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  1. #1
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Revolts overpowered...

    Maybe this feature was added in so that people razing the A.I.' s cities would have a drawback.

    Whenever the towns people kick me out it is always weak troops in there. Looting a town though comes along with lots of resentment
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  2. #2
    Cynic Senior Member sapi's Avatar
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    Default Re: Revolts overpowered...

    Revolts do have an advantage - yesterday i was playing as the greeks and at the end of a turn i noticed i had Segistica. I checked the town and it had had a civil revolt and kicked the brutii out. All's fine, but i had never owned the town. Strange, huh?
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  3. #3
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: Revolts overpowered...

    My big problem with the revolts is that my army gets teleported outside the walls. Wouldnt it be better to have a battle for the town square with both armies starting inside the walls?
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    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: Revolts overpowered...

    Quote Originally Posted by SpencerH
    My big problem with the revolts is that my army gets teleported outside the walls. Wouldnt it be better to have a battle for the town square with both armies starting inside the walls?
    Thats actually a great idea, but how do you decide where the armies start.
    Well, You could make the loyal troops start in the governor´s castle/palace and the agricultors spread around the city....

    Maybe an Idea for the next "realism mod"?
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  5. #5
    Iron Fist Senior Member Husar's Avatar
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    Default Re: Revolts overpowered...

    I had the same idea, let us fight those guys in the town. I had some issues concerning rebellions in my greek campaign, Pergamum was rebellious and the peasants just set my big army out of the town, so I had to recapture it. Later in the campaign I wanted to give the city to Pontus because I got sick of having a battle there every 3-5 turns which Pontus always lost. Back then I didn´t think about diplomacy, so I disbanded the garrison to let it revolt, but even with NO garrison the revolt didn´t succeed, it said that >1000 people were killed and I lost no soldiers. ->completely random?
    Later Pontus got the city and I was happy not to have any fights there anymore, but suddenly without any message there was a loyalist revolt many years later and I got the city back, which I didn´t want...

    So I think we should get 2 things:

    1. The ability to fight down revolts garrison vs. people inside the city with the garrison holding the townsquare and the people starting all around, like you said.

    2. Like motorhead said, giving the city to a local warlord or something like that would be nice.


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  6. #6
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Revolts overpowered...

    A population of 10,000 and 1000 soldiers. Most of those citizens are in anger and want your soldiers out. Theres a reason the soldiers bagged out. Imagine an angry mob of 6-7000 of those 10,000 people constantly pelting your soldiers with rocks. Now there is no room to manuever and you know how quickly soldiers die when pressed in tightly. That's just my oppinion and would you want to fight under those conditions.
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

  7. #7

    Default Re: Revolts overpowered...

    Quote Originally Posted by SpencerH
    My big problem with the revolts is that my army gets teleported outside the walls. Wouldnt it be better to have a battle for the town square with both armies starting inside the walls?
    I STRONGLY agree. That would be much more realistic and interesting.
    If violence didn't solve your problem... well, you just haven't been violent enough.

  8. #8

    Default Re: Revolts overpowered...

    Quote Originally Posted by SpencerH
    My big problem with the revolts is that my army gets teleported outside the walls. Wouldnt it be better to have a battle for the town square with both armies starting inside the walls?
    I STRONGLY agree. That would be much more realistic and interesting.
    If violence didn't solve your problem... well, you just haven't been violent enough.

  9. #9
    Member Member Warmaker's Avatar
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    Smile Re: Revolts overpowered...

    Well, look at it this way: At least revolts aren't as rediculously strong as they were in MTW, appearing with 6 stacks of full armies, mostly composed of top of the line units.
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  10. #10
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Revolts overpowered...

    Frankly, I've gained a lot more from revolts against the AI than suffered from them against me. This is a largely avoidable problem.
    "In war, then, let your great object be victory, not lengthy campaigns."

  11. #11
    Member Member hoom's Avatar
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    Default Re: Revolts overpowered...

    In my first Scipii campaign, I had two revolts in Tingi consisting of the greater part of a stack loaded with 9 honour, silver weapon, gold armour peasants ( )& other 'riff raff'.
    I actually quite enjoyed having to deal with them.
    The first revolt annihilated a full stack of fairly elite pre-marian troops & it was only after that that I found them to be so powerfully upgraded.
    It was finally put down by missiles, a new stack of post-marian units & mercenary Elephants.
    Same trick worked second time too.
    maybe those guys should be doing something more useful...

  12. #12
    Member Member Lichgod's Avatar
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    Default Re: Revolts overpowered...

    Carthage, H/H

    Had a gual army take the Carth city in spain early in the campaign. The lost so many guys in their victory the city rebelled and joined me with 8 town watch and 4 peasents - all gold shield/sword/3 cheverons. Looking at the peasents, they were better than any troops i could produce. I left the peasents behind and used the town watch as a nucleus for my army.

  13. #13

    Default Re: Revolts overpowered...

    Quote Originally Posted by SpencerH
    My big problem with the revolts is that my army gets teleported outside the walls. Wouldnt it be better to have a battle for the town square with both armies starting inside the walls?
    I agree, it makes no sense that 240 peasants can kick my elite, battle hardened, 1000 man army out.

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