Detailed post. I hope these posts (this one and my previous one) are helpful. Just so you know, I'm reluctant to post pictures since I'm not sure how much info you want released on this forum. I can post pictures if you want them.
Playtest Report - Rome Rebellion Script
RTW BI. Playing as Rome. H/H. Small units. 603 to around 610 AUC. Using BW's saved game.
Pre-rebellion holdings: All of Italy, Greece, Bzyantium, part of Eurasia, North Africa (but not Egypt), north into Germany and Gaul. At war with everyone, but currently facing heavy fighting in Spain. Obviously, 85 territories.
"@Dani:
Thanks.....I think the main thing with the rebellion is to do three things:
1) Check the number and strength of initial rebel legions is right - are there enough armies and are they strong enough opposition?
2) Are the settlement garrisons strong enough?
3) Are the finances right for a) the player and b) the rebels? - do the rebels start spawning further legions? is it financially right - not too much into debt and not too much money...ideally the player should have very limited resources to see them through the crisis."
"First, the number and strength of the initial rebel legions is right. Are there enough armies and are they strong enough?"
Yes and yes.
You noted the rebellion was "random." I tested random last night with eight starts using BW's (Beast Within) saved game. The game is two turns out from the rebellion. Of the eight games:
- Six times the rebellion included Rome. Twice it did not (Italy didn't rebel).
- North Africa rebelled every time.
- Twice the empire slip roughly down the middle, with the Rebels to the east and my Rome to the west. (I'll call this an east-west split.)
- Three times the rebellion occurred in Greece, Italy and some random areas. (I'll call this a random split).
- Twice the rebellion include the lands to the North, parts of Eurasia (north of Byzantium) and North Africa. (I'll call this a northern split).
- Once only three territories rebelled. That may be been because I somehow didn't have the script running.
Obviously, a lot will depend upon how the player has progressed, what cities they've developed as recruiting cities, how much they've spent on armies versus economic development. In this saved game, most of economic development has occurred in Italy and Greece. Very little economic development has occurred in Spain, Gaul (western France), and Germany. I believe the only place I can recruit legions in these three areas is Massila.
At the inception of the rebellion, the Rebel stacks and units will attack the Roman player's armies. Most of these battles are pretty one sided, in favor of the Rebels. If you auto-resolve, you're going to loose a lot of armies. If you don't, you'll lose less, but you'll still lose some armies. So the practical effect of the rebellion is threefold: (1) remove regions from the player's control, (2) reduce the player's income, and (3) destroy the player's standing armies. Now, I've only my Roman History seminar, so I'm no expert on Roman history, but these feels very realistic to me.
Because of (3), I think the number and strength of the initial Rebel armies is sufficient. Specifically, I mean some expert players who arrive at this point with fully developed economies and by a slower growth rate (maybe arriving at 85 regions at around 700 or 750 AUC) will probably find the rebellion a bit easier. God help players who rush into it. I cannot imagine not having a fully developed economy on the other side of this rebellion. Well, actually, I can (see below).
One final note: random works nicely. I cannot predict where the rebellion occur so I cannot prepare for it - except to play cautiously and thoroughly.
Are the settlement garrisons strong enough?
If you mean the settlement garrisons for the Rebel Romans (and you must), then yes. One problem you're going to have is the AI will take units from the garrisons to attack the player. So the rebellion occurs, the player loses a lot of her standing armies, then has to scramble a bit to recover while the AI pulls units from the cities to reinforce. I've actually seen that happen in game at least twice.
Again, though, it depends on the size and strength of the rebellion. Here is where "random" comes in. Smaller rebellions, not centralized, will be easier to defeat than an east-west split.
This is why it's hard to say: "Tone, everything's perfect." With the right rebellion and the right economic/military development, this could be a problem, but not a huge one. With no planning and an east-west split, I'd have to think it's game over.
So, yes, a player could lose this game after rebellion.
Are the finances right for a) the player and b) the rebels? - do the rebels start spawning further legions? is it financially right - not too much into debt and not too much money...ideally the player should have very limited resources to see them through the crisis.
The player.
Again, it depends. If I'm still holding Rome and Italy, I'm bring in 30-60k a turn. If I've got an east-west slip, with the Rebels in Italy, I've got a treasury in negative numbers. In one game, I dropped to -112,000. Again, it will depend on how I develop my empire.
Maybe the better question is "Is it historically realistic?" I'd say yes. If I'm a Roman leader and Rome rebels against me, it should hurt and a lot. I should have to make hard choices, new allies. I might even have to run for a bit.
If I lose all my money, and drop to -112,000, then what would I do in real life. Stop paying soldiers, some would leave. Steal gold from the temples and buildings (destroy them).
If I've made wise economic choices, I may survive, but with the an east-west split, I'm more than likely going to be kicking cohorts to the curb and ripping down temples.
The Rebels.
I haven't tested the very latest, but the after midnight version (update 1855) seemed a bit more balanced. Again, though, it depends on the rebellion, who the Rebels are fighting, and so on. It's also hard to see if the Rebels are respawning since they're pulling from city garrisons, too.
I did notice it ever being easy or the Rebels not attacking me because they didn't have armies. Nope, that was not a problem.
I think in any case - maybe it's just play style, recovering from a rebellion will take a while - maybe 20 turns, at least? I didn't go into that much depth, but I can.
Other considerations:
Difficulty.
Yeah, it's hard. The randomness is sweet, because if I develop my cities, then, sure, I might be better prepared or I might just hand a nice, well-developed city to the enemy. Even if I luck out and end up with most of Italy or Greece, I'm still fighting one more, strong, enemy.
I'd be interested in trying to reach the rebellion myself, even on auto-resolve, just to see if I can prepare for it. Of course, that would probably take more time than you have before release.
Game performance.
I don't where to put this so I'll just toss this here. Graphics are up on highest settings but not running bloom lighting. Performance (frame rate) is in double digits both on battle maps and game map. Script runs smoothly with only occasional hesitation. I'm running the anti-ailising through my ATI card and have it shut off in-game.
The only time I drop to single digits is during night battles when I'm trying to operate at triple speed. In fact, I avoid the 3x speed button for RSII.
By the way, did you know that the sun shader (?) still glows at night? There's the moon over the mountains and, across from it, is the glow of an absent sun.
Okay, not sure what else to post. Hope all this was helpful.
~ Dani ~
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