Results 1 to 8 of 8

Thread: Rebellions

  1. #1
    Shark in training Member Keba's Avatar
    Join Date
    Jan 2005
    Location
    Colonia Iuliae Pietas Pola
    Posts
    604

    Default Rebellions

    I've done some testing and there seems to be a bit of an exploit I've discovered.

    If you destroy the MIC in a city and the goverment complex, no matter how high you crank up the taxes and no matter how unhappy the city is, no matter how many turns there are protests ... it will not rebel.

    I have tested this with the Seleukids and had thousands of Mnai rolling in from completely empty, rebelling provinces, while my troops held the provinces west of Persia. Another test was with Makedon, I captured north Italy, destroyed the MIC and left, after exterminating the population. The cities did not revolt.

    Proposed solution: I would suggest that you tie Milita type troops for factions to the goverment building, since the game seems to draw troops from the avaible troop lists for the appropriate MIC.

  2. #2

    Default Re: Rebellions

    Just curious as to why people would destroy their MIC's? That's not what we intend. The slowness and cost of the govt change is supposed to represent changes in all other buildings.

  3. #3
    Shark in training Member Keba's Avatar
    Join Date
    Jan 2005
    Location
    Colonia Iuliae Pietas Pola
    Posts
    604

    Default Re: Rebellions

    I was making a strategic withdrawal from the province. Destroying the MIC would represent pulling out of troops and taking equipment with them.

    Destroying the goverment represents sort-of telling the people they are on their own, much like Rome did in Brittania in the Late Empire.

    And it makes sense ... I mean, my troops are pulling out of North Italy to more defensive positions around Roma, and because they are needed for a war with the Getai, and the area is indefensible (too open to Gallic raids) ... leaving behind a fully-stocked, complete military infrastructure (in the form of an MIC 5) for anyone to use just isn't common sense, now, is it?

  4. #4
    "Audacity, always audacity!" Member Simmons's Avatar
    Join Date
    Sep 2005
    Location
    Gold Coast, Queensland, Australia
    Posts
    344

    Default Re: Rebellions

    It can also get you some quick cash if your desperate

    “By push of bayonets, no firing till you see the whites of their eyes”
    - Friedrich der Große

  5. #5
    Resident Pessimist Member Dooz's Avatar
    Join Date
    Jan 2005
    Location
    AEnima city, USA
    Posts
    1,897

    Default Re: Rebellions

    So that's why none of the cities I pillage ever revolt. When I raid a city, I destroy every destructable building and leave, maybe leaving one cheap unit just to delay any re-taking by the enemy. They'll protest and protest, destroying eachother and damaging any remaining building, but never fully rebel and become independent. Sometime I want this to happen of course to create buffer zones and such, and it's irritating that it doesn't. So leaving the MIC and a government building will allow the city to rebel for sure? Wonderful.

  6. #6

    Default Re: Rebellions

    Weird. I used to do this all the time in RTR to weaken a faction, a sort of reverse scorched-earth policy. But they generally revolt back to the original faction unless you exterminate and the surviving population is very low. (I usually left the population so the city would have high pop but no happiness buildings when it revolted back so there was more chance it would go rebel on later turns).

    The vanilla game crashs when a city revolts back to its original faction and there are no buildings that can recruit units (hence why peasants were built in the indestructible core_buildings). I was gonna mention this as a possible EB problem but i thought it would be too rare to matter. Seems like a bunch of people do it. If they never revolt then of course it wouldn't be a problem :)
    It's not a map.

  7. #7
    Speaker of Truth Senior Member Moros's Avatar
    Join Date
    Jan 2005
    Location
    Belgium
    Posts
    13,469

    Default Re: Rebellions

    yeah, that's what made my Seleucid campaign so easy. THose eastern provinces instead of making it hard on me I could set the taxes as high as i could. They made good money for me. Well until baktria and the yuézhì came. But by then I had defeated Ptolemaioi and everything. I tought it might be because I played M/M. I always played H/H or VH/M on vanilla.

  8. #8

    Default Re: Rebellions

    I feel pretty sure I've had cities rebel after I've 'scorched' them and destroyed all buildings, but I'm not certain. This could be something that's automatically resolved when we get 1.5 finished. If it's not resolved with the port, I'm not sure what we can do about it except to alert people to this problem. But it would be great if we could all keep this issue in mind when the port gets here and let's see if it's still doing it - and if it is and we are pretty certain about it, then we can make a big note for everyone else to see and remember.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO