Why don't you just let it go rebel? They are less likely to field decent units.Originally Posted by Rubber Ducky
Why don't you just let it go rebel? They are less likely to field decent units.Originally Posted by Rubber Ducky
Rebelling would be good but there is a chance of it not happening each turn. I prefer to be done over with at the same turn. I would time my executionproperly to coincide with finishing a building. Wouldn't want to start building all over again coz of time and cost. Besides rebelling can prove to be dangerous sometimes.....especially with a small garrison.
Leave->Give city->SlaughterOriginally Posted by Craterus
The enemy never gets a chance to drop any units in there.
"What? I can't hear! What did he say?"
"Err... I think it was, blessed are the cheesemakers"
Camp Fweddie - Wanking higher than any in Wome since 273 BC
Why can't population growth just be a good thing!![]()
"No Plan survives Contact with the Enemy."
OR simply adjust unit scale and then pop will be needed in Campaigns.
"Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."
Cry, the Beloved Country by Alan Paton.
This topic must be the most difficult management issue in the game, judging by the number of complaints.
This is true. I was an early advocate of this approach in RTW. However, there are some drawbacks.Recruit peasants, this reduces population and then send them rebel-hunting, or move them to a town, where there is less population and you want it to grow...
For instance, reducing the population can increase your population growth rate. You're not curing the population problem as much as delaying it. That can be OK. It gives you time to complete "happy buildings."
Also, simple math shows that if a 24,000 population and a slight growth rate of 0.5 percent, then building a peasant unit will only offset the population growth, not reduce population.
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Controlling population growth is valid, but easier said than done.
I don't agree with the conventional wisdom of not building advanced farm upgrades. They are important for revenue. Also, fertility temples can be useful. It all depends on the circumstances.
Careful examination of governor virtues and vices is a winner. Of course, you're ripped when he dies. It's not a bad idea to move your governor out of a town every once in a while, check what the "real" contentment level is, then move him back in.
Improving your city walls improves happiness and law.
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Bottom line: Manage all your own cities. Pick that option in the game settings. It's a hassle, but less of a hassle than constantly dealing with revolts.
I avoid building farms, health buildings, and anything else that increases population growth. I set my taxes so that I will get at least 0% growth rate. Then I start building units to get the city to the size I want.
Only the palace buildings tier are population dependant. Once you hit 24000, build the Imperial Palace and then exterminate the populace at your leasuire. The other final tier buildings do not look at the population, but rather wiether or not you have an IP. This way you can exterminate all you want and still build Siege Engineers and Hippodromes with 2000 population, provided you have the IP, of course.
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