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  1. #1

    Default revolt risk and rebel spawn?

    I just re-installed XGM and RTR and I was wondering where I could find some files to tinker with. I would like to reduce all settlements base revolt risk and also lower the chance of rebels spawning? For the latter I think I have to actually increase the number, but I don't know what to put it to. To me rebels are a nuisance and detract from gameplay, so I would like to eliminate them from spawning if possible. Managing city size along with the distance to capital and squalor penalties can also be a pain. Where can I find revolt risk and rebel spawn in the game files and what should I change them to? Thanks

  2. #2

    Default Re: revolt risk and rebel spawn?

    Double Post, Sorry I found the answers I was looking for while I was waiting for a response. Hats Off to The Total War Center Forums with a great search function

    In case anyone else is interested, you can reduce the revolt risk of a province in data\descr_rebel_factions.txt
    The provinces you may want to change can be found under rebel_type. The chance, which gives a number, is the one to reduce for getting rid of revolt risk. I think that each # adds +5% revolt-risk to a settlement. Each settlement may also have additional revolt risk that is not listed. This can be caused by governors traits, spies, or recent takeover. Some of this revolt risk may reduce over time.

    To reduce brigand and pirate spawn: look in data\world\maps\campaign\custom\--- open the folders of the factions you want to play and look in the descr_strat.txt of each. (You may also want to open and change the descr_strat.txt of the barbarian invasion folder) To reduce the rate of the brigands and pirates that spawn in-game, RAISE the number of the brigand_spawn_value and pirate_spawn_value. At 9999 each, you should see almost no rebels spawn in game. Hope this helps

    EDIT: There is also some non-region based rebels at the bottom of descr_rebel_factions.txt. I think these chances can be set to 0 to disable their spawn/revolt.
    Last edited by Vae victis; January 23, 2011 at 10:50 AM.

  3. #3

    Default Re: revolt risk and rebel spawn?

    Triple Post....I wanted to ask if it is possible to remove the auto-razing of buildings that happens once you take over a settlement and how to do it?

    I also have a request for the next XGM update: Can you make all the nations who are not at war with each other at game start have trade agreements? This would save everyone the micromanagement that is needed to move their diplomats across the world every turn.

    I will see if this can be done once I re-install the game and, if it is possible, I could create another mini tutorial in my next post.
    Last edited by Vae victis; January 24, 2011 at 08:36 AM.

  4. #4

    Default Re: revolt risk and rebel spawn?

    4th Post....I checked the descr_strat.txt for the different factions and it doesnt look like you can add trade agreements at game start without allying two factions together. I am unsure if allying all factions not at war with one another just to get trade rights would be worth it. It would probably screw up the games already poor diplomacy. Is there any way to set trade rights from the game start without allying the two factions?

    Also still wondering about the auto-razing of buildings and if this can be modified? I posted a similar question in the RTR forums. If I get a response that tells how to mod this I will post back. Otherwise I will wait for someone to post in this thread before making a 5th in a row post.

  5. #5

    Default Re: revolt risk and rebel spawn?

    Quote Originally Posted by Vae victis View Post
    Double Post, Sorry I found the answers I was looking for while I was waiting for a response. Hats Off to The Total War Center Forums with a great search function

    In case anyone else is interested, you can reduce the revolt risk of a province in data\descr_rebel_factions.txt
    The provinces you may want to change can be found under rebel_type. The chance, which gives a number, is the one to reduce for getting rid of revolt risk. I think that each # adds +5% revolt-risk to a settlement. Each settlement may also have additional revolt risk that is not listed. This can be caused by governors traits, spies, or recent takeover. Some of this revolt risk may reduce over time.

    To reduce brigand and pirate spawn: look in data\world\maps\campaign\custom\--- open the folders of the factions you want to play and look in the descr_strat.txt of each. (You may also want to open and change the descr_strat.txt of the barbarian invasion folder) To reduce the rate of the brigands and pirates that spawn in-game, RAISE the number of the brigand_spawn_value and pirate_spawn_value. At 9999 each, you should see almost no rebels spawn in game. Hope this helps

    EDIT: There is also some non-region based rebels at the bottom of descr_rebel_factions.txt. I think these chances can be set to 0 to disable their spawn/revolt.

    Quick question: The change to the descr_strat file only affects newly started campaigns, right?
    Is there any way to change rebel spawn rates after the campaign has started?

  6. #6

    Default Re: revolt risk and rebel spawn?

    Quote Originally Posted by Elvis View Post
    Quick question: The change to the descr_strat file only affects newly started campaigns, right?
    Is there any way to change rebel spawn rates after the campaign has started?
    Afraid not. If they get in your way too much you can always send a single unit and use cheats to win. Great way to get adoptions or develop generals actually.

  7. #7

    Default Re: revolt risk and rebel spawn?

    Quote Originally Posted by Celestial Oblivion View Post
    Afraid not. If they get in your way too much you can always send a single unit and use cheats to win. Great way to get adoptions or develop generals actually.
    Hm, too bad. Well, its no problem removing them, it is just a bit of tedium that i like to avoid.
    Sadly bribing is useless. By the time you can afford to bribe rebels, you make so much money that the trade effect caused by rebels doesn't matter.

  8. #8

    Default Re: revolt risk and rebel spawn?

    Quote Originally Posted by Elvis View Post
    Hm, too bad. Well, its no problem removing them, it is just a bit of tedium that i like to avoid.
    Sadly bribing is useless. By the time you can afford to bribe rebels, you make so much money that the trade effect caused by rebels doesn't matter.
    Well if they are units that will join your army, bribing is still good when time is a bigger issue than money.

  9. #9

    Default Re: revolt risk and rebel spawn?

    Auto-razing? Can't say I have that problem... if you don't hit the raze button no buildings should ever be destroyed. Even if they take 100% damage from assassins/artillery I think they stay their, you just can't use them.
    Last edited by Celestial Oblivion; January 24, 2011 at 01:55 PM.

  10. #10

    Default Re: revolt risk and rebel spawn?

    dont some buildings get automatically destroyed when you capture a settlement and exterminate the population? I have not played RTW in ages so I dont remember exactly what happens and which buildings get destroyed. I am mainly concerned with settlements of my own, that I let rebel because of unrest and over-population. When I take back these settlements I dont want to loose my important and expensive buildings when I exterminate the population.

    Does anyone know if this auto-razing is controllable through modification? Which files would I need to alter? What are your experiences with exterminating the population of your settlements following the above method?

  11. #11

    Default Re: revolt risk and rebel spawn?

    actually there isn't an automatic razing function that I know of in RTW or XGM mod.

  12. #12

    Default Re: revolt risk and rebel spawn?

    Quote Originally Posted by Hurlbut View Post
    actually there isn't an automatic razing function that I know of in RTW or XGM mod.
    OK, Thanks This is the same impression that I got from my similar post in the RTR boards. Its been like 2 years since I played RTW+Mods. I guess I am getting my TW games mixed up. I am recently coming from playing the classic STW and MTW+Mods. In these two games, when you take over a province, almost all buildings get razed and you have to build everything from scratch. I am glad this is not the case for RTW and that no buildings get destroyed when you takeover a settlement and exterminate the population.

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