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  1. #1

    Default constant revolts

    IM tired of the constant revolts. After awile it takes away from the game and is the #1 reason people stop playing. And the highest negative feedback on the internet and related sites like amazon. Can a moder address this problem and fix it. Dont want to stop revolts, just put some damn sanity in it

  2. #2
    Yojimbo's Avatar Pig tail Sock
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    Default Re: constant revolts

    Quote Originally Posted by littleman174 View Post
    IM tired of the constant revolts. After awile it takes away from the game and is the #1 reason people stop playing. And the highest negative feedback on the internet and related sites like amazon. Can a moder address this problem and fix it. Dont want to stop revolts, just put some damn sanity in it
    Its manageable. Just move your capital to a central potion as close to the middle of your empire as you can to try and lessen the distance to capital penalty, If that doesn't work and you've built all the happiness temples and got a good garrison and not a governor with horrible traits just pull your troops back let them rebel and then attack the settlement and exterminate it. They wont rebel again for a looooong time. Some places like Jerusalem are just naturally rebellious tho.
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  3. #3
    Entropy Judge's Avatar Vicarius
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    Default Re: constant revolts

    Are you garrisoning the cities? Do you have high Influence governors in problem cities? Also, I disagree with Forlornhop3 on which temple to build: Happiness Temples tend to have the single highest bonus, but they don't give the best bonus. For example, the Julii Temple of Happiness (Bacchus, IIRC, but I could be wrong) at its highest level gives a 10 bonus to Happiness and a 2 bonus to Law (50 and 10). The Temple of Law, on the other hand (Jupiter) gives a 7 bonus to Happiness and a 5 bonus to Law (35 and 25). Same numbers, but the higher Law bonus will do better things for the city, and for the Governor (if present).

  4. #4

    Default Re: constant revolts

    building health buildings also help a little. garrisons are crucial. buildingsp easants increase garrison and decrease population so it increases happiness alot

  5. #5
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: constant revolts

    Mass Genocide!
    We Came, We Saw, We Ran Away!

  6. #6
    Sextus Molestus's Avatar Miles
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    Default Re: constant revolts

    What milord Dakier said...a good genocide never hurt anyone (important).

  7. #7
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: constant revolts

    Hech... I mass Genocided the Pontic Capital. Ive never seen people so happy after it lol.
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  8. #8

    Default Re: constant revolts

    There are two large factors in controlling settlements, population and garrison.

    -To control a population, mass recruit peasants and move them to a province which requires economic growth, then disband them (This makes them instantly move to the nearest town). If no such province exists, send them on a perilous boat journey with deadly pirates.

    -To garrison a town, build barracks, then move in troops. In my experience, it's much better to have many weaker units than a few strong units (so 40 town watch are better than 20 velite gladiators). You should also know that garrisoning a town with mercenaries has a negative rather than positive effect (it creates unrest).

    When a town revolts, re-capture it as soon as possible and exterminate it. You'll get a fat amount of loot money (as well as a reward from the senate if you are playing as a Roman faction), and the public order should be fine. Some towns are naturally violent (to simulate real historical revolts). I believe Jerusalem is one.


    -Drustan
    Last edited by Drustan; December 03, 2008 at 02:22 PM.

  9. #9
    Entropy Judge's Avatar Vicarius
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    Default Re: constant revolts

    Quote Originally Posted by Drustan View Post
    -To garrison a town, build the best unit recruitment buildings (not just barracks). This has a massive effect on public order. You should also know that garrisoning a town with mercenaries has a negative rather than positive effect.
    Really? The export_descr_buildings file doesn't have any PO bonus for the recruitment buildings, and I've never had any PO penalties for using an all-merc garrison.

  10. #10
    Yojimbo's Avatar Pig tail Sock
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    Default Re: constant revolts

    Quote Originally Posted by Entropy Judge View Post
    Really? The export_descr_buildings file doesn't have any PO bonus for the recruitment buildings, and I've never had any PO penalties for using an all-merc garrison.
    indeed.

    Drustan if you don't know anything don't post false info. The recruitment buildings have no effect whatsoever on PO
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  11. #11

    Default Re: constant revolts

    Oooops, brain fart, confused this with another game I used to play.


    But doesn't barracks have an effect?

  12. #12
    Entropy Judge's Avatar Vicarius
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    Default Re: constant revolts

    Nope. Top-level barracks in the first block, compared with top-level market in the second.

    Spoiler Alert, click show to read: 
    royal_barracks requires factions { seleucid, roman, }
    {
    capability
    {
    recruit "carthaginian city militia" 0 requires factions { spain, }
    recruit "carthaginian infantry" 0 requires factions { spain, }
    recruit "spanish scutarii" 0 requires factions { spain, }
    recruit "barb infantry briton" 0 requires factions { britons, }
    recruit "barb infantry dacian" 0 requires factions { dacia, }
    recruit "barb infantry gaul" 0 requires factions { gauls, }
    recruit "warband spear german" 0 requires factions { germans, }
    recruit "barb horse archers scythian" 0 requires factions { scythia, }
    recruit "warband sword briton" 0 requires factions { britons, }
    recruit "warband sword gaul" 0 requires factions { gauls, }
    recruit "warband axe german" 0 requires factions { germans, }
    recruit "warband falx dacian" 0 requires factions { dacia, }
    recruit "barb warguard gaul" 0 requires factions { gauls, }
    recruit "barb warguard briton" 0 requires factions { britons, }
    recruit "barb warguard dacian" 0 requires factions { dacia, }
    recruit "warband dhaxe german" 0 requires factions { germans, }
    recruit "warband axe scythian" 1 requires factions { scythia, }
    recruit "carthaginian city militia" 0 requires factions { carthage, }
    recruit "numidian javelinmen" 0 requires factions { numidia, }
    recruit "carthaginian infantry" 0 requires factions { carthage, }
    recruit "numidian desert warriors" 1 requires factions { numidia, }
    recruit "carthaginian medium infantry" 0 requires factions { carthage, }
    recruit "carthaginian heavy infantry" 0 requires factions { carthage, }
    recruit "numidian legionaries" 0 requires factions { numidia, }
    recruit "east hillmen" 0 requires factions { eastern, }
    recruit "east infantry" 0 requires factions { eastern, }
    recruit "east heavy infantry" 0 requires factions { armenia, }
    recruit "east hoplite" 0 requires factions { pontus, }
    recruit "east hoplite brazen shield" 0 requires factions { pontus, }
    recruit "east legionary" 0 requires factions { armenia, }
    recruit "egyptian nubian spearmen" 0 requires factions { egyptian, }
    recruit "egyptian nile infantry" 0 requires factions { egyptian, }
    recruit "egyptian infantry" 0 requires factions { egyptian, }
    recruit "egyptian elite guards" 0 requires factions { egyptian, }
    recruit "greek hoplite militia" 0 requires factions { greek, }
    recruit "greek levy pikemen" 0 requires factions { seleucid, macedon, }
    recruit "warband falx thracian" 0 requires factions { thrace, }
    recruit "greek hoplite" 1 requires factions { greek_cities, }
    recruit "greek pikemen" 0 requires factions { thrace, seleucid, macedon, }
    recruit "greek hoplite elite" 0 requires factions { greek_cities, }
    recruit "greek royal pikemen" 0 requires factions { macedon, }
    recruit "greek silver shield pikemen" 0 requires factions { seleucid, }
    recruit "greek hoplite spartan" 0 requires factions { greek_cities, } and hidden_resource sparta
    recruit "greek bastarnae" 0 requires factions { thrace, }
    recruit "greek argyraspid" 0 requires factions { seleucid, }
    recruit "roman city militia" 0 requires factions { roman, }
    recruit "roman hastati" 0 requires factions { roman, } and not marian_reforms
    recruit "roman infantry auxillia" 0 requires factions { roman, } and marian_reforms
    recruit "roman princeps" 0 requires factions { roman, } and not marian_reforms
    recruit "roman legionary cohort i" 0 requires factions { roman, } and marian_reforms
    recruit "roman legionary first cohort i" 0 requires factions { roman, } and hidden_resource rome and marian_reforms
    recruit "roman triarii" 1 requires factions { roman, } and not marian_reforms
    recruit "roman legionary cohort ii" 0 requires factions { roman, } and marian_reforms
    recruit "roman legionary first cohort ii" 0 requires factions { roman, } and hidden_resource rome and marian_reforms
    recruit "roman praetorian cohort urban i" 0 requires factions { roman, } and marian_reforms
    recruit "roman praetorian cohort i" 0 requires factions { roman, } and marian_reforms
    }
    construction 7
    cost 9600
    settlement_min huge_city

    Spoiler Alert, click show to read: 
    curia requires factions { carthaginian, eastern, parthia, egyptian, greek, roman, }
    {
    capability
    {
    agent spy 0 requires factions { barbarian, }
    agent assassin 0 requires factions { barbarian, }
    agent spy 0 requires factions { carthaginian, }
    agent assassin 0 requires factions { carthaginian, }
    agent spy 0 requires factions { eastern, }
    agent assassin 0 requires factions { eastern, }
    agent spy 0 requires factions { egyptian, }
    agent assassin 0 requires factions { egyptian, }
    agent spy 0 requires factions { greek, }
    agent assassin 0 requires factions { greek, }
    agent spy 0 requires factions { roman, }
    agent assassin 0 requires factions { roman, }
    trade_base_income_bonus bonus 5
    population_growth_bonus bonus 2
    happiness_bonus bonus 2
    }
    construction 7
    cost 9600
    settlement_min huge_city

  13. #13
    Primicerius
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    Default Re: constant revolts

    Barracks' don't affect public order. They're only purpose is to let you create new units.

    And don't bash drustan too hard, even if he gave (a little bit) bad advice. I've heard others spouting that information, which is probably where he got the info from.



  14. #14

    Default Re: constant revolts

    It just makes things more complicated and harder, and that's the beauty of it. If you ask me without the revolts the game would be way too easy.
    **ROMA SURRECTUM 2.0 RULES**

  15. #15

    Default Re: constant revolts

    There might be mods that grant barracks PO bonus.
    Every time you :wub:, god kills another kitten.
    If you're gonna hire Machete to kill the bad guy, you better make damn sure the bad guy isn't YOU!

    'I understand, and I take the light into my soul. I will become the spear of Khaine. Lightning flashes, blood falls, death pierces the darkness.' , Dhrykna.

  16. #16

    Default Re: constant revolts

    every time it revolts, re attack and keep exterminating
    use loads of soldiers
    put a good general in the settlement, maybe another near by
    spies help curb unrest (and evict enemy spies that cause it)






  17. #17

    Default Re: constant revolts

    I would advice against putting a large army in a revolting province (since it stinks) because the rebel armies that are spawned are made according to the strength of your armies. So a large stack of yours will summon a large and experienced stack of rebels.
    Hence the occurence of golden peasants, which sucks, since they can kick the butt of many an elite unit. Causes quite the bruise on the tender ego, I might add.
    Every time you :wub:, god kills another kitten.
    If you're gonna hire Machete to kill the bad guy, you better make damn sure the bad guy isn't YOU!

    'I understand, and I take the light into my soul. I will become the spear of Khaine. Lightning flashes, blood falls, death pierces the darkness.' , Dhrykna.

  18. #18
    Primicerius
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    Default Re: constant revolts

    The quality and amount of units spawned has nothing to do with your troops in the region... IIRC, barracks level influences both and population size may have something to do with it.



  19. #19
    Entropy Judge's Avatar Vicarius
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    Default Re: constant revolts

    Quote Originally Posted by Scutarii View Post
    The quality and amount of units spawned has nothing to do with your troops in the region... IIRC, barracks level influences both and population size may have something to do with it.
    I took one of Numidia's garbage cities and razed everything (I forget what kind of army I used ....) - literally, I exterminated on capture and destroyed every building I could, then let it revolt, thinking it would go Rebel instead of Numidian. I got stuck with 4 Gold XP Peasants with Silver Weapons and Gold Armor and 4 Skirmishers with Silver XP and similar Weapons/Armor. Then I started playing EB.

  20. #20
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: constant revolts

    I think it is mainly pop size as I have had fairly large rebels at Kotais and I did not even have a level two barracks.
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