Using Revolutions in C2C.

JosEPh_II

TBS WarLord
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Over the past year there have been complaints from players that like to use Rev that it does not occur as often as it used to do.

This thread is for feedback on some Revolution thresholds that can be changed.

The "bug" that was causing the initial city in the game to go into continuous revolt cycle has been fixed. So this thread is Not about that.

Currently Revolutions uses these settings for threshold level to start a revolution;

Code:
<list id="InstigateRevolutionThreshold" key="InstigateRevolutionThreshold" type="int" default="1000"
				values="100,200,300,400,500,750,1000,1250,1500,1750,2000,2250,2500,2750,3000"
				get="getInstigateRevolutionThreshold" set="setInstigateRevolutionThreshold"/>
			<list id="AlwaysViolentThreshold" key="AlwaysViolentThreshold" type="int" default="1750"
				values="100,200,300,400,500,750,1000,1250,1500,1750,2000,2250,2500,2750,3000"
				get="getAlwaysViolentThreshold" set="setAlwaysViolentThreshold"/>

As you can see the default for a revolt to occur is currently set at a threshold of 1000. But you can also see that there is a wide range of values that can be set as the Default value (level reached to trigger revolt).

You will also see that there is a 2nd threshold for the Revolt to "always" be violent. it's default is 1750. It too has a wide range of values that can be the Default value.

My proposal is to lower both of these Defaults to the next lower value, ie 1000 --> 750, and 1750 -->1500.

This should increase the number of revolts that Can occur and make those revolts be more of the overthrow type.

So Rev players chime in. Would you like to see this change added to the mod? Are Revolts to easy now? Just right? Or are they to frequent and too hard?

JosEPh
 
I actually think they are working better than ever (in other words I have to actually pay attention for the first time) but there is a snowball effect when crime reaches a certain point. Then it is impossible to take back control through measures because it is constantly in revolt.

What I mean is that the cycle goes- revolution demand- reject- army appears- defeat them- city still in revolution so not much you can do- reject demands- defeat army....

Eventually to break this cycle I had to accept the demand for independence and then just crush them, by the end the city was down to pop 1 and I could start rebuilding.
 
[...] but there is a snowball effect when crime reaches a certain point. Then it is impossible to take back control through measures because it is constantly in revolt.

What I mean is that the cycle goes- revolution demand- reject- army appears- defeat them- city still in revolution so not much you can do- reject demands- defeat army....

Eventually to break this cycle I had to accept the demand for independence and then just crush them, by the end the city was down to pop 1 and I could start rebuilding.

Can you use revolt controlling promotions / entertainers / police units? If so, I think it's a pretty good implementation :goodjob: If this doesn't work, I rather see a problem on the counter side than on the revolt side itself.
 
Can you use revolt controlling promotions / entertainers / police units? If so, I think it's a pretty good implementation :goodjob: If this doesn't work, I rather see a problem on the counter side than on the revolt side itself.

Technically those address only the cultural revolt side of things from original vanilla, not the revolt from the rev mod. Crime in general affects that stuff so police units do help to counter that but not as directly.

Eventually I would like to blend those effects into the rev mechanism somehow but it will take a lot of studying the confusing underbelly of rev to figure out how to properly plug that in without destroying all semblance of balance in rev.
 
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