Page 2 of 2 FirstFirst 12
Results 21 to 31 of 31

Thread: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

  1. #21

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    Quote Originally Posted by Dakirin View Post

    1. IF the game engine knows to read them as minimal value and up and maximal value and down, than the CW in DeI are triggered by imperium level, which can be solved very easy with Krixux less CW sub-mod, for those that want less Civil War.
    2. IF the engine reads both values as minimal, then is a bug in the game engine and DeI might “trick” it by setting minimal values for both.


    Based on my experience I think it is not a bug, but the CW is triggered by imperium level. As soon as I started to use the sub-mod (which can be done mid-campaign), I still had CW but at lower rates and with less impact.
    I think, unfortunately, it is scenario 2. This means that the two party factions have a chance for civil war anytime the player's political party has 45%+ influence. In this scenario, getting higher influence does actually decrease civil war chance (which is what we intended). However, above 65% it stays at a "low" chance. This chance is then triggered by imperium level 4 and stays active.

    Vanilla also has imperium level 4 set as the first level where a civil war can happen. However, if you keep influence of your party low then you will not trigger that possibility (70% minimum to trigger). Rome and Carthage work properly because we kept them at vanilla influence levels.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  2. #22

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    I enjoy the current set-up.

    A small random chance of CW happening above certain imperium levels keeps me on my toes and adds a realistic unknown to the game.

    And having CW chance increase >65% means that I don't just aim for 100% with all the lovely bonuses. I have to aim for 60-64% to get the best bonuses but without increasing the risk of CW. This is harder to manage, and therefore is more enjoyable.

    In my current campaign my influence was slowly dropping so I promoted my generals. However, my intent to steady the ship was too extreme and my influence rocketed off to +65%... I was in danger territory. I took drastic action by assassinating one of my own generals, as well as loading the other family generals with positive gravitas traits. Now the influence is in the 60-64% sweet spot but a lot of my generals aren't in my own family.. so I'm slightly worried. Also my family leader is getting old and has a lot of gravitas, so when he dies, things will swing wildly once again.

    As you can see this is making an interesting side game to my campaign efforts.

  3. #23

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    I am currently trying to plan a system that keeps that balance concept while not having permanent chances above 45%.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  4. #24

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    Quote Originally Posted by Dresden View Post
    I am currently trying to plan a system that keeps that balance concept while not having permanent chances above 45%.
    That sounds friggin sweet.

  5. #25

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    Quote Originally Posted by User29 View Post
    That sounds friggin sweet.
    Unfortunately I am currently failing in this plan

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  6. #26

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    Quote Originally Posted by Dresden View Post
    Unfortunately I am currently failing in this plan
    don't worry too much, I think uploading the submod that you linked earlier as one of those offical submods on steam is the best alternative, definitely don't just add it though, some people are quite clear they like the current system, but I do think others might like it reverted to vanilla values like me if it can't be modded.

  7. #27

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    Just a general note on politics - its becomes very difficult, particularly late game when generals can have huge amounts of gravitas, to shift influence at all, and will generally drift downwards due to recruiting new generals. I don't think this is different in DeI (though I might be wrong here). But if this is still the case, tying severe penalties to a low influence percentage seems hard to balance, as the player has very little control over it.

    (I'm hoping someone will post here and say that DeI has changed how influence is calculated from gravitas (or change in gravitas)!)

  8. #28
    Drowsy's Avatar Senator
    Join Date
    Sep 2009
    Location
    the Netherlands
    Posts
    1,207

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    Quote Originally Posted by Dragar View Post
    Just a general note on politics - its becomes very difficult, particularly late game when generals can have huge amounts of gravitas, to shift influence at all, and will generally drift downwards due to recruiting new generals. I don't think this is different in DeI (though I might be wrong here). But if this is still the case, tying severe penalties to a low influence percentage seems hard to balance, as the player has very little control over it.

    (I'm hoping someone will post here and say that DeI has changed how influence is calculated from gravitas (or change in gravitas)!)
    I've whined about this before, but it seems hardly anyone is bothered by it, or takes notice - maybe the average player campaign lasts between 150 and 250 turns so people simply won't take notice.
    If your in it for the long haul and play with house rules i stress the need to build your factions academy line to the max asap.

    Maybe it can be fixed by scripting events after turn 150+ - besides the odd assassination or adoption event that part of the game isn't working properly, it's probably a vanilla thing. I've tested this multiple times, and often people will point to the fact that the philosophy tree is to blame, but researching or skipping those techs make no difference.

  9. #29

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    Quote Originally Posted by Drowsy View Post
    I've whined about this before, but it seems hardly anyone is bothered by it, or takes notice - maybe the average player campaign lasts between 150 and 250 turns so people simply won't take notice.
    If your in it for the long haul and play with house rules i stress the need to build your factions academy line to the max asap.

    Maybe it can be fixed by scripting events after turn 150+ - besides the odd assassination or adoption event that part of the game isn't working properly, it's probably a vanilla thing. I've tested this multiple times, and often people will point to the fact that the philosophy tree is to blame, but researching or skipping those techs make no difference.
    You're probably right. How does the Academy line help?

  10. #30

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    Quote Originally Posted by Drowsy View Post
    ...I've tested this multiple times, and often people will point to the fact that the philosophy tree is to blame, but researching or skipping those techs make no difference.
    I think imperium level is the main factor for decreasing political incidence occurrence.

    Does somebody know if the base cost for political actions can be modified (eg. spread rumors, assassination,...)?

  11. #31

    Default Re: A Definitive Answer for Two Party Faction Civil Wars? -Do they even work?

    Bump so people can see this thread and download the fix for single party civil war. Its on post #14.

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •