Hi guys
On Gigantus' advise, I write you to ask if someone knows the city/general rebelling mechanics due to low Loyalty attribute ? How does the game calculate it ?
Hi guys
On Gigantus' advise, I write you to ask if someone knows the city/general rebelling mechanics due to low Loyalty attribute ? How does the game calculate it ?
The game uses this section of the campaign_db, there is an ai_modifier as well which affects whether the AI receives small stack (captain) revolts from what I remember. Also you can go into negative numbers as well if you wish to for the modifier.
It's been a few years since I actually worked with these so I can't say for certain what each does but I will bold the important ones
Also from what I remember having an agent in the army may affect the revolt chance as well (can force them to be loyal or something along those lines?)
<revolt>
<end_turn_modifier float = "2"/>
<excommunicated_modifier float = "15"/>
<new_leader_modifier float = "10"/>
<max_effective_loyalty float = "7.0"/>
<rebel_region_modifier float = "3.0"/>
<shadow_region_modifier float = "2.0"/>
<rebel_border_modifier float = "1.1"/>
<shadow_border_modifier float = "1.1"/>
<num_units_modifier float = "1.05"/>
<captain_modifier float = "0.2"/>
<min_revolt_chance float = "0.0"/>
<max_revolt_chance float = "80.0"/>
<ai_revolt_modifier float = "0.05"/>
<revolt_additional_armies bool = "false"/>
<revolt_crusading_armies bool = "false"/>
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Thanks mate.
In fact I would like to know what is the standart % of chances a general to rebel if he has 1 Loyalty ? And if he's got 3 ...
Because I want to have an extremely unstable faction and I need to have frequent generals rebelling BUT, it has to remain playable ... If it goes rebel too much, it won't be playable (eighther by player and AI) ... And if the rebel rate is too low, it will unbalance the game as this faction will be too powerful if stable ...