View Full Version : Buildings that reduce rebels
Xtiaan72
02-17-2007, 00:48
Have you guys ever considered implementing some building that reduce rebel activity?
My idea goes like this, introduce buildings that are available only in territories where type I governments exist . These buildings could be "Guard Posts"( garrisoned stops on the road), "Border patrols", ect. These buildings would discourage rebels in home territories. Is that even possible? In my current game I am getting invaded by full rebel stacks every other turn. Granted it makes it harder but it gets a bit old after a while and unrealistic. I could understand it if that sort of activity existed in territories with type III or IV governments. That makes sense. But huge stacks of rebels maurading through your home territories every other turn seems a little excessive.
Fondor_Yards
02-17-2007, 03:06
Have you guys ever considered implementing some building that reduce rebel activity?
My idea goes like this, introduce buildings that are available only in territories where type I governments exist . These buildings could be "Guard Posts"( garrisoned stops on the road), "Border patrols", ect. These buildings would discourage rebels in home territories. Is that even possible? In my current game I am getting invaded by full rebel stacks every other turn. Granted it makes it harder but it gets a bit old after a while and unrealistic. I could understand it if that sort of activity existed in territories with type III or IV governments. That makes sense. But huge stacks of rebels maurading through your home territories every other turn seems a little excessive.
IIRC you can't reduce rebels with a building, execpt maybe by increasing law. But no matter what you will still have rebels to a degree, even if you don't have any unrest*which is the main cause of them*. If you want to change their spawn rate yourself, go into ed/data/world/maps/campain/imperial_campain/descr_strat and go to "brigand_spawn_value". The higher the number the less rebels that pop up.
Xtiaan72
02-17-2007, 03:15
Thanks for tip on unrest, I will keep that in mind
MarcusAureliusAntoninus
02-17-2007, 04:19
Taxes is the main thing (that is easily altered) which effects rebels. A town with low taxes rarely gets rebels armies appearing.
Hard. Code.
Unless I'm mistaken.
If you really want to play with less rebels either a) lower your taxes or b) reduce the spawn rate in descr_strat
How about a negative pop growth mod that applies to the rebbel faction? You could give it to the main buildings.
That way, you would not need to make a special building for rebels.
Fondor_Yards
02-18-2007, 05:09
How about a negative pop growth mod that applies to the rebbel faction? You could give it to the main buildings.
That way, you would not need to make a special building for rebels.
What would that solve?
What would that solve?
If one wanted to lower pop growth the rebels without changing the bonus from the background script, why wouldn't adding something like this work:
pop_growth_mod -2 requires faction { slave, }
the code is crude because I am working from memory, but shouldn't something like that only effect the rebels?
Fondor_Yards
02-19-2007, 21:57
If one wanted to lower pop growth the rebels without changing the bonus from the background script, why wouldn't adding something like this work:
pop_growth_mod -2 requires faction { slave, }
the code is crude because I am working from memory, but shouldn't something like that only effect the rebels?
They are talking about reducing the rebels that pop out of no where, not rebel cities.
Xtiaan72
02-19-2007, 23:04
It seems they have tried to address this issue in .81... Looking forward to checking it out but I can't bring myself to break off my .80 getai campaign.
They are talking about reducing the rebels that pop out of no where, not rebel cities.
oops, I was posting on the wrong thread. Sorry
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