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  1. #1
    magraev's Avatar Biarchus
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    Icon5 Modding base unrest

    Hi all

    How do I change the base unrest in a region? It seems that some regions of the map in TE are quite prone to unrest, and I'd like to remove that disadvantage.

    Can it be done, and if so - how?

    Thanks in advance.

  2. #2

    Default Re: Modding base unrest

    descr_rebel_factions

    Code:
    rebel_type             My_Rebels    
    category            peasant_revolt 
    chance                9    ; <=== edit this, the higher the more likely to revolt               
    description            My_Rebels
    unit                my unit
    [...]

  3. #3
    Kylan271's Avatar Domesticus
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    Default Re: Modding base unrest

    It is a bit different here,in TE. The chance is No#./20,so from 0-30% as in:

    rebel_type Scordisci //thracians, illyrians or celts
    category peasant_revolt
    chance 6 =30%
    description Scordisci
    unit te merc thracian
    unit te merc thracian
    unit te merc illyrian
    unit te merc illyrian
    unit te barb cavalry
    unit te barb infantry slave
    unit te barb archer
    unit barbarian rebel general

    Starting faction in such a province I heard should not suffer this penalty,but I have seen it,lol in mine..ie Baktria-Kophen. So not sure?


  4. #4

    Default Re: Modding base unrest

    Does that also influence the happiness factor of the settlements?

  5. #5
    magraev's Avatar Biarchus
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    Default Re: Modding base unrest

    It's actually that I'm talking about. I'm a bit confused now. Are you talking about the chance of rebels appearing or the number of red flaming swords in the citys status menu (bringing down the percentage of happiness)? It's the latter I want to change.

  6. #6

    Default Re: Modding base unrest

    The number of red flamming swords. Even if you don't get kicked out of your city the riot would still damage some buildings, which becomes a pain if you repair constantly.

  7. #7
    Kylan271's Avatar Domesticus
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    Default Re: Modding base unrest

    You pick Baktria faction and check the settlements,same for Seleuicid as they have rebellious provinces,it is the red swords,max penalty is 30%. Culture penalty kicks in at 50% and Distance to capital is up to 80%,so must be careful in city planning! When the % in settlement is 50% from what I recall,you are expelled! So watch this number.


  8. #8
    magraev's Avatar Biarchus
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    Default Re: Modding base unrest

    Thanks for the replies.

    So to recap (and check if I understand):

    I go to descr_rebel_factions and set the numbers for every rebel faction to 0. This means I get no "fixed" red swords in my settlements and doesn't affect anything else?

    Thank you for being patient with me ;-)

  9. #9
    Kylan271's Avatar Domesticus
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    Default Re: Modding base unrest

    Quote Originally Posted by magraev View Post
    Thanks for the replies.

    So to recap (and check if I understand):

    I go to descr_rebel_factions and set the numbers for every rebel faction to 0. This means I get no "fixed" red swords in my settlements and doesn't affect anything else?

    Thank you for being patient with me ;-)
    Yes,it will remove the 'province' penalties,ie 0-30%,listed as 0-6 in TE,but as pointed out you can still get 'red swords' from other things,ie Very High Tax,bad Governors,Spies etc.


  10. #10

    Default Re: Modding base unrest

    Unrest is caused by a number of elements... among which are the presence of foreign armies, enemy spies, (in BI) religious tensions, and so on.

    I am interested to know if the above will eliminate some basic unrest level...
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  11. #11
    magraev's Avatar Biarchus
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    Default Re: Modding base unrest

    Thank you all. I'll try it this week and report back. Bactria is a good faction to experiment on I think, but the results would translate to vanilla as well.

  12. #12
    magraev's Avatar Biarchus
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    Default Re: Modding base unrest

    Well better late than never: It works like a charm (I think). Base unrest was non-existant in my new bactria-game.

    Waited for around 10 turns and didn't see any rebels at all in that time - this worries me. does modding the value to 0 prevent rebels and brigands from forming?

  13. #13
    Squid's Avatar Opifex
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    Default Re: Modding base unrest

    No it's just now the base level indicated in descr_strat.
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  14. #14
    magraev's Avatar Biarchus
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    Default Re: Modding base unrest

    I did see brigands popping up so no worries. :-)

    this makes Bactria, Brittania and Iberia a lot more fun to play imho.

  15. #15
    Kylan271's Avatar Domesticus
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    Default Re: Modding base unrest

    You will see the list of provinces with high unrest in both TE and RTW vanilla. Modifiy as you seem fit,but bare in mind always other factors,like Capital selected,taxation etc... baktria is OK,but when you hit India and the Barbarian settlements north you get major culture penalties and for India mostly..garrison to pop penalties(remove all expensive&elephant units from risky settlements as you lose % of unit during riots-elephants lol are hard to replace)!!!


  16. #16
    magraev's Avatar Biarchus
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    Default Re: Modding base unrest

    True - Bactria is still a challenge, but at least now it's not as huge a challenge. Saving a bunch on garrisons in my home (greekified) cities this time. The change does mean, that the seleucids aren't falling apart. They still have control of all their cities neighbouring me. I am considering putting a bit of unrest in again, but I don't know.

    Those Indian cities are so tough I'm not sure it's worth it - You need a big stack to take them - something that you cannot afford in the first 50 or so turns. Unfortunately up north there are 3 gold chevron horse archers = demigods. To the northwest there are a couple of rebel cities that can be taken with the starting army, so I went there.

    So far I have only conquered those two cities, and I am at present buying an army to kill a large rebel stack outside Kophen.

  17. #17
    Kylan271's Avatar Domesticus
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    Default Re: Modding base unrest

    The Rebels north of Baktria are worse than the Indian armies as they have Gold and upgraded to max weapons&armour also! Worse as HA so kill you from range,height-move close to a mountain so battlemap triggers with height for you when attacked(hopefully),or close combat in settlement-wary of NobleCav as deadliest enemy.

    For unrest,time is your enemy as over turns the population increases in the rebel cities,ie Taxila(by 475),Opiana and Patala(worse)so you can't control due to culture and distance to capital penalties,even when you remove base unrest. Grabbing merc also I send whole army east to taxila with good General(Influence a must)and usually wipe out Indians-using m/vh settings and work down to Patala-moving good Governors first with army. The rebels up north have less pop so can attack later and secondly hopefully Seleucids decide to nosy at Gushan and get wiped out by rebels,weakening them for you.

    Population to garrison is concern,enslave if need be. Unrest will hit you in this area so watch it,your unrest modification wont affect this.


  18. #18
    magraev's Avatar Biarchus
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    Default Re: Modding base unrest

    With the change in unrest the area seems almost too peaceful :-)

    I can garrison Bactra at about 14.000 pop with only one phalanx unit and my leader. Would have been impossible before.

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