I'd join, but I can't find how to. Perhaps I'm an idiot, but every way that I can reach that group page has no link by which I can actually join the group.
Since I couldn't join, I started jotting down some notes I had. Since I can't post them in the group, I'm just gonna toss some down here. First, about modeling freedom fighters in the game:
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I think that the game needs to have an addition of partisans (freedom fighters, insurrectionists, whatever) that fight against usurpers. Instances like the IRA show very clearly that, even long after a country has been conquered, it can continue to have partisans spawn.
In reality, partisans come about for extremely complex reasons, but this is a game and thus demands reliable, simple rules for insurgencies. To make this practical, I'd say that each city should have an insurgency rating, a value which can be used by a completely separate formula to determine how partisans spawn.
So, these are my initial ideas for how insurgency is caused, along with some very rough ideas of how they would affect the insurgency rating:
1) Culture: A nation with a more vibrant culture has an easier time reducing insurrections. A nation with a more vibrant culture is more likely to cause insurrections once it is conquered. The insurgency rating from this is equal to the conqueror's culture minus the conqueree's culture.
2) Social Differences: When a nation with a drastically different form of governance invades and sets up its own regime, the result is that more people are angry. My initial idea is something along the lines of +1 insurgency rating for each social policy that the invaders have that the victims did not have, +2 insurgency rating for each social policy that the victims had that the invaders do not have, and all these values are tripled if they involve one civ going down a tree that the other civ's social policies are diametrically opposed to (liberty/autocracy).
3) Puppet Regimes: If the locals are given some power, as in a puppet regime, they are a little less violent in their revolt. So, if a puppet regime is set up, the total insurgency rating is reduced by half. On the other hand, as the puppet regime stays in power the people are constantly reminded that they're not even really a part of the nation that rules over them. As such, the rate of decay of insurgency scores are reduced by half.
4) Reputation of the Invaders: If the invaders make a habit of conquering nations, they are more reviled. So, each nation, as it expands, generates a bad reputation. Say, +1 bad reputation for each size of each city conquered, an additional +1 per size if that city is annexed, an additional +5 if a city-state is conquered, and an additional +10 if an entire nation is conquered. Then, each turn the bad reputation decays by 1 point, so a warmonger will have more problems with partisans than a relatively peaceful nation that only rarely invades someone. The "bad reputation" score is just flat-out added to the insurgency rating of each city.
5) Other Cities with Insurgency: A lone city is less likely to have a rebellion than a network of cities that all want to fight back. Each additional city adds +2 insurgency rating, or +5 if they are connected by a road (mayhaps always +5 after radio?). If those other rebellious cities are of the same original nation, this effect is doubled.
6) The Motherland: This is a more complex issue. If the city's original empire is still at war with the conquerors, the insurgency feeds on that for strength, so that gives +5 insurgency rating. On the other hand, if they're now at peace, malcontents and emmigrate, so that gives -10 insurgency. In some ways worst of all is if the motherland no longer exists at all. The people aren't more likely to rise up at any given time, but they are more likely to stay angry, so that reduces the rate of insurgency-rating decay by half.
7) Time Since Conquest: The longer it's been, the less likely a rebellion is to occur.
8) Foreign Trade: Nations that traditionally had good trade relations are less likely to have issues after conquest, but there's no foreign trade system, so this can't be considered yet.
9) Past Uprisings: For an insurgency to reach the scale that produces an active army is difficult. Once an army forms, there aren't likely to be enough people to form another very soon. When there's an uprising, there's a sudden -15 to the insurgency rating that decays by 3 per turn.
10) Initial Uprisings: Immediately following conquest, the odds of insurgents in the hills are much, much higher. To start with, there's a +30 insurgency rating, decreasing by 6 per turn over the first five turns after conquest.
Or, in short form:
Code:
[B]Factor Effect on Insurgency Rating[/B]
Invading culture Subtract from total
Native culture Add to total
Per social policy the invader has that the natives didn't +1 (+3 if from opposed trees)
Per social policy the natives had that the invaders don't +2 (+6 if from opposed trees)
Puppet regime Divide by 2, Reduce insurgency decay*
Bad reputation of conqueror (calculated elsewhere) Add to total
Other conquered cities with insurgency +2 (+5 with roads/radio)
Other conquered cities from same nation with insurgency +4 (+10 with roads/radio)
Motherland still at war +5
Motherland now at peace -5
Motherland no longer exists Reduce insurgency decay*
Turns Since Conquest (insurgency decay)* -1 insurgency rating
Insurgency within five turns -15/-12/-9/-6/-3
Within five turns of conquest +30/+24/+18/+12/+6
* Effects that reduce the effect of insurgency decay double the number of turns required per point of decay. With neither, it's per turn, with either a puppet regime or an eradicated nation, it's per 2 turns, with both it's per 4 turns.
---- Checking If an Insurrection Happens ----
Each turn, a check is made for every city that still has an insurrection chance. The insurrection rating is multiplied by a roll between 1 and 10 and divided by 5000. If the resulting portion of the city's population is greater than 1, enough malcontents came together to form an insurrectionist army.
So, if the roll was a 7 for a city of size 10 with an insurrection chance of 105, the result would be 14.7% of the city, or 1.5 population. That's greater than 1, so an army of some sort does spawn.
When an insurrectionist army spawns, it's a somewhat rag-tag group. Whatever the resulting total of the insurrectionists is, it is that portion of total health of the insurrectionists. So, with the previous 1.5 pop, that's 15 hit points of a unit. No unit spawns above 8 hit points, and if more than one unit spawns, they're complimentary, while if only one spawns, they're an infantry force. So, that 1.5 would spawn an infantry unit at 8 hp and a ranged unit at 7 hp.
---- How Insurrections are Conveyed in the Game ----
When an uprising happens, an army of insurgents will begin working towards the reclamation of their home city. The army will spawn at a random location around the city and immediately flee to rough terrain to form a camp from which to raid the city. The insurgents go to an optimal base location and form an insurgeny base that functions a lot like a barbarian camp.
The insurgent base will then begin spawning insurgents, which are like barbarian units that only try to fight one specific enemy. They won't attack the city unless they have a decent chance of winning, but they will pillage the countryside and try to improve their power. They will, as possible, take strategic resources.
For the sake of game balance, insurgents won't be worth much if killed swiftly. Otherwise, it might be economical to just let them spawn, and that would be a bad system. So, on turn 1, insurgents are worth 0% of regular experience. That increases by 33% each turn, so on turn 4 they're worth normal XP.