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Thread: Rebelion system in the BC-B&S

  1. #1
    Jurand of Cracow's Avatar History and gameplay!
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    Default Rebelion system in the BC-B&S

    Hi Guys,
    I'm playing Broken Crescent 2.4.2 - Buff and Shine 1.6.
    I'm experiencing a rebelion of my generals: low Authority of FL lead to some generals being Disloyal then Rebel and "You are NOT my king" with the loyalty dropped to 0, the movement dropped to 2 spaces, public order dropped to 0, coming of the FL doesn't lead to FL taking over governorship a settlement which means the settlement riots. Looks like a great, well thought-out system!
    However, I see potential exploits stemming from the M2TW engine features:
    - the FL should not have a provincial title (giving for some reason authority - I've asked here why), but you can swap from another general;
    - the FL should not have Next Heir ancillary, but again - you may swap it on him.
    - the immobile governor still can leave the city so that you can get rid of the problems at the cost of losing him.
    Before I get into the analysing files, can somebody tell me if this system has been described somewhere on the BC webpage? I cannot find it...
    JoC
    Last edited by Jurand of Cracow; July 22, 2017 at 04:36 PM.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
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  2. #2

    Default Re: Rebelion system in the BC-B&S

    That's because it's a buff and shine feature. This from the description of buff and shineBuff and Shine makes use of a modified Blood, Broads & Bastards, traits and retinues are now very important. As generals acquire new Traits and retinues new oppurtunties arise for better and worse.

    I'll try and give an explanation of some of the core features:

    LOYALTY
    ----------
    Loyalty is now very important if a general's loyalty gets to 2 or less, he my begin considering going off on his own. Watch out for this.

    This can be prevented by:
    Granting him a spot on the privy council, they all have Loyalty bonuses.
    Move him NEAR the Royal Court (capital) (watch for traits affecting his loyalty increasing).
    If he is Chivalrous, try and avoid using him to Sack and Destroy cities, he will dislike betraying his values.
    If he begins to go rogue, bring him to the Capital. He may change his mind once he is reminded of his duties there.

    To avoid this situation more often in the first place, ensure your Ruler has as much Authority as you can manage to get him by being an active ruler (have him fight battles, or rule a city with high or higher taxes).

    AUTHORITY
    --------------
    Rulers will not usually start off without much authority, to gain it:
    WIN battles
    Stay in a city and manage its taxes aggressively (something higher than "low").
    Do NOT allow the city the king is in to riot...
    Expand the empire, the ruler's of more than 10 regions get a authority boost.

    PRIVY COUNCIL
    --------------
    Titles that are generated that can be given to generals in order to either boost their effectiveness or improve their loyalty.

    The Heir Crown allows you to desgnate who your heir will be.

    These are all retinues which can be transferred from one character to another by clicRuler on the item or individual and dragging them onto the portrait of another character.

    REBELLION SYSTEM
    ----------
    If your Ruler is Chivalrous and his nobles are not, they may become discontent. If he is Dreadful and they Are Chivalrous, the may become discontent They are happy when both they and their liege lord match attitudes.

    When a Ruler ascends to the throne he has a chance of gaining the Trait: "Offends Nobles." This basically means he has a personality that is percieved as a defect or acts in a way the nobility dislikes. If this occurs roughly 1/3rd of generals will decide they don't like their ruler. The other 2/3rds will stand behind their Ruler. If this Trait advances, it can lead to "Inspires Civil War," in which the nobles who hate him already will become further disloyal and those who support him will become loyalists.

    The Nobles who "Rebel" will, if they manage to get into one of your towns, lose practically all movement and will trigger significant unrest in an attempt to force the city to rebel against the Ruler. They have no loyalty, no command ability, and horrible morale effects on your troops in battle. What you do with them is up to you. Maybe put them on a cheap boat all together and sail them to their deaths... If you lost particularly good nobles, that is a part of the tragedy. Role play it well.

    The larger an Empire, the higher the chance of the trait appearing that starts this whole cascade. The AI also may trigger this but has half the chance of the human player as the AI is less able to deal with the it.

    go to the Capital and claim the crown!


    Also, when a Ruler runs his Rulerdom's treasury into the ground and has no more money, his nobles may take high offense this- why has he taxed them so only to now plead that he needs more of their monies- for what? TO finance more wars? His high standard of living in his might Capital City Castle?


    ENDING A REBELLION
    --------------------------
    The war will last at MOST 12 turns. However you can prevent it or end it by:

    Have all the rebels have accidents

    Move the Ruler to the capital (the royal court) and attempt to diplomatically resolve the issue that started the rebellion. Every turn he has chance then to lose the trait which offends the Nobles.

    If the Ruler fights in a notable battle (at least 10 enemy units or takes a city that offered at least some significant resistance), and wins, the prestige that he gains will likely convince those that doubt him of his majesty and he will lose the bad trait. If he loses though the rebellion will increase.

    If you bring an discontent noble who has not yet rebelled to the capital, you have a high chance of negotiating an understanding with the Ruler, resulting in a restoraion of loyalty.

    The Ruler *can* (but doesn't always) acquire the Offensive to Nobles trait by:

    * Running into debt when your authority is lower than 6.
    * Coming to the throne of a rather large empire (in the top 3 of the graph)
    * The Ruler being rather far away from his capital city will also expedite a war should one be triggered...
    * And lastly, Chivalrous Rulers can actually Unoffend (get back into their graces) the nobles, while +Dread Rulers... well, tend to offend people,

    SUPPLY:
    ---------
    AI is also affected by supply, but the system is forgiving of the AI, (the penalties are not as sevre)

    Supply has 5 levels from starving to abundance. It affects an a general's army morale and movement:
    1: Starving
    -10% move
    -3 morale

    2: Desperate
    -5% move
    -2 morale

    3: foraging
    -1 morale

    4-5: normal; note this level has two thresholds so you stay here a bit longer.
    no effect

    6: abundance (ONLY available to characters with administrative or planning skills.)
    -10% move (due to how much sheer crap the army has in tow)
    +1 morale

    Gain supply by:
    Being in a settlement:
    Full supplies to each army after 1 turn of waiting.

    Winning a Battle:
    If you defeat an enemy in pitched battle (at least 10 units), you likely will gain some supplies. If they are >15 units, you may gain even more.

    The trait "Forager" which, at certain levels will raise the minimum level your supplies can ever fall to, so if you general is a master Forager (level 2), he will never fall below the Foraging level of supplies.

    You LOSE supply by:
    being in enemy territory:
    -1/turn 50% of the time.

    seiging an enemy settlement:
    -1/turn 40% of the time.

    Having the Expensive Tastes trait may increase consumption of supplies.

    You can lose supply levels sometimes with certain events: if your army is attacked and you lost the battle. It would be assumed that you possibly lost some supplies (up to 2 levels if you lost significantly).

    You neither gain nor lose when:
    In your own territory
    Under siege (losing supply is already simulated by the game through attrition)

    "Forager" will, at certain levels raise the minimum level your supplies can ever fall to, so if you general is a master Forager (level 2), he will never fall below the Foraging level of supplies.

    HEALTH SYSTEM:
    ------------

    All characters start 'relatively healthy'. When they spend a turn in an enemy region, besieging a city, being besieged themselves, or sailing on a long voyage, they have a chance of becoming unhealthy.

    The unhealthier a character, the greater the chance he will develop an illness while campaigning.

    To recover from disease and return to a state of relative health, it would be prudent to spend time in a settlement. As sanitation in your settlements improves, your characters will become even healthier, and their chance of developing a sickness will diminish.

    A cautious player should not allow their family members to sit idly in overcrowded settlements...
    Buff and Shine: Submod for Broken Crescent - New Factions, New Mechanics and more. http://www.twcenter.net/forums/showt...tment-and-more

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