Distance to Capital Penalty and other strategies for controlling Cities
How extreme is the distance penalty supposed to be? With my capital in Athens, the penalty for Thebes is 60%! Controlling that with a garrison is hard enough, but add on unrest and culture penalties and it's almost unmanageable.
I'm finding that expansion is now very difficult, what can I do to combat this short of having to use 3/4 of a full stack to occupy *every* city.
Re: Distance to Capital Penalty and other strategies for controlling Cities
The max penalty for it is 80%. What you need to do is build "law buildings", ie. garrisons, temples with law bonuses, etc. Law bonus combats against unrest and corruption. To get rid of the culture penalty, you should upgrade the palace.
Re: Distance to Capital Penalty and other strategies for controlling Cities
Quote:
Originally Posted by Thaatu
The max penalty for it is 80%. What you need to do is build "law buildings", ie. garrisons, temples with law bonuses, etc.
Indeed, but the problem is that with these massive penalties the cities will usually revolt away before the buildings ever finish production. Take for example the garrison building, which takes six turns of building to gain 5% law. Temples weigh in a bit better at 15 or 20% bonus, but at those levels also take about six turns to build.
The only way to get them finished is usually to *fully* occupy a city and then wait 3 years before they're able to be left alone. Campaigns would grind to a painful halt if I had to do this for every city. Are there any specific [Makedonian] units that provide bonuses when used as a garrison?
How on earth did Alexander do this so quickly... :dizzy2:
Re: Distance to Capital Penalty and other strategies for controlling Cities
kill, enslave, and build.
Re: Distance to Capital Penalty and other strategies for controlling Cities
The distance to capital penalties are hardcoded in RTW, so there isn't anything that can directly be done about them. At least they have that 80% cap.
I think difficulty holding town is a good thing. It slows down blitzing as you have to keep your army in the town for quite some time, while you build it up. IIRC, Alexandros conquered so fast due to the Persian Satraps and him leaving friends behind to take care of places already conquered.
Re: Distance to Capital Penalty and other strategies for controlling Cities
Exterminate the populace. That gives you better public order, plus it takes fewer troops to reach the 80% public order cap for garrison forces.
If that's not enough, let it rebel, recapture it and exterminate again.
Re: Distance to Capital Penalty and other strategies for controlling Cities
Tyde rebelled three times under me, and each time its rebel army got even larger and larger, until the third time round I was facing a full stack of triple-gold Iberi Milites. It just doesn't work. Tyde was already at 400 population, by the way. So where in the world did the fullstack come from?
Re: Distance to Capital Penalty and other strategies for controlling Cities
If it's developed enough. Destroy as much of the growth buildings as you can, especially the agricultural estates which cause unrest normally. You lose money in the short term, but you keep the city.
Re: Distance to Capital Penalty and other strategies for controlling Cities
Anyone have any idea where does the 70% unrest penalty in certain settlements come from?
In case you are wondering....no, it wasn't caused by an uber spy. My settlement is at the eastern stepps facing the Tarim Basin. The AI woudln't be sending their spies up to the furthest reaches of my empire.
Re: Distance to Capital Penalty and other strategies for controlling Cities
If it is 'unrest' it is probably a spy (some times there is a spy from way back when you first took the town or before, that will just keep going into the town even if it isn't important to his people anymore). Though, sometimes a really bad governor can be causing that. Besides that, there are just some cases that a city has unexplained unrest. I had one game where Taras had 15% unrest for a hundred years.
Re: Distance to Capital Penalty and other strategies for controlling Cities
Quote:
Originally Posted by MarcusAureliusAntoninus
Besides that, there are just some cases that a city has unexplained unrest. I had one game where Taras had 15% unrest for a hundred years.
Doesn't the ... let's call it "the hardcoded script" increase unrest the higher campaign-level you play? Either that or the EB-team scripted some (more than vanilla-usual) unrest for the settlements.
T.
Re: Distance to Capital Penalty and other strategies for controlling Cities
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I guess (uneducated), that culture penalty fosters unrest, in addition to showing up as a factor itself. I can pretty easily make a town with a different culture's palace with two-three spies and a few sabotages or none rebel.
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Re: Distance to Capital Penalty and other strategies for controlling Cities
Enslave populace, destroy governemnt buildings and barracks (if you can'T use them), use a governer for the newly conquered ones and for effectiveness use some units of 240 skrimishers for garrison, oh and have a spy and assassin around to kill those enemy spies.
don't want to sound like a smartass or something but I always wondered why people seem to have problems with that. I never lost a town because of that and I never removed a garrison and let them rebel to kill the population. :inquisitive: