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Or you can mod the Townhalls for more people or output.
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
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 ...
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.
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.
A workshop item would be nice, but I don't think we will get that either.