- I agree that revolts seem overpowered, just like they were in MTW 1.0 - 1-3 stacks of uber rebels wasn't uncommon. Of course, they sometimes popped with 3 stacks of trebuchets, which were useless, but this was corrected in the first patch. I hope they make a similar correction for RTW.
- But , if you conquer a prov with a small army, I would expect the locals to resent the occupiers and revolt. As in MTW, you still needed to push in sufficient troops to maintain happiness, especially to newly conquered lands.
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- in my experience, the raiding strategy in MTW wasn't so cut and dried. Sure you could go in, destroy infrastructure, then withdraw. But, it always held the danger that a loyalist army, not rebels, would appear. I think if the game allowed us to remove our garrison from a city, then allow us to "Turn over city to local warlord" (i.e. some rebel scum), that might be a nice feature.Another problem with revolts, is that you can't play the "burned land" strategy.
Sometimes, there is provinces that I don't want to hold, but from where constantly come raiders from an enemy nation. In such case, in MTW, I would conquer the province, raze everything in it, and them back out to let some brigands/peasants revolt and profit from the anarchy and disruption of the place. That was realistic and interesting to do.
Now, if I want to weaken an enemy by exterminating his population, destroying the infrastructure, and ravaging his cities, he ends up with a much stronger army than before.
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- don't like those uber valor units popping in rebellions. My legions, who have fought in 10-15 battles haven't hit gold. Yet, this rebel horde materializes with 8-10 xp level, and are often a much tougher fight than regular faction armies. Once in a while, appearing with 1-3 xp is fine, but 8xp peasants ?...valour 8 peasant...
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