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Thread: Incite Revolt Agent Function Nerfed for Epirus?

  1. #1

    Default Incite Revolt Agent Function Nerfed for Epirus?

    Am playing DEI 1.04a Epirus on H-diff. Turn 99--have taken all of Hellas + Italia + Cisalpina + Brundisium.
    Brundisium currently has Greek culture of 56%, and morale of 100(+23)

    Have trade + n-aggress treaties with Carthage; but wanted to take Cosentia & Syracuse off their hands by using old tried and true method of inciting revolts.
    Am using 3 lvl. 9-10 spies (two taken from Sparta & Athens at game start), over 17 consecutive turns. With skill lvl at 90-95% they have mission success almost every turn.

    Even when successful incite revolt action has Cosentia or Syracuse morale at "-97(-21)" or other negative numbers, there is never a revolt, as next turn morale is magically back at "-80(20)".

    Neither of these settlements have temples or other morale-increasing structures, or occupying garrison armies (a 10-unit fleet did just arrive at Syracuse).

    Question? Is the incite revolt function somehow disabled in DEI 1.04a? Or is there a special DEI methodology for revolt incitement? Or are there pro-Carthaginian or anti-Greek buffs/debuffs I'm not aware of?
    Or is this just some vanilla patch dynamic I'm goofing on?

    Any advice most appreciated.
    Last edited by Hieronymos; June 24, 2015 at 12:29 AM.

  2. #2

    Default Re: Incite Revolt Agent Function Nerfed for Epirus?

    If PO is at -80(+20) it means there is a revolt in progress...

    Essentially you will always get +20 PO if the revolting army is filling up/recruiting to simulate the fact that dissidents are leaving for revolt.

  3. #3

    Default Re: Incite Revolt Agent Function Nerfed for Epirus?

    Sounds like they are just stamping out the revolt early in the process before it really gets going which takes 3 or 4 turns. Turns 1 and 2 of a revolt it's easy to crush the small force that assembles.

  4. #4

    Default Re: Incite Revolt Agent Function Nerfed for Epirus?

    It's working just fine.

    When you have a rebellion/revolt in a province. The public order goes from -100 down to -80 because every turn those revolting troops are recruiting more units, you get +20 public order.

    If the forces are attacked but not defeated and move, then you start getting more negative public order.

    It's something that's been in Rome II since launch.

  5. #5

    Default Re: Incite Revolt Agent Function Nerfed for Epirus?

    Reloaded an earlier save, and moved one of the spies to Lilybaeum--where the revolts were actually happening, and where there was a garrison army to stamp them out.
    Bummer...
    ............

    edit:
    It's the increased DEI garrison size that makes spy-induced revolts ineffective.
    If only 4 rebel units initially spawn, they must last quite a few turns alive to be able to overcome a 15 unit DEI garrison (except Carthage's, as they're pretty weak).

    The slave revolts in the now defunct Toon mod were the other extreme, and OP: a full stack of 75% professional troops, all with 4 exp chevons.
    Last edited by Hieronymos; June 25, 2015 at 04:31 PM.

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