phungus420
Deity
- Joined
- Mar 1, 2003
- Messages
- 6,296
I generally see revolutions occur around the middle ages. But it really depends, they only really strike sprawling empires, or those that get into economic trouble, or loose a couple cities in war. I've also given a couple traits increased resistance to revolutions, which is another reason that revolutions occur less in this mod then in default RevDCM. It sounds to me like you just want to increase the likely hood of revolutions across the board. If this is the case, here is how you do that:
-Open up the Revolution.ini file using notepad
-Go to the edit header in notepad, and select the find option, the search box window will pop up
-Type: IndexModifier in the field, notepad will take you to this block of code:
This all should be pretty intuitive. Basically tweak the numbers to what you think they should be. As an example if you wanted to double the rate of RevIdx accumulation across the board change this
to this
And if you wanted to increase the penalty from unhapiness (and the bonus from excess happiness) by 50%, you would change this:
to this
-Open up the Revolution.ini file using notepad
-Go to the edit header in notepad, and select the find option, the search box window will pop up
-Type: IndexModifier in the field, notepad will take you to this block of code:
Code:
; Adjust rate of rev index accumulation, additional options for human (offset adds that value to each city per turn, keep it small)
IndexModifier = 1.0
IndexOffset = 0
HumanIndexModifier = 1.0
HumanIndexOffset = 0
; Adjust chance of revolution, strength of violent rev, strength of rebel reinforcements
ChanceModifier = 1.0
StrengthModifier = 1.0
ReinforcementModifier = 1.0
; Adjust influence of various factors in inciting a revolution
HappinessModifier = 1.0
ColonyModifier = 1.0
DistanceToCaptialModifier = 1.0
CultureRateModifier = 1.0
NationalityModifier = 1.0
GarrisonModifier = 3.0
ReligionModifier = 1.0
CivSizeModifier = 1.0
CityLostModifier = 1.0
CityAcquiredModifier = 1.0
This all should be pretty intuitive. Basically tweak the numbers to what you think they should be. As an example if you wanted to double the rate of RevIdx accumulation across the board change this
Code:
IndexModifier = 1.0
Code:
IndexModifier = 2.0
And if you wanted to increase the penalty from unhapiness (and the bonus from excess happiness) by 50%, you would change this:
Code:
HappinessModifier = 1.0
Code:
HappinessModifier = 1.5