Thunderbrd
C2C War Dog
Let's take a moment to clear up some confusion many of us have had regarding cultural revolts (and why we rarely see them take place in C2C.)
I'm currently adjusting the way units interact with this chance. Let me first explain the mechanism we've been working with:
Goes a long ways towards explaining why it's very very rare for cities to ever culturally revolt.
I'm making some adjustments here and I can foresee some additional ones to come:
In layman's terms, what this means is that with this restructuring units have, basically, a singular Revolt Protection value and that value accumulates for each unit in the city. The overall value of this protection is the % the Revolt likelihood is reduced by. However, a city can only have a chance of revolt to begin with if another civ has greater culture in the city than your civ does and the greater the other civ has that upper hand culturally, the more chance it has to revolt - a chance reduced by the local Revolt Protection value.
And still to do:
And a bit farther off, once this system shows it's balances and results I can start giving buildings some tags to influence things themselves.
There was also some hint in the dll that there may be some interaction with iRevoltProtection values in Rev. Since that's all handled in python I'm a little blind to what that interaction may be, however, the only hint of it was in how Afforess had adjusted the promotion AI to completely ignore the cultural revolt mechanism and instead play off of a Revolutions only index value. If anyone can help to clear up how Revolt Protection may be interacting with Rev, we might be able to make sure the new numbers are still appropriate there. For all I know, this may still improve Rev naturally even if there is an interaction I'm unaware of there.
Anyhow, I'm bringing this up for further discussion and feedback from gameplay. These changes will be on the SVN shortly.
Note: I admit to some oversimplification of the chance or revolt calculation for ease of discussion. It's based more on a ratio of their culture to yours and can actually exceed 100%. But I'll let y'all see in-game how it actually plays out now that it's more transparent. If there's a chance of revolt, it will show in the city bar info hover and in the city screen it will show on the hoverover info on the culture bar. This chance is only called on if the initial 10% chance of a revolt event is successful.
EDIT: I've also made a discovery that shows that as some have suspected, the minimum city borders option does indeed make the chance or revolt impossible as the city is always considered more owned by the owner than by any other civ that has some cultural presence there. We should call this option 'No Cultural Revolts'. lol. Kinda sad.
I'm currently adjusting the way units interact with this chance. Let me first explain the mechanism we've been working with:
- Every round the city checks to see if there is a chance of revolt. This initial check has a 10% chance of coming up as true.
- That check itself has been reduced by the unit with the best Revolt Protection (iRevoltProtection did not come from units themselves but from their promos and unitcombats and up to now only promos.) Many promotions were set to have high enough values on this to totally negate this initial check entirely if the unit with that promotion is present in the city. All it took was a value of 10 or more to completely negate this check. Some promos had revolt protections as high as 100.
- If the initial check is passed, the city then checks to see if it actually does revolt. There's really no chance of it unless another civilization has more culture in the city than the 'owner' of the city. Thus, each % point above 50% = a % pt chance of the city successfully revolting. As a base anyhow.
- Modifiers to this chance include the city having the nation's state religion and a compiled total of the local units with iCultureGarrison to equal a direct opposition to the check. Therefore, looking at units alone, the amount of units in the city would total their iCultureGarrison values and that total would directly reduce the % chance of revolt on this second check. iCultureGarrison is a value that has only been assigned directly to base unitinfos and has not been adjustable by promotions or unitcombats. Many of these have been quite high as well. Since they, in effect directly contradict the city strength (%culture above the owner) it's quite easy for units to counter the final chance of revolt.
- If the check is passed, the city revolts.
Goes a long ways towards explaining why it's very very rare for cities to ever culturally revolt.
I'm making some adjustments here and I can foresee some additional ones to come:
- Removing the iRevoltProtection counteraction force on the first check. 10% will be a solid constant for this first check at this point.
- iRevoltProtection now amounts to an iCultureGarrisonChange tag. I've not renamed it because it is already in use in numerous places. However, it is cumulative with Culture Garrison.
- Total Revolt Protection becomes a % reduction to the ultimate chance to revolt. Yes, this can still exceed 100% and thus make the chance to revolt impossible.
- Removed all base iCultureGarrison values from units and added modifiers of a range of 0-4 to iRevoltProtection tags on unitcombats.
- Adjusted the AI evaluation on iRevoltProtection to match the new value measurements.
- Adjusted the actual iRevoltProtection values on promotions to measure up a little better to the new system.
- Updated game display texts to be a little more transparent with what's taking place with the chances of revolt and why and on units to show how they interact with them.
In layman's terms, what this means is that with this restructuring units have, basically, a singular Revolt Protection value and that value accumulates for each unit in the city. The overall value of this protection is the % the Revolt likelihood is reduced by. However, a city can only have a chance of revolt to begin with if another civ has greater culture in the city than your civ does and the greater the other civ has that upper hand culturally, the more chance it has to revolt - a chance reduced by the local Revolt Protection value.
And still to do:
- Add some small increasing base value to Law Enforcement and Entertainer units themselves. There's enough on military as it is.
- Add an increasing penalty value to Criminal units (one way to inspire a nation to lose a city to revolt will be to swarm them with criminals that are good at fomenting revolt. They'll also need to get an upper hand with culture to give it a chance of happening to begin with.)
And a bit farther off, once this system shows it's balances and results I can start giving buildings some tags to influence things themselves.
There was also some hint in the dll that there may be some interaction with iRevoltProtection values in Rev. Since that's all handled in python I'm a little blind to what that interaction may be, however, the only hint of it was in how Afforess had adjusted the promotion AI to completely ignore the cultural revolt mechanism and instead play off of a Revolutions only index value. If anyone can help to clear up how Revolt Protection may be interacting with Rev, we might be able to make sure the new numbers are still appropriate there. For all I know, this may still improve Rev naturally even if there is an interaction I'm unaware of there.
Anyhow, I'm bringing this up for further discussion and feedback from gameplay. These changes will be on the SVN shortly.
Note: I admit to some oversimplification of the chance or revolt calculation for ease of discussion. It's based more on a ratio of their culture to yours and can actually exceed 100%. But I'll let y'all see in-game how it actually plays out now that it's more transparent. If there's a chance of revolt, it will show in the city bar info hover and in the city screen it will show on the hoverover info on the culture bar. This chance is only called on if the initial 10% chance of a revolt event is successful.
EDIT: I've also made a discovery that shows that as some have suspected, the minimum city borders option does indeed make the chance or revolt impossible as the city is always considered more owned by the owner than by any other civ that has some cultural presence there. We should call this option 'No Cultural Revolts'. lol. Kinda sad.