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Thread: [2.35a R3.5] No Hassle Revolts, Rebellions, Raids

  1. #1

    Default [2.35a R3.5] No Hassle Revolts, Rebellions, Raids

    The aim of this submod is to replace 2.35a's extremely active rebel spawns, whether through the new Revolts script, or through the various raids and rebellions like the Pisidian and Ethiopian Raids, with other forms of insurgency that doesn't require constantly fighting ministacks.

    The campaign_script.txt and its SNIPPETS have been assembled and are verified through RegEx scripts, but have NOT been playtested. By installing this micromod in its experimental stages, you are accepting that something might go horribly wrong.

    LessHassleRebels.zip

    This requires that you either have a clean 2.35a R3.5 installation, or are willing to modify a personally modded installation. Inside are campagin_script-NOHASSLE.txt and a bunch of SNIPPETS files representing individual revolts, raids, and rebellions that have been modified. If you just want a clean 2.35a R3.5 experience but with no annoying rebel spawns, then:

    1. Make a copy of <EBII installation path>/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    2. Rename campaign_script-NOHASSLE.txt to campaign_script.txt .

    3. Replace your EBII installation's campaign_script with the micromod version.

    4. Boot up a campaign. If you get the start-of-campaign popup scroll, then the script installation didn't break anything. It's unknown, but highly unlikely that something will go wrong

    If you have some modding experience and want to alter a personally modded campaign_script, those x-SNIPPET.txt files contain just what you need.

    Revolts are replaced by even more unrest
    Pisidian Raids are replaced by unrest and damage to infrastructure
    Arabian Raids on Seleucids are replaced by unrest and damage to infrastructure
    Dahae Raids on Seleucids are replaced by unrest and damage to infrastructure
    Ethiopian Raids on Seleucids, Ptolemies, and Nabatu are replaced by unrest and damage to infrastructure
    Numidian Raids on Carthage are replaced by unrest and damage to infrastructure
    Galatian Independence Spawns are removed. The insane unrest is already enough
    Illyrian Raids on Epeiros are replaced by unrest and damage to infrastructure
    Dardanian, Galatian, and Mercenary Raids on Makedonia are replaced by unrest and damage to infrastructure
    Last edited by Shoebopp; October 03, 2022 at 09:43 PM.

  2. #2

    Default Re: [2.35a R3.5] No Hassle Revolts, Rebellions, Raids

    Here's the replacement for the Revolts Script that removes all rebel spawns, but noticeably increases the temporary unrest by 2. That means most settlements will generate 4 unrest, rowdy settlements will generate 5 unrest, and the absolute worst of them all will generate 6 unrest.

    revolts-SNIPPET.txt

  3. #3

    Default Re: [2.35a R3.5] No Hassle Revolts, Rebellions, Raids

    Here's the replacement for the Pisidian Raids script. In the spring, the Pisidians raid your farms and walls, forcing you to repair them. In the fall, the Pisidians raid your markets and damage your road fortifications, forcing you to repair them.

    pisidian-SNIPPET.txt

  4. #4

    Default Re: [2.35a R3.5] No Hassle Revolts, Rebellions, Raids

    Here's all the "annoying" revolts/raids/rebellions packed into one.

    Archive.zip

    Numidians against Carthage: Instead of rebel spawns, randomly damages your farms, markets, roads garrisons, or walls

    Arabians against Seleucids: Instead of rebel spawns, a rare "small" and an even rarer "large" raid. Small raids severely damage your farms and markets for plunder, while large raids severely damage your roads garrisons and walls to send a message.

    Dahae against Seleucids: Instead of rebel spawns, a rare "small" and an even rarer "large" raid. Small raids severely damage your farms and markets for plunder, while large raids severely damage your roads garrisons and walls to send a message.

    Ethiopians against Seleucids, Ptolemies, or Nabataeans: Instead of rebel spawns, randomly damages your mines, markets, roads garrisons, or walls

    Dardanians, Celts, and Mercenaries against Macedonians: Instead of rebel spawns, each group will target a different aspect of Makedonian Kingship. Dardanians will damage your mines because they know what's good, and generate the usual unrest. Celts will damage your markets and generate 4 unrest, because of Makedonian PTSD from the first Celtic invasions. Ptolemaic mercenaries will damage your roads garrisons to soften you up.

    Illyrians against Epeirotes: Instead of rebel spawns, randomly damages your ports or farms.

    Arevaci Mercenary: Because the rebel spawns are large and pose a welcoming threat, they are not considered "annoying". In addition, the player has a choice to simply not build the Mercenary branch of Arevaci colonies, and it's not a difficult one either.

    Lusitania Hates Arevaci Urbanization: Because the rebel spawns are large and pose a welcoming threat, they are not considered "annoying". In addition, the player has a choice to simply not build the City State branch of Arevaci colonies, and it's hard to upgrade all the way up there anyway

    Eastern Migrations against eastern factions: Because the rebel spawns pose a massive threat, they are not considered "annoying". In addition, they don't indefinitely spawn, and culminate in important historic events. Furthermore, the player can pay tribute for most of these events to avert rebel spawns

    Galatian Shakedown: Again, the player at least has agency. Either the player could pay tribute, or the player can fight a sizable Galatian stack

    Galatian Independence: Because this script also affects the AI, it's more fair than annoying. True, the stacks it spawns are frequent and sometimes rather small, but just let the AI factions take control of it and watch the chaos unfold.

  5. #5

    Default Re: [2.35a R3.5] No Hassle Revolts, Rebellions, Raids

    A "beta" version has been release. Playtest at your own risk, and if you're generous enough to do it, please report to me any bugs

  6. #6

    Default Re: [2.35a R3.5] No Hassle Revolts, Rebellions, Raids

    Turn 65 with Pergamon and no "Galatian Shakedown" so far.
    I defeated the stack roaming in Galatia and had the pop-up confirming the "Kill" but no raid or attack in Pergamon so far.


    PS : I play with your other 2 "Revamped" submods but i don't think there is any conflicts.

  7. #7

    Default Re: [2.35a R3.5] No Hassle Revolts, Rebellions, Raids

    Quote Originally Posted by Airos View Post
    Turn 65 with Pergamon and no "Galatian Shakedown" so far.
    I defeated the stack roaming in Galatia and had the pop-up confirming the "Kill" but no raid or attack in Pergamon so far.


    PS : I play with your other 2 "Revamped" submods but i don't think there is any conflicts.
    Thanks for sharing your experience! The Galatian Shakedown works on my installation. You might just be really unlucky (or lucky?). Also, the Galatian Shakedown decreases in frequency if one of Galatia or Kabula is conquered, and stops completely once both are conquered. As for the attack on Pergamon, you must gain 6 "points", 2 points for every 12+ unit defeated rebel army inside Galatia only, and 1 point for every 11- unit defeated rebel army inside Galatia only. The alternative is to own all of southwest Anatolia (Pergamon, Sardis, Ipsos, Ephesos, Halicarnassus) and kick the Seleucids out of Anatolia after the Thureos Reforms

  8. #8

    Default Re: [2.35a R3.5] No Hassle Revolts, Rebellions, Raids

    Problem: the fix for the Galatian Shakedown (broken in the official 2.35a R3.5) is not in the campaign_script.txt of this submod. It's a potentially annoying script anyways, so consider it "removed"

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