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Thread: BI: Rebels, revolts and shadows

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  1. #1
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: BI: Rebels, revolts and shadows

    Let's forget about shadowing/shadowed by and look at the 2 revolt types. Can anyone fill in the gaps in my knowledge? I've never really looked into until now and I can find no research/threads on the matter.

    1. Slave Revolt

    Settlement reverts to slave faction, drawing on the predefined units of the rebel tribe. Simple enough.

    It occurs when the parent faction loses control of the settlement to a revolt.

    2. Loyalist Revolt

    Settlement reverts to default culture (i.e. faction).

    It occurs when another faction other than the default loses the settlement to a revolt.

    How units are chosen for the garrison is unknown to me. It has seemed to be guided by the buildings present but at other times it produces a full range with no recruitment building present and at other time an empty garrison with no buildings present.

    Building a core building in the settlement of another culture will make the game look at that settlement as of a new culture and the revolts will be changed accordingly.
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  2. #2

    Default Re: BI: Rebels, revolts and shadows

    It was my belief (though not really tested) that a rebelling settlement went to the faction which had built its governor building or - if that the faction was the faction it was rebelling against or that faction had been destroyed - to the slave faction.

    As for how the troops are chosen - I believe that the computer gets a certain number of points from which it generates a selection of troops that could be created within that settlement. They may have changed that in 1.5 as there were previously complaints of 3 gold chevron peasants spawning in settlements where the player had destroyed all the recruitment buildings.
    Last edited by Epistolary Richard; 05-21-2006 at 03:07.
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