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Thread: Buildings that reduce rebels

  1. #1

    Default Buildings that reduce rebels

    Have you guys ever considered implementing some building that reduce rebel activity?

    My idea goes like this, introduce buildings that are available only in territories where type I governments exist . These buildings could be "Guard Posts"( garrisoned stops on the road), "Border patrols", ect. These buildings would discourage rebels in home territories. Is that even possible? In my current game I am getting invaded by full rebel stacks every other turn. Granted it makes it harder but it gets a bit old after a while and unrealistic. I could understand it if that sort of activity existed in territories with type III or IV governments. That makes sense. But huge stacks of rebels maurading through your home territories every other turn seems a little excessive.
    Last edited by Xtiaan72; 02-17-2007 at 00:49.
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  2. #2

    Default Re: Buildings that reduce rebels

    Quote Originally Posted by Xtiaan72
    Have you guys ever considered implementing some building that reduce rebel activity?

    My idea goes like this, introduce buildings that are available only in territories where type I governments exist . These buildings could be "Guard Posts"( garrisoned stops on the road), "Border patrols", ect. These buildings would discourage rebels in home territories. Is that even possible? In my current game I am getting invaded by full rebel stacks every other turn. Granted it makes it harder but it gets a bit old after a while and unrealistic. I could understand it if that sort of activity existed in territories with type III or IV governments. That makes sense. But huge stacks of rebels maurading through your home territories every other turn seems a little excessive.
    IIRC you can't reduce rebels with a building, execpt maybe by increasing law. But no matter what you will still have rebels to a degree, even if you don't have any unrest*which is the main cause of them*. If you want to change their spawn rate yourself, go into ed/data/world/maps/campain/imperial_campain/descr_strat and go to "brigand_spawn_value". The higher the number the less rebels that pop up.
    I shouldn't have to live in a world where all the good points are horrible ones.

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  3. #3

    Default Re: Buildings that reduce rebels

    Thanks for tip on unrest, I will keep that in mind
    The History of the Getai AAR
    https://forums.totalwar.org/vb/showthread.php?t=79451
    Star Haven: A fantasy AAR using Deus lo Vult
    https://forums.totalwar.org/vb/showthread.php?t=83098

  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Buildings that reduce rebels

    Taxes is the main thing (that is easily altered) which effects rebels. A town with low taxes rarely gets rebels armies appearing.


  5. #5
    Imperialist Brit Member Orb's Avatar
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    Default Re: Buildings that reduce rebels

    Hard. Code.

    Unless I'm mistaken.

    If you really want to play with less rebels either a) lower your taxes or b) reduce the spawn rate in descr_strat


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  6. #6

    Default Re: Buildings that reduce rebels

    How about a negative pop growth mod that applies to the rebbel faction? You could give it to the main buildings.

    That way, you would not need to make a special building for rebels.

  7. #7

    Default Re: Buildings that reduce rebels

    Quote Originally Posted by Piddyx
    How about a negative pop growth mod that applies to the rebbel faction? You could give it to the main buildings.

    That way, you would not need to make a special building for rebels.
    What would that solve?
    I shouldn't have to live in a world where all the good points are horrible ones.

    Is he hurt? Everybody asks that. Nobody ever says, 'What a mess! I hope the doctor is not emotionally harmed by having to deal with it.'

  8. #8

    Default Re: Buildings that reduce rebels

    Quote Originally Posted by Fondor_Yards
    What would that solve?
    If one wanted to lower pop growth the rebels without changing the bonus from the background script, why wouldn't adding something like this work:

    pop_growth_mod -2 requires faction { slave, }

    the code is crude because I am working from memory, but shouldn't something like that only effect the rebels?

  9. #9

    Default Re: Buildings that reduce rebels

    Quote Originally Posted by Piddyx
    If one wanted to lower pop growth the rebels without changing the bonus from the background script, why wouldn't adding something like this work:

    pop_growth_mod -2 requires faction { slave, }

    the code is crude because I am working from memory, but shouldn't something like that only effect the rebels?
    They are talking about reducing the rebels that pop out of no where, not rebel cities.
    I shouldn't have to live in a world where all the good points are horrible ones.

    Is he hurt? Everybody asks that. Nobody ever says, 'What a mess! I hope the doctor is not emotionally harmed by having to deal with it.'

  10. #10

    Default Re: Buildings that reduce rebels

    It seems they have tried to address this issue in .81... Looking forward to checking it out but I can't bring myself to break off my .80 getai campaign.
    The History of the Getai AAR
    https://forums.totalwar.org/vb/showthread.php?t=79451
    Star Haven: A fantasy AAR using Deus lo Vult
    https://forums.totalwar.org/vb/showthread.php?t=83098

  11. #11

    Default Re: Buildings that reduce rebels

    Quote Originally Posted by Fondor_Yards
    They are talking about reducing the rebels that pop out of no where, not rebel cities.
    oops, I was posting on the wrong thread. Sorry

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