Iraq 2005 or Belgium 1916?

Sir 37mm

Chieftain
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First off, I want you to know that I absolutely love Revolution & it is the ONLY way I've played Civ4 for at least a couple of years now* but (and there just has to be a 'but' doesn't there) whilst Vanilla Civilization has made taking over nations & keeping a civilization together far too easy I think you might have gone a little too far the other way.





At the moment I have several issues with the mod...


(i) It seems to me that virtually all conquests lead to major, full blown insurgencies

(ii) It also seems to me that virtually every insurgency is some kind of uber-Vietnam from hell which can last centuries

(iii) Overwhelming military superiority appears to have no effect on the chance of rebellions happening nor the effects of such rebellions (i.e. Every unit in a city is always heavily damaged no matter what).

(iv) An incredible example of this occurred recently when after conquering two nearby Sumerian cities I was forced to flood the area with HORDES of troops, I eventually entirely surrounded both cities with rings of fortified defending troops. RESULT? Future revolts started to spawn INSIDE cities & automatically drive the defenders out of them!

(v) There appears to be no way to punish or scare revolting/potentially revolting cities... not even if you're a theocratic, nationalistic police state (with nukes & 'daddy issues')

(vi) As soon (i.e. the very INSTANT) you acquire new technology the rebels have that same tech... often before you yourself have even built or upgraded any such units. In other words researching new techs can lead to short term military inferiority!

(vii) The size of cities appears to have no real effect on their chance of rebellion or the results of such rebellions... a size 1 city will readily revolt even when occupied by a 'large garrison' & will, of course, always manage to heavily damage all defending troops if they do so.


I believe that, in its present state, if you were to recreate WW1 with your mod it would go a little bit like this...

Germany invades Belgium & Northern France but gets racked by endless rebellions, finally in 1918 the Belgian & French Freedom fighters successfully drive out the Hun.

And WW2?

Germany successfully conquers Poland but cannot hold onto any of the Polish cities... France & Britain finally get around to invading a war weary German Nation in 1944.




Perhaps there needs to be a breakdown of the various kinds of 'rebellion' that the mod purports to support. This is just a quick selection of ideas/notes but it appears that revolutions, coups, civil wars, insurgencies & 'le resistance' are all mixed up when they're in fact very different things.


Civil wars are usually about some religious/distance issue (Confederate states vs United States)

Coups are usually about cash/power. Poor nations or Monarchies/Police states are particularly suspect to these... (the entire Medieval period )

Revolutions are usually about some civic change (French revolution: Monarchy to Police state & back again)

Insurgencies are usually caused by a 'former' culture (Iberians & Rome?)

'le resistance' are usually of little real military consequence perhaps a free spy for enemy nations, public discord in a nation with free speech or some such (Ghandi & the British)



Of course you could get a mix of all of these things ('English' Civil War for instance) but each rebellion would results in different effects so perhaps....


Insurgencies: 'rebellions' by militarily overwhelmed nations lead to the creation of numerous spies & saboteurs (counter insurgency would then be a war between spies peppered with random acts of annoying sabotage... much more realistic?) or/and the creation of fortified bases in inhospitable terrain.




In short my biggest gripe with the mod is that it seems that every nation in a game of CivRev IS made of Fremen and not that it could be made of Fremen.



I realise many of the things that I perceive as problems may in fact be game engine issues so I certainly don't expect a magic fix but I was wondering if these opinions rang a bell with anyone?








* Top 3 cool things I've done in your mod

(i) Been forced to recreate the static Western front of 1917 (Machine guns & all)... although it was technically the Eastern front on that particular map & occurred in the 1980's but even so it was impressive!
(ii) Fought, with the Vikings, for 1600 years (Classical through to Renaissance) what must have been the most brutal war EVER versus two other civs... a half dozen cities changed hands almost continuously throughout this entire period. You cannot begin to imagine how horrible the scores were on the “past events have ruined our relations” chart.
(iii) Fought & won four concurrent uber-Vietnam's on four different fronts... shortly after these victories (and they were the nearest run thing you ever saw especially the Cortez inspired war on the Eastern continent) I won a domination victory through a worldwide web of Vassal States
 
Nice achievements.

The revolution system is a bit cruel at the moment, probably needs a little toning down - without an early religion or luxury, I almost always end up having to repress some form of a rebellion before 1AD.

Still, overall it's a great mod (even better when mixed with Dales Combat Mod).
 
But I reckon that's probably quite alright... try & name an ancient or Classical civilization that didn't have to suppress a rebellion?!

However failed rebellions were usually quashed in a rather brutal manner. At the moment I don't think 'large garrisons' really affect the chance or the nature of a rebellion that much whilst there appears to be no way to punish a rebelling city.
 
Fair point - rather we need more ways to deal with rebellions. (execution of suspected ringleaders? religious crackdown (similar to spanish inquisition)?)
 
All good points. I think revolts tend to be too strong as it stands now. I've been trying to mess with the config to make rebellions much less likely but it doesn't seem to be working. In my view, full-fledged, new-civ-creating revolts/rebellions should be rare. I really love the stability/independent cities component to Rhyes and Fall. You can hold a decent empire together without fear of rebellion as long as your stability is solid or stable. The independent cities also form a happy medium between barbarian and new civs - they're not automatically at war with everyone like a barbarian city, and they don't form a coherent empire like an AI spawn would.
 
In the past they put all the fighting-age menfolk to the sword in order to quell resistance. People can't resist if they're no longer alive.

That's really the only reason insurgencies work now; because the world goes nuts on you if you put everyone to the sword, so nobody (in the first world) really does it anymore.

Perhaps Revolutions could incorporate a feature (upon city capture) where you could put half the population of the city [as long as its culture is more theirs than yours] to the sword, stabilizing it at the cost of happiness and worse relations with the civ and all of its friend civs?
 
Yeah, I hear your criticism ... I have a plan all sketched out for Revolution 2.0 which will (I believe) really expand the options for players and make it so that the effects of the mod can be felt without always having to create violent rebels. They'll be a much better separation of rebels trying to break away versus take over control of the empire, etc like you're commenting on. It's a big task though and I just haven't had enough time recently to work on it ... things are settling down for me though so it may be ready in early September. There are also a couple logical points for incremental releases.
 
Yeah, I hear your criticism ... I have a plan all sketched out for Revolution 2.0 which will (I believe) really expand the options for players and make it so that the effects of the mod can be felt without always having to create violent rebels. They'll be a much better separation of rebels trying to break away versus take over control of the empire, etc like you're commenting on. It's a big task though and I just haven't had enough time recently to work on it ... things are settling down for me though so it may be ready in early September. There are also a couple logical points for incremental releases.

:cool:

It would be VERY interesting to have a real difference between rebels, insurgence members, and just noisy anarchists. I hope they can be programmed with goals. Rebels may try to fight a Civil War and either conquer the country or at least gain significant parts of it, Insurgences trying to blow stuff up/cause big trouble, and anarchists going off and trying to form their own society or causing trouble in a city or something.
 
Yeah, I hear your criticism ... I have a plan all sketched out for Revolution 2.0 which will (I believe) really expand the options for players and make it so that the effects of the mod can be felt without always having to create violent rebels. They'll be a much better separation of rebels trying to break away versus take over control of the empire, etc like you're commenting on. It's a big task though and I just haven't had enough time recently to work on it ... things are settling down for me though so it may be ready in early September. There are also a couple logical points for incremental releases.

Why must you make me compete with Spore, jdog?:p
 
Great news jdog... can't wait for Revolution 2.0!

Is there a summary of changes we can expect for 2.0? Or perhaps a suggestion thread?
 
Well, I think the random events system has provided a great opportunity to add in those "nuisance" situations with random acts of terrorism/sabotage without having to really delve into the guts of the Revolution mod to make it happen. The only thing that might be really needed for that is a prerequisite rev index for a city before the event trigger can be fired.
 
Well, I think the random events system has provided a great opportunity to add in those "nuisance" situations with random acts of terrorism/sabotage without having to really delve into the guts of the Revolution mod to make it happen. The only thing that might be really needed for that is a prerequisite rev index for a city before the event trigger can be fired.

It is exactly for this reason I requested a Python API. With "random" events you can use the PythonCanDo as a prereq and check the rev index with

CvCity

int getRevolutionIndex();
 
I kinda have an idea.

How about making Barbarian-born Civs have all the tech of the least advanced Civ on the continent or even world, same for Rebels and such? That way, there's no need to worry about your army encountering Rebels who also have access to the SAME tech and weapons you do.

Also, Coup d'etats would normally always result in a Police State, Nationhood, and Serfdom.
 
How about making Barbarian-born Civs have all the tech of the least advanced Civ on the continent or even world, same for Rebels and such? That way, there's no need to worry about your army encountering Rebels who also have access to the SAME tech and weapons you do.

Unless you're the least advanced civ on the continent ;)
 
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