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Thread: The rebel problem

  1. #1
    Member Member Revelation's Avatar
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    Default The rebel problem

    Is there anyway to to decrease the frequency that the Rebels appear throughout the lands?
    Although it's a good training ground for raw recruits, it becomes tedious after a while.
    Seriously, an army of rebels consisting of 1 unit of Hastati and 1 unit of peasants laying seige to a Roman city with nearly a full garrison? I don't think so!
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    Member Member Afro Thunder's Avatar
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    Default Re: The rebel problem

    I think if you build watchtowers to illuminate areas in your provinces that are normally darkened. It's better than having military units constantly patrolling, and watchtowers only cost 200 Dn and have no upkeep cost.
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    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: The rebel problem

    Having manned forts on roads leading to your settlements can help, although I found the rebels still typically show up, just not quite as close to the settlements as before.

    Not much else you can do really. Sadly minefields aren't an option, as plebs typically get all arsey and moany when they lose legs stepping on the mines meant for those villainous brigands instead, and so the Senate banned them.
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    Member Member Revelation's Avatar
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    Default Re: The rebel problem

    Thanks for the advice, but I was looking more for a file mod, or something along those lines. I have no idea what im looking for.
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    One of the Undutchables Member The Stranger's Avatar
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    Default Re: The rebel problem

    if you build watchtowers they'll take it over, but you almost always know where they are. mostley when your regions are happy, and in your control for a long time they'll not rebel anymore.

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    Member Member Afro Thunder's Avatar
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    Default Re: The rebel problem

    Say what? Watchtowers are controlled by whoever controls the province. The only way the rebels could take over the watchtowers is if they take the settlement from you in a siege battle.
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    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: The rebel problem

    No, sometimes the rebels actually take control of the watch tower. If they move onto it, you no longer get to see what is going on. Quite often they ignore the watch towers though.
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    Dux Nova Scotia Member lars573's Avatar
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    Default Re: The rebel problem

    No it's true a rebel army can take over your watchtower in your province while you still control the province, I've witnessed it happening. You get it back as soon as you send some military units to cross over it so it's not a huge deal. Also I usually deal with rebels by sending a family member to take them out with no back up mind you. How else is he going to get command points.
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    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: The rebel problem

    No, if you stand at the same tile as an enemy watchtower you control it. You can try it out in any campaign and you'll see that it works
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    Mojito maker Member Jimmytwohand's Avatar
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    Default Re: The rebel problem

    No, if you stand at the same tile as an enemy watchtower you control it. You can try it out in any campaign and you'll see that it works
    Useful information, something i hadnt noticed before.
    Is there anyway to to decrease the frequency that the Rebels appear throughout the lands?
    Although it's a good training ground for raw recruits, it becomes tedious after a while. Seriously, an army of rebels consisting of 1 unit of Hastati and 1 unit of peasants laying seige to a Roman city with nearly a full garrison? I don't think so!

    Thanks for the advice, but I was looking more for a file mod, or something along those lines. I have no idea what im looking for.
    This has been discussed in a couple of other threads here and here and the conclusion is that the frequency with which rebels appear cannot be changed to reduce their appearance.

    It is possible however to mod the game so that rebel forces are only peasants. This makes them much easier to destroy on autocalc or as Epistolary Richard posted here much cheaper to bribe them with diplomats.

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    Member Member Afro Thunder's Avatar
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    Default Re: The rebel problem

    Hmm, I guess you learn something new about this game every day!
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    One of the Undutchables Member The Stranger's Avatar
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    Default Re: The rebel problem

    its only with patch 1.2 though

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    Member Lancome's Avatar
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    Exclamation Re: The rebel problem

    Wow, I guess those rebels actually do something besides being some nausence on the roads.

  14. #14
    Senior Member Senior Member econ21's Avatar
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    Default Re: The rebel problem

    I've noticed there are virtually no rebels in my Rome Total Realism game (playing as Rome), so you might try asking over at their site whether they've done anything to mod them.

    But at the same time, I've started following the advice to keep town loyalty at 100+% as apparently this reduces the chance of revolts. So I'm not sure if it's the mod or the loyalty that has pretty much eliminated the rebels.

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    Bug Hunter Senior Member player1's Avatar
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    Default Re: The rebel problem

    True...

    I think important factors for getting rebels is city unrest and city mood.

    If mood is green and unrest is at zero, I think that rebels won't apear in such province.
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    Voluntary Suspension Voluntary Suspension Philippus Flavius Homovallumus's Avatar
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    Default Re: The rebel problem

    One thing I did was block all the mountain passes, so that Northern Italy is one big fortress, in 10 years I think I had one minor rebellion.
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  17. #17

    Default Re: The rebel problem- cordoba and patavium

    Hello to all of the fellow fanatics out there....a question, remedial perhaps.
    I seem to have frequent rebellion problems in these two cities regardless of having large armies as garrison and steadily building infrastructure...what am i doing wrong? Also, is it necessary to keep certain outposts of the ones empire loaded with troops? Isnt it possible to keep the troops mobile and in the field rather than as a garrison?

    Your wisdom is appreciated!!

  18. #18
    The Black Senior Member Papewaio's Avatar
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    Default Re: The rebel problem

    Which two cities?

    What is the population?

    How much of the buildings have you built?
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  19. #19

    Default Re: The rebel problem

    Hi there and thanks for your response- the cities are Cordoba and Patavium. In my narrow understanding of the game so far, i seem to think there must be a window of opportunity to build up be fore the population starts to get restless. Some cities also seem to develop must faster than other too. As for the building i have built, it seems i am developing second level when thengs start to get restless

  20. #20
    Member Member Celt Centurion's Avatar
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    Default Re: The rebel problem

    Quote Originally Posted by Revelation
    Is there anyway to to decrease the frequency that the Rebels appear throughout the lands?
    Although it's a good training ground for raw recruits, it becomes tedious after a while.
    Seriously, an army of rebels consisting of 1 unit of Hastati and 1 unit of peasants laying seige to a Roman city with nearly a full garrison? I don't think so!

    This won't decrease the frequency, but it may turn some rebel units to your advantage. Consider sending a diplomat, (I usually have one standing by near a city) bribe the rebel army, and if they are Hastati laying siege to a Roman city, they join your faction, usually cheaper than training them yourself. Then make sure they are not carrying the plague, bring them in, upgrade their armour, and send them out after other enemies.

    This will also work when the Romans turn on each other as well. Instead of fighting them and having to replace casualties, and sometimes entire units, bribe them and use them to take enemy cities with. You improve your odds by retraining them.

    Beware of plague infected units though. If I find that I have bribed one with the plague, they are still good for blockading ports, and fighting smaller battles and rebels. When their numbers are down to where they are no longer effective, discharge them. Whatever you do, do not bring them into a city, nor merge them into another army, as that will spread the plague to the city, or other army. I almost had that happen last night.

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    Merkismathr of Birka Member PseRamesses's Avatar
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    Default Re: The rebel problem

    Is there anyway to completely remove towers from the game? What can I say, I like to be surprised and ambushed, he he! Yeah, its a bit machocistic but I just like to make it a bit more difficult.

  22. #22
    Lawful Evil Member sik1977's Avatar
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    Default Re: The rebel problem

    Quote Originally Posted by PseRamesses
    Is there anyway to completely remove towers from the game? What can I say, I like to be surprised and ambushed, he he! Yeah, its a bit machocistic but I just like to make it a bit more difficult.
    No way to remove the towers. They are permanent.

    And towers and forts have no effect on brigands popping up in a given province. Not sure about the hapiness level, if that has an effect.

    Sone towns are inherently more rebellious, i.e., programmed to have a permanent unrest figure.
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    Member Member Celt Centurion's Avatar
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    Default Re: The rebel problem

    I am presently playing through as Selucids again. I have assembled a few "Anti-Rebel" Patrols. Three of them consist of between 3 to 6 squadrons of Cataphracts and a General. One other is remnants of my mercenary units, all with foundry quality armour. Their "job" is it were; is to go around the countryside searching out and killing rebels. They do it very effectively. The Cataphracts may sound like "overkill", but in about 20 engagements, each one I'm usually outnumbered 2 or 3 to one, the entire rebel army is destroyed, and I seldom have more than two casualties. Usually, I have zero casualties! If I don't have to retrain them, or at least large numbers, it's worth the extra shekels of buying and paying for them. The Rebels are just a pain in the neck.

    Other factions could probably do just as well with their heaviest cavalry.

    That is one way that "might" help with the "Rebel Problem." It's certainly a full time job for the designated "Anti Rebel" patrols.

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    Default Re: The rebel problem

    Quote Originally Posted by Celt Centurion
    I am presently playing through as Selucids again. I have assembled a few "Anti-Rebel" Patrols. Three of them consist of between 3 to 6 squadrons of Cataphracts and a General. One other is remnants of my mercenary units, all with foundry quality armour. Their "job" is it were; is to go around the countryside searching out and killing rebels. They do it very effectively. The Cataphracts may sound like "overkill", but in about 20 engagements, each one I'm usually outnumbered 2 or 3 to one, the entire rebel army is destroyed, and I seldom have more than two casualties. Usually, I have zero casualties! If I don't have to retrain them, or at least large numbers, it's worth the extra shekels of buying and paying for them. The Rebels are just a pain in the neck.

    Other factions could probably do just as well with their heaviest cavalry.

    That is one way that "might" help with the "Rebel Problem." It's certainly a full time job for the designated "Anti Rebel" patrols.

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