Results 1 to 6 of 6

Thread: Causing revolts in AI cities

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Causing revolts in AI cities

    Hello, first time posting here as I just got the game a while ago.

    As the title says, I'm wondering if it is actually possible to cause a revolt (I'm talking rebellion and everything) in an AI controlled city and how can that be done.

    I've had my top spies, all of them at 7+ subterfuge in some genoese cities, (i.e the island in the middle of the mediteranean sea and marseille) and although I managed to drop public order to 5% in marseille, a city that had a small garrison, no public order buildings due to my assassins and a little bit of rioting, it still didn't rebel. The other castle in the mediterannean (Sorry, I can't remember the name) had no garrison since I killed the only family member that was guarding it, 3 of my best spies in it, no public order buildings and 20% heresy yet still didn't revolt, and public order didn't even drop on the castle screen, it's sitting at 90% with no ing garrison.

    So how the hell does one start a revolt somewhere? Is it even possible to willingly do so?

  2. #2

    Default Re: Causing revolts in AI cities

    It's probable that the game is set up to prevent revolts in AI cities.
    The AI would find it difficult to counter (it often only has a general in the settlement) and making it easy to cause revolts could be seen to be an exploit.
    Anyway if there's no garrison and you've got spies in a city why not just attack it and capture it ?

  3. #3

    Default Re: Causing revolts in AI cities

    Really? That's a shame I was hoping to not start a war with everybody. Is there a way to change that mid-game or is it hard-coded? Because they seem to have some garrisons in most cities apart from that island in the middle of nowhere.

    I'm already at war with a few nations so I was hoping to take it without having to fight the genoese too. Plus it is a bit too far away and I would need an army just to defend it. Seems like a waste of time and men that could be used elsewhere.

  4. #4
    Lifthrasir's Avatar "Capre" Dunkerquois
    Patrician Moderator Emeritus

    Join Date
    Jan 2010
    Location
    City of Jan Baert
    Posts
    13,950
    Blog Entries
    4

    Default Re: Causing revolts in AI cities

    I'm wondering if bribery could work in that case
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  5. #5

    Default Re: Causing revolts in AI cities

    Bribery will work.... but, even a poor city with only a single unit defending it will ask a ridiculous price as a bribe.
    You don't have to start a "war" with a rebel city. You are, by default, at war with all rebels the entire game.
    Just attack and take it... or you can talk them out of the city with the "weight of a swallow" conundrum

    hint:
    They can grasp coconuts by the husk.

    disclaimer:
    Coconuts may, or may not, be migratory.
    Last edited by Duck of Death; February 13, 2017 at 06:19 PM.
    Honest and truly, I AM Robin Hood!

  6. #6
    Lifthrasir's Avatar "Capre" Dunkerquois
    Patrician Moderator Emeritus

    Join Date
    Jan 2010
    Location
    City of Jan Baert
    Posts
    13,950
    Blog Entries
    4

    Default Re: Causing revolts in AI cities

    I can see where your references are from
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •