Re: Some gameplay questions
You're hitting some limits of the engine here. It's pretty much impossible to mandate a rebellion to the Eleutheroi from the original faction, no matter how much damage you do to the infrastructure and espionage and sabotage.
Furthermore, if you destroy all the recruiting buildings of the Saka, all that will happen later is they spam armies of rubbish, since the AI never reliably builds up its barracks.
Re: Some gameplay questions
What if I add bunch of population to cities that I want to rebel from Saka? And when they rebel just remove it?
Re: Some gameplay questions
Protectorate factions go inert in my experience. However they are not necessarily loyal. If you make them a protectorate, you will get an automatic peace with all of their allies. If you then attack their allies again there's a chance they will break protectorate to stay with their ally. For this reason I haven't bothered with protectorates since vanilla 1.2.
Also the A.I. financial-aid script does not take into account protectorate status, so it will keep pouring money into the Ptolemid treasury, which the diplomacy engine then sluices to you. IIRC not using protectorates was one of the EB-team's houserules for the open beta, although I am not sure it's still an issue with newer money script.
Re: Some gameplay questions
Quote:
Originally Posted by
Stark
What if I add bunch of population to cities that I want to rebel from Saka? And when they rebel just remove it?
Again, it isn't reliable. They may just reduce taxes, increase the garrison, send a governor and/or build something that improves order.
Re: Some gameplay questions
Quote:
Originally Posted by
QuintusSertorius
Again, it isn't reliable. They may just reduce taxes, increase the garrison, send a governor and/or build something that improves order.
But it still could be done, however unlikely? My plan is to overrun all of their settlements besides one, then start rebellions one by one in cut of cities, adding population, raising all happiness buildings before that and swarming the area with spies and diplomats (I heard that helps also?), sabotaging any happiness building and stopping any army and FM they try to send there.
Ludens - Regarding money from protectorates, I doesn't matter much to me, as I already have a stable and rich empire with vast treasury. And I play on N/N, so it's already quite easy (I play to roleplay mostly). Do you ave any idea what determines when does the option to demand protectorate appears?
Re: Some gameplay questions
Quote:
Originally Posted by
Stark
But it still could be done, however unlikely? My plan is to overrun all of their settlements besides one, then start rebellions one by one in cut of cities, adding population, raising all happiness buildings before that and swarming the area with spies and diplomats (I heard that helps also?), sabotaging any happiness building and stopping any army and FM they try to send there.
I strongly suspect public order is bugged. We already know multiple spies add, rather than decrease order (regardless of what the number says). And even sabotaging stuff doesn't really seem to work - I say this from bitter experience of rebellions miraculously not happening even when order is kept below 50%, strangely enough there's no unrest unless its a settlement that's already been taken from its original owner.
Re: Some gameplay questions
I recall reading somewhere that the A.I. cheats: it's get lower thresholds for rioting and revolts. Of course, it might just be an unfixed bug, but the fact that it doesn't work this way for the player suggests that the developers created different rules for the A.I.
Re: Some gameplay questions
In my experience, a settlement is almost impossible to rebel when the governor's palace it's the same culture as the current owner faction.
Re: Some gameplay questions
the only way to create a rebellion is unfortunately via console command
"add_population X 5000" and I can confess that it is the only way to incite a rebellion.
I tested it many times a population over 50000 works great and after rebellion it is advisable to reduce the population as "add_population X -5000"
Re: Some gameplay questions
Quote:
Originally Posted by
Atraphoenix
the only way to create a rebellion is unfortunately via console command
"add_population X 5000" and I can confess that it is the only way to incite a rebellion.
I tested it many times a population over 50000 works great and after rebellion it is advisable to reduce the population as "add_population X -5000"
For clarity, the command is: add_population [settlementname], [number to add] - with a minus if you want to reduce it. I might try this out to see if I can get some places to rebel.