80 man unit to in the twenties by letting your siege go the entire 11 turns or whatever it is, different walls have different lengths as you know. I am assuming you know all this, though, and are not a beginner. And don't use Francisca Heerbann as garrison, maybe one or two, use your Axe and Sword as your main garrison troops, they will defeat most attacks, especially on walls where the enemy is not able to front you fully, I like to have two units per enemy siege tower (moving them up once the siege tower has reached the walls) and one unit per ladder.

ReluctantSamurai
10-03-2014, 02:34
Shouldn't Carthago be one of the richest city of the game? At least in RTW it was so... why I get just 549 from it?

The number you see on the campaign map does not represent the true income of a city. It's a reflection of how your total costs are divided up between all of your cities. To see the true income of a city you have to open the city information screen, then go to the income/trade screen (third button down on the right side page). There you will see all the individual trade routes both land and sea, where they go, and how much they are making. All of that is totaled up and that is the true income of a city. That Carthage is still in the positive despite all the overall deductions,is an indicator that it's making quite a lot of money (most large cities usually show a negative number).


I lost about 200000 within 15 turns.

You probably have too much army upkeep compared to your income. A good rule of thumb is that army upkeep + wages (family members, agents) should not exceed 1/2 of your total income. If the treasury gets into the millions of denarii, one can obviously afford much more than 50%. Conversely, a treasury well below 100k should carry much less than 50%.


Quality of buildings may have some effect on revolts, but not all.

I should have been more clear in stating that barracks and bonus buildings increase the chances for a higher quality revolt. It still comes down to probability in the end.

Matteo
10-03-2014, 08:06
Quality of buildings may have some effect on revolts, but not all. A revolt can spawn units with gold and silver attributes, when the faction cannot make them that good, like Julii with gold shield, in a town that can only improve to bronze. Oh, when you besiege, Matteo, do they sally forth or do you just launch your attack? If you can, and I don't know how you play, let your siege reduce their numbers, like besiege them without attacking. If they don't sally forth or get help from another army, you can reduce them to up to a quarter of their original strength, depending on the size of their walls. For example, against epic stone walls, you can reduce an 80 man unit to in the twenties by letting your siege go the entire 11 turns or whatever it is, different walls have different lengths as you know. I am assuming you know all this, though, and are not a beginner. And don't use Francisca Heerbann as garrison, maybe one or two, use your Axe and Sword as your main garrison troops, they will defeat most attacks, especially on walls where the enemy is not able to front you fully, I like to have two units per enemy siege tower (moving them up once the siege tower has reached the walls) and one unit per ladder.
But I have all my cities improved, all buildings and whatever... I just don't get why some city revolt in WRE and some, instead, in grey rebels which are definitely easier to defeat.

Vincent, I already know about the siege, I'm not exactly a newbie, you got it. Sometimes they attack me first, otherwise I always try to keep the siege for 4-5 turns, bribing the incoming armies. The problem is that, as you can see from the date in the screens, I'm in a late stage of the game, so each city I have or capture has the best walls by now.

I don't keep Francisca Heerbann as garrison to mantain public order, I know peasants can handle that too. I keep Francisca for when the city will revolt, I can't win using Francisca and other gold troops, how could I with peasants?:laugh4:


The number you see on the campaign map does not represent the true income of a city. It's a reflection of how your total costs are divided up between all of your cities. To see the true income of a city you have to open the city information screen, then go to the income/trade screen (third button down on the right side page). There you will see all the individual trade routes both land and sea, where they go, and how much they are making. All of that is totaled up and that is the true income of a city. That Carthage is still in the positive despite all the overall deductions,is an indicator that it's making quite a lot of money (most large cities usually show a negative number).
Why?


I should have been more clear in stating that barracks and bonus buildings increase the chances for a higher quality revolt. It still comes down to probability in the end.
I was thinking, guys... what if, once taken out troops and set highest taxes, I destroy barracks? The next turn rebels shouldn't have units like Comitatenses First Cohort or Plumbatari, right?

ReluctantSamurai
10-03-2014, 09:41
Why?

Because the game adds up all of your expenses and then distributes those costs amongst your cities starting with the largest ones first. Therefore the big cities bear the heaviest financial burden.


what if, once taken out troops and set highest taxes, I destroy barracks? The next turn rebels shouldn't have units like Comitatenses First Cohort or Plumbatari, right?

Not necessarily. I've tried that very same thing and more often than not, the resulting rebel troops will still be of high quality. Even if you destroy every building that can be destroyed, you will get, at the very least, a full stack of "Super Peasants" with 9 exp chevrons, and gold weapon/armor levels. That's a handful for even a veteran army:sweatdrop:


I just don't get why some city revolt in WRE and some, instead, in grey rebels which are definitely easier to defeat.

As has already been stated, it's a probability roll. Sometimes the rebels will be lower level troops, and sometimes it will be high level troops...it's whatever the AI rolls the dice on stack composition.

Matteo
10-03-2014, 16:49
As has already been stated, it's a probability roll. Sometimes the rebels will be lower level troops, and sometimes it will be high level troops...it's whatever the AI rolls the dice on stack composition.
And that's clear, but I'm asking why some cities revolt normally (I mean grey rebels) and others in WRE, I mean, they don't even revolt in green romans, which would be more rational, don't you think? It sounds a bit unfair.

BTW, thanks to your advices I've successfully managed to refund my finances and WRE has remained with just two cities. The major part of my cities have become ZPG, so I could put only peasants and archers as garrison and move the best units to the frontline or to conquer new settlements.

P.S.: ERE just attacked me with elephants, where the hell they took them?

Vincent Butler
10-03-2014, 18:29
And that's clear, but I'm asking why some cities revolt normally (I mean grey rebels) and others in WRE, I mean, they don't even revolt in green romans, which would be more rational, don't you think? It sounds a bit unfair.

BTW, thanks to your advices I've successfully managed to refund my finances and WRE has remained with just two cities. The major part of my cities have become ZPG, so I could put only peasants and archers as garrison and move the best units to the frontline or to conquer new settlements.

P.S.: ERE just attacked me with elephants, where the hell they took them?

Those elephants are probably mercenaries, ERE cannot train elephants, if I remember correctly, I think only Sassanids can. About the heerbann, I forgot that you Autoresolve. Still, unless you fight Rome or a super army, Sword and Axe heerbann should still carry the day. Of course with Rome, even their basic Limatanei unit can hold their own. Realistically those were the garrison troops anyway. By this time, I think the Legio Lancarii were the main legionary unit, and the Comitatenses were more elite. Peasants are units I train to reduce population in one city and I move them to a city that needs population to grow, and I disband them. It kills two birds with one stone. The revolts to Red vs Grey, I think that depends largely on what faction the city started at the beginning of the campaign. It is not always that way, but that is a good rule to follow. Of course, if a faction is wiped out, any cities that they had owned will become grey rebel, and I just became Captain Obvious. To deal with those elephants, I don't know. Not many people get slingers and skirmishers in BI, Rome does not, I know that (or am 99.9% certain of that). I know Sassinids get Kurdish Javelinmen and slingers, and Celts get their Kerns. I imagine Berbers get slingers and/or skirmishers as well. I guess that is where your archers come into play.

Matteo
10-04-2014, 17:01
WRE is gone, now it's a fight between me and ERE (and ERE rebels when they revolt).

Samurai, I'd ask you what is this thread you mention here (https://forums.totalwar.org/vb/showthread.php?132595-Population-Loyalty), about ZPG. You say:


For ways to get to ZPG, take a look at the "Really Need Help in this Game" topic. There are some in-depth discussions on how to do it, along with some screenies demonstrating the results. There is also an excellent discussion in the Ludus Magna concerning the effects of garrison on population loyalty. I highly recommend you read it.

Can you link me that? I couldn't find it, thanks a lot.

Vincent Butler
10-05-2014, 01:00
If ERE rebels revolt, you may want to side with them to help against ERE, they will be less relevant anyway than ERE. Once ERE is gone, there will not be much ERER to deal with.

ReluctantSamurai
10-05-2014, 16:05
Discussion on the effects of garrisons on unrest:

https://forums.totalwar.org/vb/showthread.php?44476-Garrison-Effects

A general discussion about population unrest:

https://forums.totalwar.org/vb/showthread.php?132595-Population-Loyalty

The ZPG discussion (starts at post #20):

https://forums.totalwar.org/vb/showthread.php?132292-Really-need-help-in-the-game%21%21%21

Matteo
10-05-2014, 20:22
Thanks a lot, I printed them, so that I can consult whenever I need. I just gave up the thread about garrison, it's too complicated, too maths... I simply put 5 peasants and 5 archers in ZPG settlements, 5 archers and all peasants in the "normal" cities, am I doing right?

Vincent Butler
10-07-2014, 21:52
Something I just saw from reading this (http://www.twcenter.net/forums/showthread.php?111344-The-Complete-EDU-Guide) link, in BI, peasants have the effect of public order reduced, from the effect of a 120 man unit to the effect of a 60 man unit.