Rebellions and civil wars
Rebellions and civil wars seemed pretty common in this area. But unless there are multiple factions like the Romans, or a creative use of rebels right from the start, it seems to me RTW does a terrible job on this subject. I hear BI will remedy this and allow generals to rebel. But I wonder about character traits - is it possible to create traits where a particular general will become easier to bribe if he's not in a situation he likes? Such as, perhaps a particular general doesn't like combat, so he prefers to be in a town with advanced buildings? Maybe another, a warrior type, doesn't like governing so he's got a trait that keeps him from gettind disgruntled when outside of town. If traits can check these things, maybe it's possible. Desireable? I don't know. I just know I find myself wishing some of my generals weren't so obedient absolutely all the time. I don't ever, ever have to consider their needs, goals, or wants in vanilla (I assume).
Re: Rebellions and civil wars
What annoys me are the "rebel" revolutions, you conquer a town, it has 500 population so you can hardly train any unit, perhaps one, then if you can't control this town for one reason or another on the next turn it revolts and there's either a FULL STACK rebel army or previous owner army in the city. I guess the population meter only reflects the amount of people you can recruit, not the amount of people that could possibly revolt against you. It's quite annoying anyway, if you want to make the game a little harder, steamroll a region and leave every city you conquer ungarrisoned with very high Taxes, soon enough your enemy will have lots of full stack armies or the region will be filled with full stack rebel cities.
I wish the revolt would be more proportional to the size of your garrison and/or the city, a low populated city shouldn't revolt full stacks, I'd expect that from a huge city with a high population fighting your oppresive garrison.
Re: Rebellions and civil wars
Well, part of what determines what units the rebels have are the local buildings. Better developed cities have better developed rebel armies.
Re: Rebellions and civil wars
Actually, rebel armies (for rebellions, not for brigands or slave-constructed units) are created based on the rebel definition you give them in the rebels file. So they will always be the same, no matter how big the city is, how developed the province, and so on. So, do we give them better units, or lesser ones? No matter what, the army will not fit all situations, and so we must choose.
Re: Rebellions and civil wars
Quote:
Originally Posted by Danest
But I wonder about character traits - is it possible to create traits where a particular general will become easier to bribe if he's not in a situation he likes? Such as, perhaps a particular general doesn't like combat, so he prefers to be in a town with advanced buildings? Maybe another, a warrior type, doesn't like governing so he's got a trait that keeps him from gettind disgruntled when outside of town. If traits can check these things, maybe it's possible. Desireable? I don't know. I just know I find myself wishing some of my generals weren't so obedient absolutely all the time. I don't ever, ever have to consider their needs, goals, or wants in vanilla (I assume).
Oh, it's definitely possible.
~;)