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February 15th, 2002, 03:00 PM
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keeping captured planets
Pardon if this is a FAQ but a search didn't yield an answer - is there a rule of thumb about the nmber of troops needed to garrison a conquered planet to keep it from revolting? Does the powerfulness of their weaponry count? Does the difference between your culture and theirs make a difference?
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February 15th, 2002, 03:18 PM
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Re: keeping captured planets
From my experience, it seems to be a ratio of troops to population, not the weapons power of said troops. In fact, some threads discuss using 'police' troops - empty troop 'shells' with just a cockpit - as being quite effective.
Also Urban Pacification Fac's and/or Racial equivalents (Fate Shrine, Temporal Vac, etc.) are almost required to keep unruly populations in line, especially after your empire reaches a certain size (I don't know what size that actually is however...)
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February 15th, 2002, 03:20 PM
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Re: keeping captured planets
In general I leave 5 units of my weakest units behind. I then set the planet to making 5 to 20 more units to both replace my suppy and control the locals. Frequently I capture a planet and the population is Jubilant and I have not been able to determine the paturn there. I capture one planet that I could not get out of revolt. I never figured out why. The only guess I had was the poximity to an enemy planet in the same solar system. I was never able to capture that planet as I went Mega Evil Empire status and was too busy to bother with it.
[ 15 February 2002: Message edited by: Gryphin ]
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February 15th, 2002, 03:33 PM
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Re: keeping captured planets
Derb, I agree with both Gryphin and Rdouglas.
It doesn't matter what the component makeup/tonnage of your units are, simply the number. I get the same happiness increase whether or not I use 'cockpit only' peakekeepers or heavily armed assault units.
Do research applied politics - the urban pacification centre is incredibly effective at keeping the folks back home grinning ear to ear
Gryphin is right though, I have seen sufficient randomness in populations' responses to indicate that there is not a 100 per cent cert pattern
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February 15th, 2002, 04:19 PM
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Re: keeping captured planets
Quite a while ago I remember reading several times on this forum, that someone, after capturing a planet, would move in a large transport, load all but 1 mil of the pop. onto the transport, let it sit there for a turn, and then dump the pop. back onto the planet.
They claimed this immediately quelled any dissatisfaction. I cannot confirm this having never tried it, and if so, it may have been edited out in past patches.
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February 15th, 2002, 05:47 PM
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Re: keeping captured planets
I read that the load/unload trick was coded out.
I remember seeing a AI script entry (personality?) for happiness effect. About 0.3 points per troop. So it takes a lot of troops. It can also take time as there is a maximum change per year (about 20 points) in the script(s).
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February 15th, 2002, 06:01 PM
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Re: keeping captured planets
quote: Originally posted by Jmenschenfresser:
Quite a while ago I remember reading several times on this forum, that someone, after capturing a planet, would move in a large transport, load all but 1 mil of the pop. onto the transport, let it sit there for a turn, and then dump the pop. back onto the planet.
They claimed this immediately quelled any dissatisfaction. I cannot confirm this having never tried it, and if so, it may have been edited out in past patches.
I have dropped troops onto a planet at times they are not roiting if they are leave the troops there (lots, 500) the next turn Pop Jublant

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February 15th, 2002, 08:15 PM
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Re: keeping captured planets
so it seems in general once your enemy's planet has been conquered it stays conquered with very little effort. Something I think should be included in future editions is the need for a garrison, at least for the first several years, in approximate proportion to the population.
There should be a %age chance depending on the difference between your politics and theirs and the strength of your garrison that the population will revolt (generate a new militia and fight you).
Conquering planets at the moment (at least when fighting the computer) is really too easy...
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February 15th, 2002, 09:34 PM
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Re: keeping captured planets
derb,
Yes, I have seen the suggestion in other threads. I my opinion it could be based on:
Racial Characteristics, Distance from Home World, Presence of Home World Ships in the Solar System, If the planet was bombarded befor the invasion, The racial characteristics of the Invaders.
and probably a whole lot of other factors.
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February 16th, 2002, 01:54 AM
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Re: keeping captured planets
Another alternative is to edit Settings.txt, and reduce the ground combat rounds to 3.
That way, even an overwhelming ground force may take three or four months to quell the resistance.
As an added bonus, you'd see more troop-on-troop combat, since the defenders would be able to construct more throughout the campaign.
An close battle could take years, with reinforcements pouring in from both sides 
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