Sid Meier's Civilization IV: Colonization

Sid Meier's Civilization IV: Colonization

zoleeeee28 Dec 29, 2024 @ 3:04am
Calculation of the total rebel sentiment doesnt make any sense
Hi

I am really struggling to increase the rebel sentiment, and i just did a test and raw calculation. I have disbanded all the colonists who were just sitting in the colonies but not doing any work, so only soldiers are in my colonies right now. My current percentage of the rebel sentiment is 34% (before disbanding the colonists it was 22%)

I have 4 colonies:
Colony 1 with the population of 78 is at 57% (it means 44 rebels and 34 non-rebels)
Colony 2 with the population of 32 is at 100% (it means 32 rebels and 0 non-rebels)
Colony 3 with the population of 24 is at 20% (it means 5 rebels and 19 non-rebels)
Colony 4 with the population of 6 is at 0% (it means 0 rebels and 6 non-rebels)

So among the colonists i have 81 rebels and 59 non-rebels.
I have exactly 108 military units. Taking the current 34% of rebel sentiment in consideration, it means ALL the military units belong to the non-rebels, because number of rebels is 81, number of non-rebels is 167 (59 colonists and 108 military units). So the total number of units is 248 (140 colonists and 108 military units), and 81 is 33% of 248.

Is there any way of changing this? This is so stupid that basically your whole army is against the independence. Based on this the more you increase your army, the further you will get from declaring the independence, which is nonsense.
Last edited by zoleeeee28; Dec 29, 2024 @ 3:09am
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Hade Jan 10 @ 6:13pm 
You need statesmen in the Townhalls.
Or you can mod the Townhalls for more people or output.
You didn't get the point of my post mate, my town halls have statesmen already, but my problem is that based on the calculation above, all the soldier pops belong to the people who are against the independence, which doesn't make any sense. So even if the rebel sentiment is at 100% in all of my colonies, but i have more soldier pops than working pops in the colonies, the rebel sentiment will be below 50% and cant declare independence.
Hade Jan 16 @ 1:44am 
Are you using a mod?
Yes, the We the people mod.
I opened a bug report[github.com] about this. Hopefully that will help remember to look through the code for this at some point. And no I don't have an answer to precisely why it behaves like this. That's why I listed it as "bug to confirm". It's pending investigation.
okay thank you
I think there are/were versions of Colonization which ignored military units and colonists when calculating overall rebell status, so that players simply removed all excess colonists from settlements to achieve 100% rebel status early (exploit).

In your case, you should add all your soldiers except for some guards and the special units into cities and produce more bells to get close to overall 100% rebel status.

Note :
AfaIk the Continental Army was formed in 1775 AFTER the Revolutionary War broke out, so the "american soldiers" were actually mostly civilians at the start of the revolution and so they would be counted as rebels or loyalists according to accumulated liberty bells in the game. In real life a standing army is expensive and the colonists DID NOT want to pay taxes at all, so they would not have the means to have a standing army besides some local part time militia.

https://en.wikipedia.org/wiki/Continental_Army
https://en.wikipedia.org/wiki/American_Revolutionary_War
https://en.wikipedia.org/wiki/Financial_costs_of_the_American_Revolutionary_War
Last edited by TheCollector; Jan 28 @ 1:26pm
The problem is, that i cant add more soldiers into cities because of the garrison limit, and i cant disband soldiers of course otherwise i wont have any chance against the kings expeditionary forces.
Originally posted by zoleeeee28:
The problem is, that i cant add more soldiers into cities because of the garrison limit, ....

I meant to demobilize the soldiers, turn them into colonists (working in the cities as other colonists) and store weapons and horses somewhere until war breaks out.

If you lack place for all the soldier colonists, maybe build more cities and rush Government Buildings, etc ...
Last edited by TheCollector; Jan 29 @ 6:35am
I am having this problem too. See my post.
Hello Zolee28.

I researched this problem over the past two days since no one answered my post. I have....

1) Left comments on old 'Let's Play Videos'.
2) Looked for Cheat Codes that just start the revolution regardless of army size (to no avail).
3) Read numerous strategy guides and 'I am an expert' style guides that still could not see past this design flaw.

Annoying right?

So here is what I did to make things achievable and at least experimental.

Situation: Two very nice colonies for the Dutch. I had 7 Cannons and 22 soldiers in the first city. Then in city #2 I had 6 Cannons and 22 soldiers in the other city. The rational for the numbers being like this is I wanted both cities to be protected evenly.

Step 1: Write down these details onto a piece of paper separate from your laptop.

Step 2: Delete all these 'Military Units'.

In my case instead of being stuck at overall rebel sentiment of 34% due to population It spiked to 68%. Doing this does not affect the number of guns you had in your account though. So mine remained at 1200 overall [400 in one city 800 in the other].

Step 3: Declare independence at the bogus higher value.

Step 4: Watch the little movie, be proud of yourself, etc...

Step 5: Immediately, before the King's army arrives, go the World Builder [which is basically a cheat/adjustment engine] YET ONLY RETURN BACK TO YOUR CITIES WHAT YOU DELETED. That way you can experiment with what you SHOULD HAVE HAD re the piece of Paper in Step 1. And then you aren't really cheating.

Step 6: Win or lose the war with what you got.

I know this isn't a great solution to what is really a design problem with the game. And it's sad since this is such a great game. However, given the uphill battle I had with the population dynamics, I at least got an accurate result out of the issue. Even if deleting and then replacing/hacking had to be done to compensate for a design error.

I hope this helps.
Hi again everyone.

I did a lot of game research. And I have come to the conclusion that Zolee28 is right. This is definitely a gaming flaw with population and rebel sentiment. Hopefully, we get a 'Workshop' section on the Website to address flaws like these.
Originally posted by Xbox Live Comedian.:
I did a lot of game research. And I have come to the conclusion that Zolee28 is right. This is definitely a gaming flaw with population and rebel sentiment. Hopefully, we get a 'Workshop' section on the Website to address flaws like these.
I wouldn't count on the game being updated. The only thing, which might happen would be for the We The People mod to solve this. The calculation is in the modable part of the game, so it should be fixable.

A workshop item would be nice, but I don't think we will get that either.
Fair enough. The point I m making is that the Original Poster isn't wrong about this being a design flaw in the game.
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