Uprising Empire

Uprising Empire 1.0.0

Hi! Any plans on updating this for the last patch? It feels so strange to play without it now XD
The problem is all the loyality interface doesn't show up anymore.
 
Hi, Sorry it took so much time but I decided to remove the mod dependency on rise and fall cause it didn't make sense and like that anybody could play with it, I changed the mod name to "Uprising Empire" and added a button to open the lens and when sepratist revolt win there is no more free city it change owner directly.

the mod need a bit of balance now cause there is no pressure from city and no governor. So if you have any idea on how to replace those, share me.

I tested the mod on over 100 turn got 1 crash but the crash didn't repeat after reload so I don't know the origin but I am prety sure it was my mod.

thx for reporting the issue
 

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Hi, I added :
uprising lvl is now changed by:
garrison depending on the unit power
food surplus * 3 (can be negative)
number of wonders * 5
number of buildings
number of district * 2

UI change :
the button is now hidden when opennig diplomacy panel
the lens is set off when openning any panel

and fixed the crash?

the version should be compatible with previous one.
and I am thinking about adding a positive separatism, I mean it would work change every turn like separatism does but would only be positive, so a city alone would not have any bonus while a city in the middle of your empire could have up to +100
 

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I love the changes!
Some ideas:
- Maybe uprising level could be influenced by dark/golden ages? Before it was bound to them because of population but now I feel they should still have an impact.
- Even the number of total cities could be a factor so a super wide empire would find it more difficult to manage everything.
- Also loyality level could interact with uprising level, like if a city has low loyality it could be more likely to have an uprising.
- Even grievances/diplomatic favor reduction. You know like, when you have lots of grievances/took a capital city you get a reduction to your favor...it could model foreign pressure on the opinion of your citizens. (but maybe it should factor in only in later eras or only if you are democratic?)
- I see colonial uprising is influenced by many factors:
uprising.jpg

but why have amenities/districts/garrison count 2 times against them? Maybe it would make more sense to have just a flat negative factor like the others. Or am I reading it wrong?

I don't know if any of this is doable, just throwing some ideas :p
Thank you very much, your mod spices up things for me and the game world feels so much more alive!
 
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Hi,
the problem is that dark/golden Ages, grievance and loyalty are from dlc and I don't want to bound my mod on it.

the number of cities was in loyalty++ so sure I added it back
I reduced the colonial uprising, removed positive effect and round it.

I added cultural presure so,
it's kind of loyalty but reduced
it can only be negative if a culture alone has more presure than yours
if it reach -50 or lower you can get a separatist revolt
other civilzation presure depend on their diplomatic visibility with you, allies spread more their culture than enemies.

a little issue : the mod may not refresh well cause it crash the game if I try to do it during AI turn for some reason, so just close and reopen if you need to refresh it.

I didn't test it much, I will see that tomorrow

thx for the ideas.
 

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So, I tested one full game and I must say I like very much the decoupling of uprisings and loyality.
But I noticed something strange because there are plenty of revolts, but they never seem to have success.
I'm not sure why but one time I saw this:
rebels.png

As you see there are 3 land units spawned but only 2 are counted in the tooltip.
Also probably the number of turns for success should be tweaked because i saw up to almost 30 turns for the siege to end and this basically means it will fail no matter what.

On the other hand the continuous revolts are a bit tedious to manage, especially if you have lots of cities or if you are going for some war and you keep getting barbarians everywhere because you are triggering revolts in the cities you conquer and also the remaining cities of the enemy.

So basically my suggestion is: maybe less revolts but more impactful?
For example separatist revolts could flip more nearby cities and put the new civ at war with you with some free units (also because new civs seem to always be very weak and don't last long), religious revolts could spread to nearby cities if not quelled and you could end up with your entire country converted, war weariness could force you to make peace, government revolts could force a change in government etc...

I don't know if this is the direction you have in mind for your mod so maybe the solution could be to tweak the numbers, for example by reducing the turns for success and spawning more strong units. Maybe even auto destroy city defenses in the sieged city, in 15 turns you can kill a lot of units just by bombarding from city defenses.

Also keep in mind this is a result of only one game, maybe I just saw the worst case scenario. I will try another game soon :)

(Ignore the -393 from distance, that was just me fiddling around with your code because I wanted to see if I could get a revolt to find out what was wrong :P)
 
last change I have made :
the war duration was positive, so I turned it negative and saw it was too high for the AI cause they never do peace if they are too far, so now war duration malus change for every event (battle, captured unit, city under siege/occupied) it start at 0.6 and every event add -1/30 so first 20 events doesn't count

religion revolt don't spread the religion when the uprise happen but only if it win and farther cities will get less presure than close cities, but when the uprise happen every city with negative uprising lvl per turn and the same religion will uprise too (10 distance)

every city with a negative uprising lvl per turn will uprise too (10 distance) for any separatist revolt (cultural identity, separatism, colonial)

the separatism gain from revolt won is divided by 3

I do not upload it cause didn't really tested it

if my mod fail to get the unit back to territory the unit is not counted,
religious revolt was already spreading religions, I even reduced it cause, in my test game, it was too powerfull that's why now it only spread when it win the revolt

I will see to force to make peace, I mean I can force peace but I can't make it fair for the winner, and if only one side has high war exhaustion that would make no sens for them to do peace.

I don't know if I can change government of a player, if I find how to do this I will add this sure.

I will add an option at the start of the game to change the amount and the power of the revolts, for now the amount depend on the map size and the power of the uprising lvl per turn

I will try to balance siege turn, may be set the max to 15.

thx for the feedback and ideas.
 
So I added everything I said earlier exept the peace, I sought but didn't find anything., I didn't test it much, I will try a game tomorrow

the siege duration can Between 6 and 20 turn, and the calcul is now -numberOfUnit - numberOfEliteUnit + City and districts defense power / 2.5

the government change but only to the last tier, if you have only 1 government unlocked of the last tier and using it it doesn't change the government

I added power and amount of revolt config
 

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Hi, I tried to balance everything a little so now :

revolt units doesn't just go in your territory but they try to get the closest to the city and water unit are now counted as a partisan and you need to kill them

changed the Number of revolt, the config work like this ( -UprisingLvlPerTurn / cityUprisingLvl * chanceOfRevoltConfigModifier ) then a dice of 1000 is rolled if it is lower then the city revolt,
Minimal = 250 (ex : if you have 5000/5000 uprisinglvl and -100 UprisingLvlPerTurn you have 0.5% chance of revolt)
Low = 500 (same ex : 1% chance of revolt)
Medium = 1000 (same ex : 2% chance of revolt)
Standard = 1500 (same ex : 3% chance of revolt)
Higher = 3000 (same ex : 6% chance of revolt)
Extrem = 5000 (same ex : 10% chance of revolt)
Insane = 10000 (same ex : 20% chance of revolt)

changing government change uprising lvl depending on your number of cities * -30 and for policies number of cities * number of policies * -1
when a government revolt win all other government revolt of the player stop and the government is changed if can.

bug : new civilization were behaving like city state cause I didn't kill the settler I spawned out of the map, now they behave normally
new civilization gain a settler and a scout in their first city to help them

siege time is now minimum 5 turn maximum 15 turn and more elite unit unit mean less time, calcul :. 8 + ((city defense + district defense)/ 3 - UnitCount - EliteUnitNumber)/10 (I think it's hard to reach more than 13 turn or less than 7 turn)
 

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Wow nice! Very good changes I will test as soon as I can :) I was in the middle of an "insane" game with all the revolt sliders to the max to test the limits :lol:

The boost for new civs is very welcome because the way I like to play is to start the game with a few civs and let the revolts fill out the map :P
On this note some days ago I saw a mod in the workshop with a really good idea.
The mod is called "Historical Spawn Dates" and it spawns civs in appropriate dates (like america will rise in 1776 for example), but this is done in a forceful way that I don't like and I prefer your "sandbox" approach much more.
The really good idea is: new civs spawn with a set of bonuses that go away once the new civ reaches a goal (I believe it is a set number of cities balanced for every era, so for example if the civ spawns in classical it has to reach 3 cities before losing the bonus and if it spawns in industrial it has to reach 8).
I think it's done trough an hidden building or something that gives extra loyality and yelds to the cities so that the new civ can catch up. Also the civ starts in a golden age.

What do you think? I know you don't want to touch loyality but maybe some extra yelds to help the new civs would make games even more dynamic with new powers rising even in the late game :)
 
Hi, I added a building that is built in new civ capital, it gives 5 science, 10 gold, 5 culture, 6 production to all city center in 10 plot radius arround capital for eraModifier * GameSpeedMultiplier / 4 turn
eramodifier = 1 +0.5 per era
Gamespeed Multiplier online = 50 quick = 67 standard = 100 epic= 150 marathon = 300

minimum is 30 turn

I didn't test it much
 

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Hi, I added a building that is built in new civ capital, it gives 5 science, 10 gold, 5 culture, 6 production to all city center in 10 plot radius arround capital for eraModifier * GameSpeedMultiplier / 4 turn
eramodifier = 1 +0.5 per era
Gamespeed Multiplier online = 50 quick = 67 standard = 100 epic= 150 marathon = 300

minimum is 30 turn

I didn't test it much

Hi Gueux thanks for the mod! Played an autoplay through 500 turns on standard no crashes. It was awesome to see the dynamic empires rise and fall lots of fun. If Firaxis had half a brain they should turn this mod into a Game Mode in the upcoming Frontier Pass. Only ugly thing was that the rebellions around turn 350 on standard settings included Giant Death Robots which was a bit out of character for the period. Realise that you need them in order that their be a chance for the rebels to capture a city. Was thinking can you spawn period units but give them extra combat strength instead?
 
As far as I saw the spawned units are based on the (game?player?) era. I use a techonology pacing mod so the problem is less apparent but I still got tanks in 1800. I don't think the problem is because of this mod but it's the general pacing of civ 6 that is waay off :(


I played another full game and I was very impressed, the balance seems very good!
There is only one problem, because as you said the AI sometimes seems to stay at war forever and the war weariness adds up (considering that war weariness also gives negative amenities which in turn increase revolt chance) so much that basically when an AI declares war on another it is a death sentence for both (not every time, but in most cases).
In the late game this resulted in a super easy victory (even easier than normal) because every big civ had collapsed at some point or another during the game leaving me as the only power.
On the other hand the early game was super brutal because I got an early declaration of war and because of the fact that we had similar sized militaries no one could gain the upper hand. After some time the revolts started to happen (I had -300 war weariness) and it became even harder to force the AI into peace. In the end the other civ collapsed and I got my peace XD
But it does'nt feel fair because of these forever-wars that can completely cripple you even if you don't fight.
I think that war weariness shouldn't increase just by being at war but be more focused on the pillaging/unit losses/city captures. With less war weariness maybe you could increase other factors a bit to compensate but I'm not sure about that.

@glider1 I loved your civ4 revolutions mod, just wanted to say :P
 
@Bonci yeah Jdog5000 was the creator of that amazing mod I just maintained and improved it. He had access to both python and C++ DLL code which Gueux doesn't. With this mod like you say the early mid-game is fantastic it is about immersion and sandbox play and at least you can increase the difficulty of the AI with other mods. Is there an adaptive AI mod out there? That way if the AI is struggling post collapse it can be dynamically helped out.
 
Sadly I never used AI mods because they never seem to work, I always get strange behaviors :(
Recently I found "Real strategy" which seems to have some good ideas so maybe next game I'll try it.
 
Sadly I never used AI mods because they never seem to work, I always get strange behaviors :(
Recently I found "Real strategy" which seems to have some good ideas so maybe next game I'll try it.
Yeah without full access to the DLL AI mods are going to struggle. This mod is totally about having fun and story telling - not winning. Barbarians captured and razed one of my cities and next turn my scout catches a barbarian settler which was cool. I'm using some AI mods together and found that the AI is able to win VC's in the 400-500 turn range even with this mod.
  • Smoother Difficulty which distributes bonuses more evenly,
  • ToughAI which adds combat strength to AI units
  • Real Strategy which adds more focus on VC
  • Adaptive AI which gives the AI fresh units to fight off the rebels
They don't seem to conflict with each other because they are doing different jobs (no errors in logs). I'll let you know how it goes.
 
Hi, sorry I couldn't see your messages earlier,

the unit spawn depends on the player era, it was era -1 but I changed it to same era, may be I should let the -1?
if you want to do it manually you just need to modify line 1798 of UprisingEmpireUI.lua from

local LastEraType = GameInfo.Eras[pPlayer:GetEra()].EraType;

to

local LastEraType = GameInfo.Eras[pPlayer:GetEra()-1] and GameInfo.Eras[pPlayer:GetEra()-1].EraType or GameInfo.Eras[pPlayer:GetEra()].EraType;


I can't give power directly to units but I can give promotion that give power but I can't remove them or I don't know how, I can set fortify turn but if the unit moves the bonus disappear.


if you want to reduce war exhaustion from duration or remove it completly you can modify line 1272 of UprisingEmpireUI.lua :

local WarDurationMultiplier = Round((-uprisingEmpireData[playerID].WarExhaustion.WarDurationPenalty + 20)/30,1);

WarDurationPenalty increases by 1 for each war events.

if you want to disable it for AI you could, on the same line, do:

local WarDurationMultiplier = 0;
if pPlayer1:IsHuman() then
WarDurationMultiplier = Round((-uprisingEmpireData[playerID].WarExhaustion.WarDurationPenalty + 20)/30,1);
end

thx for the feed back.
 
Great mod Gueux. I hand played one game on immortal. I lost to AI when a couple of my cities revolted and AI was 11 techs ahead. My neighbour had 3 times my culture so there was nothing I could do. I needed to invade them much earlier or focus more on my own culture in the border cities before their cultural influence overwhelmed me. I use smoother difficulty mod, toughAI mod, Real Strategy mod and Adaptive AI mod.
 
if you want to reduce war exhaustion from duration or remove it completly you can modify line 1272 of UprisingEmpireUI.lua :

local WarDurationMultiplier = Round((-uprisingEmpireData[playerID].WarExhaustion.WarDurationPenalty + 20)/30,1);

WarDurationPenalty increases by 1 for each war events.

if you want to disable it for AI you could, on the same line, do:

local WarDurationMultiplier = 0;
if pPlayer1:IsHuman() then
WarDurationMultiplier = Round((-uprisingEmpireData[playerID].WarExhaustion.WarDurationPenalty + 20)/30,1);
end
Thanks!
I have two questions, sorry if I keep bothering you :p

1) What happens when a civ conquers a newly spawned civ while it has the "NEW CIV" building? I saw that the building remains after conquest but I fear that it then never goes away. I saw some strange super civs in my last game but I'm not sure this is the reason.
2) Do free cities also revolt? I saw them trigger the revolt but never saw any barbarian units. I wanted to try and make them get a separatist revolt because I found a mod on steam that spawns free cities when a barbarian unit goes over a goody hut (this one, for the record). So my imagination immediately ran to new barbarian civs spawning around the world XD
I was wondering if there is like a line that I can modify to allow free cities to revolt heheh :viking:
 
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