Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Rebellion in 3 turns!?
Am I missing something here? How are you supposed to capture a city when it rebels too quick for your governor to get in place?

I feel like there must be a mechanic to conquest that I'm missing.
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Showing 1-15 of 45 comments
Morgian Feb 17, 2019 @ 1:09am 
Maybe you need some of the policies that aid conquest, like the one that adds 3 loyalty per turn on other continents, or the one adding +2 for placing a garrison. Or maybe you need to work slowly forward instead of leapfrogging into territory, where enemy influence comes from all sides.
Netzach Sloth Feb 17, 2019 @ 1:09am 
I've captured and re-captured this same city four times now, and it always pops up with rebellion in 3 turns. I've had essentially the same thing happen to me three games in row now, and it doesn't seem like there's a way to stop this from happening. Is conquest in the early game, no longer viable? Do I need to wait until I have a large enough force to take their entire civ out in a couple turns? Or am I actually missing something?
Netzach Sloth Feb 17, 2019 @ 1:10am 
Originally posted by Morgian:
Maybe you need some of the policies that aid conquest, like the one that adds 3 loyalty per turn on other continents, or the one adding +2 for placing a garrison. Or maybe you need to work slowly forward instead of leapfrogging into territory, where enemy influence comes from all sides.

The policies might help, but I find it odd that it's be impossible without them.

I'm not jumping into the center of their territory; it's a small city on the edge closest to me.
BlackSmokeDMax Feb 17, 2019 @ 1:11am 
As soon as you assign a governor the loyalty bonus kicks in. It is only for the governor's other perks that you need to wait the 5 turns.
Netzach Sloth Feb 17, 2019 @ 1:12am 
Originally posted by Netzach Sloth:
Originally posted by Morgian:
Maybe you need some of the policies that aid conquest, like the one that adds 3 loyalty per turn on other continents, or the one adding +2 for placing a garrison. Or maybe you need to work slowly forward instead of leapfrogging into territory, where enemy influence comes from all sides.

The policies might help, but I find it odd that it's be impossible without them.

I'm not jumping into the center of their territory; it's a small city on the edge closest to me.

Limitanei is the policy that gives +2 loyalty for a garrisoned unit; I just changed to it, and it did literally nothing. Still 3 turns to rebellion.
Netzach Sloth Feb 17, 2019 @ 1:14am 
Originally posted by BlackSmokeDMax:
As soon as you assign a governor the loyalty bonus kicks in. It is only for the governor's other perks that you need to wait the 5 turns.

Then maybe my game is bugged, because I just assigned my governor and waited a turn, and 3 turns left became 2 turns left.
Netzach Sloth Feb 17, 2019 @ 1:20am 
Originally posted by Netzach Sloth:
Originally posted by BlackSmokeDMax:
As soon as you assign a governor the loyalty bonus kicks in. It is only for the governor's other perks that you need to wait the 5 turns.

Then maybe my game is bugged, because I just assigned my governor and waited a turn, and 3 turns left became 2 turns left.

Definitely doesn't work for me; on the seventh attempt, immediately after taking the city, I garrisoned it for the +2 and assigned my governor for the +8, and three turns later it rebelled again.
Eagle_of_Fire Feb 17, 2019 @ 1:27am 
Originally posted by Netzach Sloth:
Am I missing something here? How are you supposed to capture a city when it rebels too quick for your governor to get in place?
Originally posted by BlackSmokeDMax:
As soon as you assign a governor the loyalty bonus kicks in. It is only for the governor's other perks that you need to wait the 5 turns.
I've done it myself like yesterday. So unless there is a bug specific to Gathering Storm...

What does the breakdown in the town report says, to the left of the screen? There is several smaller buttons at the top of that page and one of those is for loyalty.
doeddi Feb 17, 2019 @ 4:28am 
Occupied city have an additional -5 loyalty, if you put am unit inside and assigned a governor then you have got +8 for the unit and another +8 for the governor.

This should enough for slow down the rebellion, but please notes the occupied city state (as well as the +8 for placing an unit inside) would be lost if the city rebelled and you recapture it.
Panic Fire Feb 17, 2019 @ 4:39am 
Originally posted by Netzach Sloth:
Am I missing something here? How are you supposed to capture a city when it rebels too quick for your governor to get in place?

I feel like there must be a mechanic to conquest that I'm missing.

Govenors apply there bonus loyalty as soon as you assign to them even if they arn't established yet.

You can click on the loyalty on the city to bring up the cities loyalty changes which will tell you what loyalty bonus's are effecting it.

The other cities are probably pushing a lot of loyalty pressure on that city (because its close to there empire) and since you keep capturing it it probably has a low pop of most likely 1. Population is the biggest compontent of loyalty. You probably need to capture two cities.
leandrombraz Feb 17, 2019 @ 4:45am 
Your main source of loyalty is population from both the city itself and your cities in a 9 tiles distance. What you need to do while conquering is conquer fast. Plan your attack in a way that you can take at least two cities fast, preferably high population city. Each city you conquer increase your influence on the region and decrease your enemy influence. Governors can buy you time but population pressure is what will let you keep the city.

Don't fall into this cycle of reconquering the city over and over again. The city lose population when you conquer it, less population = less influence. You're wasting time and making your situation worse by doing that. It's better to focus on taking the next city ASAP to increase your influence.
SamBC Feb 17, 2019 @ 4:55am 
Originally posted by Netzach Sloth:
Originally posted by Netzach Sloth:

Then maybe my game is bugged, because I just assigned my governor and waited a turn, and 3 turns left became 2 turns left.

Definitely doesn't work for me; on the seventh attempt, immediately after taking the city, I garrisoned it for the +2 and assigned my governor for the +8, and three turns later it rebelled again.
To rebel in 3 turns, the net loyalty impact must be at least -33 and at most -49.

If it were -49 and you got an extra +10, it would be -39, and still rebel in 3 turns. Indeed, if it were -43 to -49, you would see what you describe.
therealjohnconnor Feb 17, 2019 @ 5:19am 
Stop wasting your time and raze the city, OP, or just leave it alone. Clearly in the wrong part of the map for you.
Enkidoe Feb 17, 2019 @ 7:01am 
i lost 2 conquered cities(from a differnet tribe) to England. One of them was rebelling, the other wasnt(rebillion in 500 turns). So there is a bug in the game.
Lemurian1972 Feb 17, 2019 @ 7:05am 
Capping and re-capping a city just puts you in a hole. You have to have a plan for the first or second time, because otherwise the population will be too low to keep it from flipping without subsequent conquests.

you've gotten some good advice here (some not so good) but the best answer is to learn what the basic Loyalty penalties are and prepare for them. Policies help (and most of the time overcome them) but other things can too.

1) Population pressure- as I said taking a city multiple times just crashes the population creating a bigger deficit. If I have to hold a city under population pressure, I have gotten into the habit of flipping them to food production and starting a food heavy trade route ASAP, so their pop rebounds quickly.

2) Religion- even if you're not playing a religion game, there's a small penalty in a city that's different than the majority in your empire. This can be resolved pretty simply by bringing an Inquisitor along with your army.

3) Occupation- the stiffest penalty is often for Occupation. My habit lately is to plan my captures so that I get the cities at the end of the war, and don't have to wait any extra turns to declare peace. If that means knocking down walls and moving on until all the cities I want are lined up and ready, I do so. Then take them suddenly, and declare peace.
Before GS this had the added benefit of allowing me to manage possible Warmonger penalties. If I had 2-3 cities I wanted, and there was also a former city state he'd taken, I could pop the ones I wanted then Liberate the CS last, cutting my other penalties.
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Date Posted: Feb 17, 2019 @ 1:03am
Posts: 45