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    Default Re: Some gameplay questions

    Quote Originally Posted by QuintusSertorius View Post
    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?

  2. #2
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some gameplay questions

    Quote Originally Posted by Stark View Post
    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.
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  3. #3
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default 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.
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  4. #4

    Default 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.

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    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default 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"



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    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some gameplay questions

    Quote Originally Posted by Atraphoenix View Post
    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.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR

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