I've noticed a entry in the log which seems to be a computation for something called "revolution level"
Can someone in the know explain what this is about? I assume its there for Russia, but does it effect other nations too?
Thanks Michkov for forcing me into a long explanation but I think it is quite necessary. I will then take this text and put it somewhere in the Documents section of the Mod.
Revolution in WWI scenario (nothing to do with the well-known Mod):
There is a check for Revolution every turn (except if you are in Anarchy).
It concerns every country that has lost a minimum of 1 unit, except USA (as they are really special in this scenario).
Factor between 1.0 and 2.0 making revolution more likely:
a Revolution modifier is:
increasing progressively from 1.0 in February 1917 up to 2.0 in January 1920
decreasing progressively back to 1.0 in January 1923
Germany has an additional modifier of 1.5 (until August 1919, Weimar constitution).
Russia has an additional modifier of 2 (until November 1920, evacuation of remaining White Army to Constantinople).
Other modifiers (Civics):
The basic calculation starts with the number of your units lost (saved with Player's script data).
To that number is added the number of your angry citizens and the number of your cities.
To that number is substracted a number "End of Revolution" (see below).
That number is then multiplied by the Revolution modifier (never below 1).
"End of Revolution": offsets progressively the number of units lost, effective from November 1918 to April 1939.
# iNumUnitsLost 100% offset 245 turns after turn 58 (= turn 303)
When the final number exceeds your total population, the Revolution starts
(when the final number reaches 60% of your population, you should get a display summarising the main numbers).
Revolution means that, per turn, a number of Rebels (Barbarians) will spawn into your territory, from 1 to 100 according to the percentage of the Revolution parameter in excess of your population. However, per turn, a random number is generated between 1 and 100 and will determine if this is the case or not.
As soon as the Revolution factor decreases below the level of your population, "the Revolution aborts and leaders are fleeing abroad!" (but this won't prevent their possible return, nor will it kill the existing Rebels!).
There is a number of "5 units lost" added or substracted at each entrance/exit into Revolution to avoid incessant messages in/out.
Yes, Rodrigo, a Popup at the beginning of the turn should inform you of the countries entering/exiting the Revolution.
Further notes:
Units lost against Rebels count as units lost. Population gets weary in both cases.
If nothing is done preventing the number of Rebels to spawn, they can increase quite in numbers and take away cities from you.
Contrary to the initial version, Rebels cannot spawn into a city directly and kick out your defenders out of it. This proved to be too disruptive for the player.
Rebels are just Barbarians. They can spawn in Germany and decide to attack France!
Did you say crazy?
