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Thread: Map of Troublesome regions

  1. #1
    Civis
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    Default Map of Troublesome regions

    This thread is for people who, like me, were not completely aware of the "Troublesome Regions script". The following informations come from the campaign_script.txt located in data\world\maps\campaign\imperial_campaign (line 12574 to 12935).

    The idea of this script is to represent the renowned instability of several regions by "randomly generating additional Rebel presence". In-game, it means that every winter there are 5% chance that a Rebel army (8 units) spawns in the region accompanied by an important rise of the unrest (between 10 and 20) in the settlement.

    Note from QuintusSertorius : the presence of the Rebel stack in the province will add unrest as well as the scripted addition, based on the size of the stack and how long they've been active in the province.


    Map of the Troublesome Regions
    Spoiler Alert, click show to read: 


    List of the Troublesome Regions
    Spoiler Alert, click show to read: 
    The regions and settlements concerned are :
    - Asturia-Kantabria : Moroika (4*)
    - Raition : Kambodunon (4)
    - Liguria : Albabagenna (4)
    - Sicily : Syrakousai (4), Lilubim (3), Messana (2)
    - Korsim : Alali (2)
    - Shardin : Nora (2)
    - Arkwi-Yapoy : Kushi (4)
    - Pamphylia : Side (2)
    - Egrisi : Kutatisi (4)
    - Adurbadegan : Ganzak (4)
    - Hyrkania : Zadrakarta (4)
    - Dahyu Haomavarga : Haomavarganu Agu (4)
    - Gaetulia : Tuat (4)
    - Phasania : Garama (4)
    - Kush : Axum (4)
    - Ioudaia : Akko (4)
    * Each point is 5% of unrest.
    Last edited by 2Saz; May 14, 2017 at 11:25 AM. Reason: Added QuintusSertorius' remark. Updated with values from 2.2o.

  2. #2

    Default Re: Map of Troublesome regions

    Also note that the presence of the Rebel stack in the province will add unrest as well as the scripted addition. I think that's a variable amount based on the size of the stack and how long they've been active in the province.

  3. #3
    Civis
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    Default Re: Map of Troublesome regions

    Quote Originally Posted by QuintusSertorius View Post
    Also note that the presence of the Rebel stack in the province will add unrest as well as the scripted addition. I think that's a variable amount based on the size of the stack and how long they've been active in the province.
    Thanks! Added to the OP.

  4. #4

    Default Re: Map of Troublesome regions

    Galatia has it's own independence script which is quite similar to what these troublesome regions have.

  5. #5

    Default Re: Map of Troublesome regions

    Which factions does this apply to, though? If a troublesome settlement is owned by a faction from the start, does it still have to deal with it being troublesome? Will an area ever stop being troublesome during a game?

  6. #6

    Default Re: Map of Troublesome regions

    Quote Originally Posted by nvm View Post
    Which factions does this apply to, though? If a troublesome settlement is owned by a faction from the start, does it still have to deal with it being troublesome? Will an area ever stop being troublesome during a game?
    It's universal (ie all factions), doesn't matter who owns it, never stops. These were restive places famously riven by various sorts of strife that never really went away.

    It's part of stirring things up and making them less predictable. 5% chance every winter isn't big, but it's enough that you can't ignore it.

  7. #7
    Civis
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    Default Re: Map of Troublesome regions

    I updated the OP with the add_turmoil values from 2.2o. Is it 5% for 1 ?

  8. #8

    Default Re: Map of Troublesome regions

    Quote Originally Posted by 2Saz View Post
    I updated the OP with the add_turmoil values from 2.2o. Is it 5% for 1 ?
    Yes, each point is 5%.

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