Antmanbrooks
Prince
Weird.
It isn't historical, it doesn't add anything to the gameplay, it's tedious, demanding, boring and not challenging.
If something had to be done, add unhappiness to the cities or abstract it some other way.
Even if it were THE BEST civic I wouldn't use it - I get enough playing whack-a-mole with rebels in Paradox games... I don't need another game where rebels pop up every turn or every other turn.
Thanks for the info, mate.
It doesn't take the in depth knowledge of a History Masters degree to uncover quite a few examples of peasant revolts.... this is a list of just the most famous one's. There's no doubt a lot more if you study it in enough depth - http://en.wikipedia.org/wiki/List_of_peasant_revolts
So, yeah, it's very much unhistorical. Furthermore, it's bad gameplay. This is a grand strategy game - the key word is ABSTRACT. Add unhappiness or something and have only a few rebellions, but much larger in size representing those big, empire-threating rebellions a la Spartacus. Don't give me one or two rebel units every turn...
This is a good idea though and much better than just complaining about it.
No, and you can certainly try to, but this work requires the qualifications of a good programmer.
Damn, that's not me then! I assume it's still the long term goal to implement RevMod as stated in the FAQ's?
The system itself will stay, but we will indeed rework the chances and localizations to have fewer and larger rebellions. Although for slaves, the figures you give are more or less right: http://en.wikipedia.org/wiki/Slave_rebellion. This article cites 250 rebellions in 3 centuries for North America only. So one per year is quite a nice approximation, and one turn takes many years early on. Serf rebellions, OTOH, were much less numerous and more severe ("peasant wars") - and we are going to reflect that.
This sounds perfect, I personally like the small revolts but making them less frequent and bigger for peasant revolts sounds like a step in the right direction.