View Full Version : getting settlements to go rebel?
Hellenic_Hoplite
11-04-2007, 04:34
I have tried and tried again to get settlements to rebel with no success :dizzy2: (sending priests to convert the population, hordes of spies and assassians etc...) and I was wondering if anyone had any ideas on how to make a city rebel without it being a complete waste of time.
I take it you refer to settlements which oher factions own, right?
I suppose you´re going the right way, but the factors countering unrest (like the garrison) might still be stronger.
PseRamesses
11-04-2007, 13:01
...or you might try to convert a settlement with a castle which is harder to do than a town. Eventually reaching +90% converion even a castle can´t hold it if it´s not heavily garrisoned.
DVX BELLORVM
11-04-2007, 13:03
- fill the settlement with your spies
- use assassins to kill the governor and demolish all the "happiness" buildings (church, inn, city hall...)
- if they have different religion, send your priest to convert them
There's nothing else you can do, and if they have a strong garrison, they may never rebel.
I have not succeeded yet, but try sending:
1. A horde of priests
2. Several good spies (say, what is the max unrest spies can cause?)
3. One or more good assasins to kill of the faction's preachers and to sabotage buildings that makes the population "happy".
If the faction has the same religion as you, it'll be a lot more troublesome, but you could always try to send in unorthodox priests and make them heretics by failed trials. ~D
Hellenic_Hoplite
11-04-2007, 15:21
I take it you refer to settlements which oher factions own, right?
I suppose you´re going the right way, but the factors countering unrest (like the garrison) might still be stronger.
I think thats the problem because as I kept sending more spies, priests, assissans they just kept building up the garrison. I guess I wasn't doing it fast enough.
Ramses II CP
11-04-2007, 17:06
The best way is to position a few spies, five or six, a similar number of assassins, and a crew of priests to all make their move at the same time. Send in the priests, infiltrate the spies, and then burn down all happiness buildings on the same turn. The next turn happiness will be low, but some buildings will be rebuilt, so burn them again. After that the chances of rebellion will go higher every turn you can keep the buildings down, and garrison size can't keep up with the trouble.
The important part is not to give the AI any advance warning. They can only train 2-3 companies of troops per turn, which won't have much impact if you can reduce happiness by 80-100% in one swoop.
:egypt:
P.S. I have had no luck getting castles to rebel. :thumbsdown:
Fisherking
11-04-2007, 18:41
I have never seen more than two spies have an effect on a city other than chances to open the gates.
Just leaving the spies there though is not enough. You must reenter the city each turn for the effects to kick in.
I have also noted that other’s troops in the province also have a negative effect on the city…so if you are ready just send in your own troops and wait it out.
WhiskeyGhost
11-05-2007, 02:36
I have never seen more than two spies have an effect on a city other than chances to open the gates.
Just leaving the spies there though is not enough. You must reenter the city each turn for the effects to kick in.
I have also noted that other’s troops in the province also have a negative effect on the city…so if you are ready just send in your own troops and wait it out.
i was actually gonna mention that, place a nice hidden army (terrain accommodating hopefully, like a forest for an ambush) and they will cause a little unrest as well, not to mention lower income. I had a few peasants hiding in a forest in the far reaches of an enemy province, sitting in ambush for about 25 turns before they finally rebelled. Just be careful about moving troops in/out of NON Access factions territory, and if you must, only do it once, and never move em again. For some reason, the more you move around, the more they don't like you, but i've managed to maintain outstanding relations with someone i had an army camping nearby his city.
OK then, 2 spies per city; an hiding army, a horde of priests; and maybe lastly do this against 2-3 towns of the enemy faction at the same time, this should put pressure on their economy. ~;)
Ramses II CP
11-05-2007, 15:33
There's a reason why I send five to do the job of two, quite often they get caught or kicked out (Regardless of their skill level) and if you go through a whole turn without a spy in place your assassins will have a harder time and quite likely all your hard work will be lost. Send more than you need, they're cheap and you won't regret it.
:egypt:
TevashSzat
11-06-2007, 00:48
OK then, 2 spies per city; an hiding army, a horde of priests; and maybe lastly do this against 2-3 towns of the enemy faction at the same time, this should put pressure on their economy. ~;)
Don't forget assasins to destroy the buildings/assasinate generals.
The biggest problem IMO is having the city have a low garrison which can be pretty hard if its right next to your border and you guys are fighting a war. Having enough troops might make it near impossible to make a city revolt
Old Geezer
11-08-2007, 19:31
It is not easy to do, but it is still much to easy to do. It is especially much to easy to destroy buildings which is so easy and so effective that I feel like I am cheating even when I play as an Italian faction.
Yeah, I just recently discovered how important destroying the buildings are. :sweatdrop: If you dont do sabotage(sp?) the spies and priests will be for no use. In other words, I wonder if anyone has ever made a castle rebel. :inquisitive:
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