View Full Version : Biased Rebellions?
Is it me ? or do the AI nation's cities take a lot more to rebel than mine?
If one of my cities dips under 75% happiness for 1 turn I get rebellion every
time but the multiple Sweboz cities I keep at 50% with an aggressive intelligence campaign only seem to rebel very rarely???
anybody know?
MarcusAureliusAntoninus
09-05-2007, 22:45
Yes, AI cities don't rebel as easily as your cities. For you, it is one riot, then a rebellion. For the AI, they seem capable of holding a city that is rioting for years, or even having a city with low public order that doesn't even riot. This seems to have been purposely programed by CA, and is hardcoded.
Cash Staks
09-05-2007, 23:54
Once a city of mine begins to riot and I know I can't do much about I just abandon it. Then I'll usually come back a bit later with a stronger force and massacre the population. Put them folks in their place. :beam:
Could this be hardcoded because the AI doesn't seem to like building infrastructure or that they have a difficult time controlling public order conpared to the player?
I think the campaign difficulty setting may have an effect on this.
Cheexsta
09-06-2007, 11:32
It may also be a lack of military units available in that city. Rebellions (usually) depend on what units are able to be trained in any given city by the owning faction, hence why earlier versions of EB (and other mods) had some regions that simply would not revolt, no matter how much they rioted.
Not so, Cheexsta. The town will still revolt, and if there are no units available it will crash the game. It might be determined by the population in the settlement and amount of mercs in the region.
MarcusAureliusAntoninus
09-06-2007, 19:47
It may also be a lack of military units available in that city. Rebellions (usually) depend on what units are able to be trained in any given city by the owning faction, hence why earlier versions of EB (and other mods) had some regions that simply would not revolt, no matter how much they rioted.
In RTW v1.2, this was indeed the case. In v1.5, the lack of recruitment will, instead, cause a crash when the city reaches the point of rebelling. This is the 'Rebelling City CTD' that has plagued the EB v0.8 series.
But I remember it in EB v0.74 (for RTW v1.2), it really made me angry when cities would never rebel from the enemy, especially Africa. A bug report on that bug was the first post I ever made at the Org. In v1.2 it would cause a crash if you killed a faction (by elliminating family members) and the faction had cities that were forced to convert to 'rebel' control.
Thanks for your input guys. somethings to ponder.
Optio Figulus.
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