Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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LeKremlin Oct 30, 2014 @ 4:53pm
Captured Cities
Hey there people. In my last raid, I captured 5 enemy cities and made them mine (not puppies). The answer's probably somewhere in the Civilopedia, but can't seem to find it, here's my question: When I want to develop a building/unit, it doesn't tell me how many turns it will take but instead shows questions marks "???" besides.

I also can't purchase anything from these captured cities. Am I doing something wrong?

Thanks a lot!
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Showing 1-11 of 11 comments
BoydofZINJ Oct 30, 2014 @ 4:59pm 
The city is rebelling at the moment... a few dozen turns and it will work normal. Sometimes, it is easier to RAZE them and make a new city if it is small and has no wonders.
LeKremlin Oct 30, 2014 @ 7:03pm 
Allright thanks...And damn am I stupid, I destroyed a wonder from a city I captured :(
LordBlade Nov 17, 2014 @ 7:20pm 
Would be nice if there was any sort of notification to let you know they were in revolt.
DonkeyHote Nov 17, 2014 @ 7:51pm 
Underneath the city's name is a small banner. Usually it has the "city connection" symbol, but if the city is rebelling it will have a symbol that looks like a set of chains. When you hover the cursor over the symbol it will tell you how many turns are left until the revolt is over.
Bad_Conduct Nov 17, 2014 @ 8:30pm 
Puppies are sooo cute
Martin Nov 18, 2014 @ 1:18am 
If you take over a civ which is of a different affinity, esp a high level affinity, the turns of rebelmentation (yes I think that's not a proper word) is very high. In a marathon game, sometimes you get cities that rebel for 50+ turns. I've even had some as high as 80 turns. But the difference between Civ5 and BE is that in BE it's probably actually better not to burn them down. Once they become yours and if you've managed your global health properly, which takes time to get right, you'll always be in a good position to dominate. The only cities I burn in BE are the new ones with 2-3 pop or ones that are clearly in the wrong tile ie don't maximise thier position.
Last edited by Martin; Nov 18, 2014 @ 1:19am
Ryika Nov 18, 2014 @ 1:58am 
Side note: If a rebelling city already has a trade depot built you can still use it as a trade hub, if you produce the trade units in other cities and relocate them to the rebelling city.
zgrssd Nov 18, 2014 @ 3:11am 
A city you conquer is under Martial Law, wich makes it unable to produce anything. On normal speed, Martial Law duration = Population in turns. Wich happens to be exactly the time it takes to Raze the city.
Personally I prefer just letting them run as puppet cities at least till that time is over.

The civilopedia also mentions a seperate state of rebellion. Rebellion only kicks in after you fully take over the city (does not affect pupeted cities). It can run in paralell to martial law, but if you let ML run out then un-puppet the city, it might give you extra turns of no use.
I have not experienced this second state yet however.

Aside from the forced "no production" and "no purchasing" the city is fully viable while in martial law. Inlcuding being able to use trade depots already in existence.
If you take a city via espionage, it seems the Martial Law time is halved (but it still counts as violent taking for Warmonger status).
Seedy Oct 18, 2015 @ 11:15am 
Originally posted by Quezovercoatl:
Underneath the city's name is a small banner. Usually it has the "city connection" symbol, but if the city is rebelling it will have a symbol that looks like a set of chains. When you hover the cursor over the symbol it will tell you how many turns are left until the revolt is over.
I have to applaud the art folks, it would be real difficult to make that harder to see/notice without making it completely invisible, at least have the guts to make it red, for crying out loud.
Astasia Oct 18, 2015 @ 12:27pm 
Why necro a year old thread to comment on that?
SamBC Oct 18, 2015 @ 12:38pm 
Let the dead stay dead.
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Date Posted: Oct 30, 2014 @ 4:53pm
Posts: 11