Uprising Empire

Uprising Empire 1.0.0

Hi,

Thx, I really appreciate.

the Civilization can split in 2 in certain case, if revolt win once the city become separatist, so if it revolt again and keep being separatist it can split a civilization in 2, but it's really rare cause I don't want the game to be to hard,

But if you want you can try to modify the mod so it happen more often, here some idea and how you could modify in UprisingEmpireUI.lua :

1 Increase number of cities penalty at line 1069 :

(Players[playerID]:GetCities():GetCount() - 1) * -5;

change the -5 by anything you want just keep it negative "Players[playerID]:GetCities():GetCount()" is the number of city -1 so it doesn't count the capital.

2 Increase separatism from revolt at line 2157

SetSeparatism(playerID, CityId, (UprisingLvlPerTurn + Separatismlvl)*0.6);

change the 0.6 by anything you want.

@Gueux: according to your suggestions i changed 1069 to -3 and 2157 to 2.4 - what do you think about these numbers? Will it make splitting in 2 civs much more (like i intend) or only little more likely? Did i have to make the number in 1069 "more minus" (like -10) or the way i did was OK?
I haven't tried the results yet but i will definitely soon. Btw, who will be the leader of a separatist civ after splitting? Or it will be without leader like a city state?
 
hi,

For line 1069, you have to lower it, -10 will double the effect. so if you have 4 city, you should have -30 every turn. it's the effect for each city exept capital.

It will pick the closest player that was killed like colonial revolt.
So if you play on a earth map kill Roman empire at start and greece split, Roman empire should appear if it didn't already.
 
I started to constantly use your mod with default settings as now usually i play on big world maps with the max. of players without killing any player.
I find the mod awesome, just 2 questions: I haven't seen any revolts in the AIs' land, does the mod causing there revolts with the same mechanics?
2nd is regarding free cities. They ask quite quick for joining another empire. But from a historical point of view, free cities asked in real world history quite rare to join another state but rather focused on keeping their independence. Can i give more loyalty bonuses to free cities and is there any chance you could include this idea into your mod? Would be awesome to have a bunch of long-term independent free cities as a buffer zone between several civs. Still players can invade them if they wish. Would give also a better feeling of historicity
 
Hi,

Thanks I am glad you liked it.

The AI can get revolt too, it should works the same way, if it doesn't it's a bug.

You can give more loyalty to free cities but I won't add it since it's not compatible with vanilla, here is how you can do it :
in UprisingEmpireData.sql
paste at line 107 just before the /* :

update GlobalParameters set Value = "100" where Name="IDENTITY_PER_TURN_FROM_FREE_CITIES"; -- default 10

you can change the value as you wish it's set to 100.
 
Thanks for the fast reply! Well I'll give it a try though. Did I understand correctly, the default "100" means "+10 loyality"?, e.g. changing to "200" will give +20 loyality?
 
After a successful uprising/revolt the city is immediately part of one neighboring civ, if no civs are killed at the start of game. So if one (like me) who does not kill any civs at the start of game (just because I like to play with a max. of civs), this function is lil bit weird. I'd prefer for those cities to become free cities first. Can I change any values to do so?
 
You could either change the max number of player (Ynamp does it, can be done without it too) or add more city state.
To become free city, the city would need 0 loyalty, there is always a function in my mod that does it but it would be complicated to use it, so say me if you prefer add more player first or not, I ll explain you how to make it. Or I could send you the lastest version of the mod that uses it but it would not be 100% compatible with saved games.
 
I play with ynamp and use already 62 slots for civs and city states, so there's no option to put more. To restrict the max. number of slots to 62/64 is really the big "bug" of the vanilla game. I'd be really glad if you could provide me the latest version of the mod with this functionality :)
No problem if it affects saved games.
 
this should set loyalty to 0 if there is no more player killed or none, you need to add back your sql modification if you want them.

I added option at start, you can now change:
The distance from wich colonial revolt can start,
The time for city to recover,

with R&F :
disable loyalty (exept for free cities from new dark era with Dramatic Ages, free cities loyalty evolve normally)
If free cities take there independance (you need to kill players)

I tried to balance the mod to help AI:
After a revolt you lose some warexhaustion (even if you the siege win but less if it's the case).
water unit are now considered elite unit and if the max number of elite unit is reached then only 2/3 chance of spawing either a Quadrieme or a galley.
non elite unit can now be Warrior, Scout or slinger choosed randomly.

I am currently testing it. So it could contain bug but it seems to work.
 

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Great, thank you so much! Only one strange thing i experienced i wanted to let you know. After i understood that an uprising /revolt will put 1 barb unit per worked tile around a city that is on siege, i prevented so in fortifying 1 unit per worked tile - when the uprising started, no enemy unit showed up. Would be cool if you can add a feature to allow barb units being placed in neighboring tiles if a tile is occupied with my own units, otherwise the uprising makes no sense if you know how to prevent it
 
it's a feature, I mean if you have a large army people will be too scared to revolt, the problem is that AI don't know how to do it, so I could remove it I ll see (I personally don't use this feature to be fair with AI).
 
I understand. I just wish I'd have not read on which tile the barbs will appear, i think i would have never found out, lol. No i will always think about "cheating" about it to place my units on worked tiles if there is a chance for revolt.
Still i try to increase the loyalty bonus for free cities as instructed, but it just doesn't increase. I thought it might be due to an infliction with another mod, but none of my other mods changing this value, hm.
 
Well, I did exactly as you told me. Unfortunately it couldn't work as it seems from a bug in Golden Age - Brave new world mod. There was set a different value for "IDENTITY_PER_TURN_FROM" city states, but it didn't apply. Since last update of Golden Age it applies and as there was also a value set for "IDENTITY_PER_TURN_FROM_FREE_CITIES" I just changed it in that file from Golden Age mod because it was just easier and now it works fine. Thanks for your support, the update of your mod works great! No bugs found so far. But I had the feeling that uprisings might happen now less often or it was just coincidence in my game?
 
Wonderful mod, played it today and had a great time although I might increase number and strength of revolts as I found it too easy to deal with. Great mod and glad it works with vanilla
 
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