Re: Rebel Faction Bribing
That sounds weird. I thought the rebel faction technically couldn't bribe anything? Haven't experienced that myself so far, except with the KH starting diplomat on turn one, which is actually worse than it sounds.
Re: Rebel Faction Bribing
Well, actually, I don't know which faction is responsible for the bribes but the units turn Rebel. Do bribed units become factional units from the faction bribed?
Does anyone know the equation for these values? Would this be the best place to modify bribe costs?
.\Medieval II\mods\ebii\data\descr_campaign_db.xml
Quote:
<bribery>
<bribe_to_family_tree bool="false"/>
<base_character_chance float="0.4"/>
<religion_modifier float="0.66"/>
<combined_attribute_modifier float="0.2"/>
<briber_attribute_divisor float="3.0"/>
<bribee_attribute_divisor float="3.0"/>
<army_size_modifier float="0.035"/>
<base_settlement_chance float="0.8"/>
<settlement_loyalty_modifier float="0.01"/>
<settlement_population_modifier float="0.0001"/>
<faction_standing_divisor float="10.0"/>
<max_bribe_chance float="100.0"/>
<min_bribe_chance float="1.0"/>
<bribe_chance_modifier float="1.0"/>
</bribery>
Re: Rebel Faction Bribing
It's not bribery, so the cash infusion to the rebels should make no difference. There's been some discussion on this, and the consensus was that you should be able to limit the effect by grouping FMs and/or adding agents (diplomat/spy/assassin) to the stack. I'm very surprised to hear that you are doing this and STILL seeing defections. Nobody else has reported that.
To adjust revolt frequency for FMs:
Quote:
Originally Posted by
QuintusSertorius
It's random for low-Loyalty characters. I must admit in all the time I've played the game, I've never had it happen to me.
You'd have to edit the
descr_campaign_db, under <revolt> change this:
Code:
<max_revolt_chance float = "50.0"/>
As usual,
not savegame compatible.
For captain-led armies its:
Quote:
Originally Posted by
QuintusSertorius
Uh, that's for FMs, I thought you were talking about them. Captain revolts are a different one:
Code:
<captain_modifier float = "0.01"/>
It's already a tiny proportion. I'm not sure what happens if you make it 0.00 that might revert to the default setting for vanilla, so you might be better off making it 0.000000000001 or something.
Re: Rebel Faction Bribing
Hi Kull,
Thanks for the info, I did not realize it was disloyalty desertion. Before tampering with script I can attempt to see if there is desertion reduction for multiple FMs per stack but lategame that becomes a little bit more difficult given the stack to FM ratio.
If that fails I will alter the values and see where it takes me.
Is there an in-game way to increase FM loyalty other than only putting Unselfish/Optimistic characters in the field?
Appreciate it,
skuzzy
Re: Rebel Faction Bribing
Quote:
Originally Posted by
skuzzy
Hi Kull,
Thanks for the info, I did not realize it was disloyalty desertion. Before tampering with script I can attempt to see if there is desertion reduction for multiple FMs per stack but lategame that becomes a little bit more difficult given the stack to FM ratio.
If that fails I will alter the values and see where it takes me.
Is there an in-game way to increase FM loyalty other than only putting Unselfish/Optimistic characters in the field?
Appreciate it,
skuzzy
We've actually been doing a lot of work to improve the loyalty mechanism, which you'll see (hopefully soon) when v2.3 is released. In the interim, one of the primary ways to improve loyalty is for your Faction Leader to do all things necessary to boost his authority, as low authority FL's don't inspire much loyalty (not surprising)