View Full Version : The rebel problem
Revelation
07-04-2005, 03:44
Is there anyway to to decrease the frequency that the Rebels appear throughout the lands?
Although it's a good training ground for raw recruits, it becomes tedious after a while.
Seriously, an army of rebels consisting of 1 unit of Hastati and 1 unit of peasants laying seige to a Roman city with nearly a full garrison? I don't think so!
Afro Thunder
07-04-2005, 03:47
I think if you build watchtowers to illuminate areas in your provinces that are normally darkened. It's better than having military units constantly patrolling, and watchtowers only cost 200 Dn and have no upkeep cost.
professorspatula
07-04-2005, 04:14
Having manned forts on roads leading to your settlements can help, although I found the rebels still typically show up, just not quite as close to the settlements as before.
Not much else you can do really. Sadly minefields aren't an option, as plebs typically get all arsey and moany when they lose legs stepping on the mines meant for those villainous brigands instead, and so the Senate banned them.
Revelation
07-04-2005, 06:16
Thanks for the advice, but I was looking more for a file mod, or something along those lines. I have no idea what im looking for.
The Stranger
07-04-2005, 13:32
if you build watchtowers they'll take it over, but you almost always know where they are. mostley when your regions are happy, and in your control for a long time they'll not rebel anymore.
Afro Thunder
07-04-2005, 14:55
Say what? Watchtowers are controlled by whoever controls the province. The only way the rebels could take over the watchtowers is if they take the settlement from you in a siege battle. ~:confused:
professorspatula
07-04-2005, 15:00
No, sometimes the rebels actually take control of the watch tower. If they move onto it, you no longer get to see what is going on. Quite often they ignore the watch towers though.
No it's true a rebel army can take over your watchtower in your province while you still control the province, I've witnessed it happening. You get it back as soon as you send some military units to cross over it so it's not a huge deal. Also I usually deal with rebels by sending a family member to take them out with no back up mind you. How else is he going to get command points.
Rodion Romanovich
07-04-2005, 15:03
No, if you stand at the same tile as an enemy watchtower you control it. You can try it out in any campaign and you'll see that it works
Jimmytwohand
07-04-2005, 17:11
No, if you stand at the same tile as an enemy watchtower you control it. You can try it out in any campaign and you'll see that it works
Useful information, something i hadnt noticed before.
Is there anyway to to decrease the frequency that the Rebels appear throughout the lands?
Although it's a good training ground for raw recruits, it becomes tedious after a while. Seriously, an army of rebels consisting of 1 unit of Hastati and 1 unit of peasants laying seige to a Roman city with nearly a full garrison? I don't think so!
Thanks for the advice, but I was looking more for a file mod, or something along those lines. I have no idea what im looking for.
This has been discussed in a couple of other threads here (https://forums.totalwar.org/vb/showthread.php?t=45716&highlight=brigands) and here (https://forums.totalwar.org/vb/showthread.php?t=45163&highlight=brigands) and the conclusion is that the frequency with which rebels appear cannot be changed to reduce their appearance.
It is possible however to mod the game so that rebel forces are only peasants. This makes them much easier to destroy on autocalc or as Epistolary Richard posted here (https://forums.totalwar.org/vb/showthread.php?t=50121) much cheaper to bribe them with diplomats.
Afro Thunder
07-04-2005, 17:49
Hmm, I guess you learn something new about this game every day!
The Stranger
07-05-2005, 11:13
its only with patch 1.2 though
Wow, I guess those rebels actually do something besides being some nausence on the roads.
I've noticed there are virtually no rebels in my Rome Total Realism game (playing as Rome), so you might try asking over at their site whether they've done anything to mod them.
But at the same time, I've started following the advice to keep town loyalty at 100+% as apparently this reduces the chance of revolts. So I'm not sure if it's the mod or the loyalty that has pretty much eliminated the rebels.
True...
I think important factors for getting rebels is city unrest and city mood.
If mood is green and unrest is at zero, I think that rebels won't apear in such province.
Philippus Flavius Homovallumus
07-05-2005, 19:24
One thing I did was block all the mountain passes, so that Northern Italy is one big fortress, in 10 years I think I had one minor rebellion.
marcus aquila
07-06-2005, 03:23
Hello to all of the fellow fanatics out there....a question, remedial perhaps.
I seem to have frequent rebellion problems in these two cities regardless of having large armies as garrison and steadily building infrastructure...what am i doing wrong? Also, is it necessary to keep certain outposts of the ones empire loaded with troops? Isnt it possible to keep the troops mobile and in the field rather than as a garrison?
Your wisdom is appreciated!!
Papewaio
07-06-2005, 06:15
Which two cities?
What is the population?
How much of the buildings have you built?
marcus aquila
07-06-2005, 13:04
Hi there and thanks for your response- the cities are Cordoba and Patavium. In my narrow understanding of the game so far, i seem to think there must be a window of opportunity to build up be fore the population starts to get restless. Some cities also seem to develop must faster than other too. As for the building i have built, it seems i am developing second level when thengs start to get restless
Celt Centurion
08-03-2005, 18:28
Is there anyway to to decrease the frequency that the Rebels appear throughout the lands?
Although it's a good training ground for raw recruits, it becomes tedious after a while.
Seriously, an army of rebels consisting of 1 unit of Hastati and 1 unit of peasants laying seige to a Roman city with nearly a full garrison? I don't think so!
This won't decrease the frequency, but it may turn some rebel units to your advantage. Consider sending a diplomat, (I usually have one standing by near a city) bribe the rebel army, and if they are Hastati laying siege to a Roman city, they join your faction, usually cheaper than training them yourself. Then make sure they are not carrying the plague, bring them in, upgrade their armour, and send them out after other enemies.
This will also work when the Romans turn on each other as well. Instead of fighting them and having to replace casualties, and sometimes entire units, bribe them and use them to take enemy cities with. You improve your odds by retraining them.
Beware of plague infected units though. If I find that I have bribed one with the plague, they are still good for blockading ports, and fighting smaller battles and rebels. When their numbers are down to where they are no longer effective, discharge them. Whatever you do, do not bring them into a city, nor merge them into another army, as that will spread the plague to the city, or other army. I almost had that happen last night.
Strength and Honor
CC
PseRamesses
08-03-2005, 23:49
Is there anyway to completely remove towers from the game? What can I say, I like to be surprised and ambushed, he he! Yeah, its a bit machocistic but I just like to make it a bit more difficult.
Is there anyway to completely remove towers from the game? What can I say, I like to be surprised and ambushed, he he! Yeah, its a bit machocistic but I just like to make it a bit more difficult.
No way to remove the towers. They are permanent.
And towers and forts have no effect on brigands popping up in a given province. Not sure about the hapiness level, if that has an effect.
Sone towns are inherently more rebellious, i.e., programmed to have a permanent unrest figure.
Celt Centurion
08-24-2005, 22:24
I am presently playing through as Selucids again. I have assembled a few "Anti-Rebel" Patrols. Three of them consist of between 3 to 6 squadrons of Cataphracts and a General. One other is remnants of my mercenary units, all with foundry quality armour. Their "job" is it were; is to go around the countryside searching out and killing rebels. They do it very effectively. The Cataphracts may sound like "overkill", but in about 20 engagements, each one I'm usually outnumbered 2 or 3 to one, the entire rebel army is destroyed, and I seldom have more than two casualties. Usually, I have zero casualties! If I don't have to retrain them, or at least large numbers, it's worth the extra shekels of buying and paying for them. The Rebels are just a pain in the neck. :charge:
Other factions could probably do just as well with their heaviest cavalry.
That is one way that "might" help with the "Rebel Problem." It's certainly a full time job for the designated "Anti Rebel" patrols.
Strength and Honor
Celt Centurion
Seamus Fermanagh
08-24-2005, 23:37
I am presently playing through as Selucids again. I have assembled a few "Anti-Rebel" Patrols. Three of them consist of between 3 to 6 squadrons of Cataphracts and a General. One other is remnants of my mercenary units, all with foundry quality armour. Their "job" is it were; is to go around the countryside searching out and killing rebels. They do it very effectively. The Cataphracts may sound like "overkill", but in about 20 engagements, each one I'm usually outnumbered 2 or 3 to one, the entire rebel army is destroyed, and I seldom have more than two casualties. Usually, I have zero casualties! If I don't have to retrain them, or at least large numbers, it's worth the extra shekels of buying and paying for them. The Rebels are just a pain in the neck. :charge:
Other factions could probably do just as well with their heaviest cavalry.
That is one way that "might" help with the "Rebel Problem." It's certainly a full time job for the designated "Anti Rebel" patrols.
Strength and Honor
Celt Centurion
That is work for Solamha, not for the foremost of your keshik.
Seamus
(sorry, other member site bled over a bit here ~;) )
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