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<Tag>TXT_KEY_CONCEPT_LOR_REVOLUTIONS_PEDIA</Tag>
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Revolutions[\H1][PARAGRAPH:2]Legends of Revolution adds a new game concept: Revolutions. This is an optional starting game condition which may be toggled at the beggining of a custom game. If a city or a group of cities gets frustrated with their empire's rule, they will demand independence; If refused they may openly rebel. This causes armed uprising, and entire new civilizations may spawn taking over sections of large sprawling empires. Balkanization can occur in empires that are not well maintained, or sometimes the rebels will topple the old regime completely. Well managed empires have no problems.[PARAGRAPH:1]When playing a game with Revolutions, you can see the Revolution Index bar in every city screen, if the bar fills up (the RevIdx reaches 1000), the city may rebel. If the RevIndex gets very high, the city may actually instigate other nearby cities with similar issues to join in it's rebellion. A city instigating rebellion is a particularly big threat if the city has a non state religion holy city, or a large ammount of foreign culture. There are both positive and negative effects on a city's Revolution Index; these in turn can be split into city specific or regional effects, and stability or empire wide effects. You may view the revolution panel for information on Revolution effects by clicking the Che advisor button.[PARAGRAPH:1] The key negative city specific effects of Revolutions are City Distance, Foreign Culture, and Non State Religion (particularly a non state holy city). Not being connected to the capital, and being a colony will also cause rebellious sentiment in a city to increase dramatically. Positive effects are culture spending, troop garrisons, and the presence of the state religion. The City Distance Penalty can be reduced by certain techs to speed up communication namely Railroads, Astronomy -particularly for coastal cities, and sailing for coastal cities. Some buildings such as Airports and Harbors, Courthouses, and gold and culture modifying buildings like Markets and Broadcast towers also reduce the city distance penalty. Another notable effect is that a city with power is less rebellious. For national effects, the main two negative hits will be from loosing a city and being in finacial trouble; a weak economy is often the primary cause instability, and this can become severe, if your units are going on strike a rebellion is most likely immenent. Other negative stability issues include spreading of non state religion, and certain Civics such as Slavery and Despotism. Civilization wide stability can be improved by building wonders, haveing a solid economy, and choosing more advanced civics such as Representation. Also capturing enemy cities has a short, but drastic positive effect on Empire wide stability. Finaly as a last resort you may bribe the leaders of a rebellious city by clicking on the RevIdx bar in the city screen if you have the cash but need a temperory reprieve from revolutionary pressure in a city.</English>