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Tinto Talks #32 - 9th of October 2024

Welcome to another Tinto Talks , the Happy Wednesday, where we talk about our upcoming, unannounced, supercalifragilisticexpialidocious game with the codename Project Caesar.

Today we will talk about what happens when some of the pops in your country are not entirely convinced of its greatness.

Rebel Factions

There are five different categories that a rebel faction can belong to.
  • Nationalist, for all independence movements.
  • Pretender, for when they want another ruler.
  • Slave, for when they want to be free.
  • Religious, if a different religious group they want independence, else they want to convert the country
  • Estate, for when they are really unhappy and want their society to change.

patriots.png

A fair number of pops, and 12 locations, this could be a challenge..

Pops and Rebel Factions
Now let's go back to Tinto Talks #17, where we first mentioned that Pops have satisfaction, and when that is low enough a pop will join a rebel faction. The levels at which a pop joins or leaves a faction have some different factors, but the way to keep a pop from joining a rebel is to make sure they are satisfied with life.

Now, let's take a look at some Sardinian peasants in Cagliari, which has recently been conquered by Aragon, just before the start of the game.

sardinians.png

For some reason people tend to be a bit upset when conquered.

Sadly we can not make the commoners estate more happy in Aragon, as they are already at 100% satisfaction, so the +25% bonus is the maximum we can get. Otherwise to make the estates happy you can always reduce taxes or grant them more privileges.

One obvious solution here is to make them integrated which would reduce the conquered penalty of 50% to 10%, however that will take about 25 years, which may not be quick enough to avoid an uprising. If we build a castle we could add another 10% of satisfaction, and we could also station an army there to keep the peasants in line.

As they lack access to wine and legumes, and currently trade in a muslim market, we could try to deny market access to Al-Jazair, and they would be slightly happier as the wine would be easier to get from an Italian market.

All of this would make the satisfaction positive at least, but we need to get it above 29.74%, which is not feasible right now.

join_reb.png

A stable country has a higher threshold for rebels to join..

Sadly we can not yet use the Pacify Population cabinet action which you can get in the Age of Absolutism which reduces the threshold for joining rebels by 5-10% depending on the competence of your monarch and cabinet.

If we go back to rebel factions again, they have a progress value, where when it reaches 100%, and here the rebels, which will take about 23 years, so the uprising is likely to happen before the integration is done, unless you can weaken their power, or increase control over their territories so they get less money.

rebel_progress.png

Sadly Sardinia is a bit too far away for a road from Barcelona..

So what happens when a rebel faction has progressed to 100% then? Well, one of two things will happen, either there will be a civil war or a revolt. First the rebel faction forms a new country, with a relevant name, and takes ownership of the locations where it has a strong support.

Revolts
If they are a rebel type that wants to be independent, then they will start a revolt, which is almost a war where the defender can re-annex any revolter without further aggressive expansion and can always afford the peace cost.

If the culture of these revolting countries is from a country that exists on the map, they will call in the country they used to be a part of it into the revolt, and if they join, and the war is won, the revolter will become a part of the country that they belonged to in the past.


Civil War
These are started by pretenders, some religious rebels, or estate type rebels. Civil Wars work differently than other wars in that you do not have to negotiate a peace. In Civil War, as soon as you would have taken control of a location from a siege or occupation, the location would immediately flip ownership of that location instead.

This means that Civil Wars are almost always fought to the bitter end, and only one country can survive.


End of a Civil War.
As this system has a few similarities with the Civil War systems of Imperator Rome, we have to alleviate some concerns here. In Project Caesar there is no Game Over if you lose a Civil War, but instead you have the option to continue as the winning side. One thing to consider here is that the winner will have different rulers, maybe a different religion, perhaps a new government type, dramatic changes to societal values, reforms and/or privileges.

After all, if the peasants revolt and win, you will not keep your glorious full serfdom monarchy as it once was.

civil_war_lost.png

You don’t have to continue, you can pick the other option for the game over screen!



Next week we will talk more about Diplomacy, and that will for most of you be something you already are aware of, but it will list quite a few new aspects.
 
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I don't quite agree with the notion a civil war will only end when one side is victorious. The Armagnac-Burgundian civil war, which is happening shortly after the game start date, most certainly didn't. More recently North/South Korea and China/Taiwan come to mind.
 
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"If the culture of these revolting countries is from a country that exists on the map, they will call in the country they used to be a part of it into the revolt, and if they join, and the war is won, the revolter will become a part of the country that they belonged to in the past."

Does this mean that if as Spain i conquer a french province and they revolt, they will call in France to the war?

That would be super cool. And a great anti blobbing mechanism. Revolts just got a lot scarier.
 
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A few questions:
1. Can rebels form alliances with other nations before or after their revolt and ask them to join in for help? Like Scottish Rebels asking Help from France in their fight against Great Britain?

2. Can different Nationalist Rebels ally together to form a larger united force against their ruler?
Like Scottish and Irish Rebels joining forces and rebelling together in a hypothetical scenario?

3. Regarding Nationalist Rebels asking their previous owners into the war.
Can the previous owner ask their allies into the war too or is it simply the rebels and their previous owner?

4. Can Civil wars be ended with negotiation to avoid outside threats during it?
Like for example a rival declaring war on us during a Civil war so we give the rebels what they want so that we can focus on the rival war instead of continuing the civil war.
 
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What happens to armies and fleets stationed in rebel provinces once the rebellion starts?

And can other provinces join a rebellion after it started? Say Palermo was pacified by an army, but after it left to fight rebels satisfaction plummeted.
 
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I think it might make sense to rename the first category of rebels to "Ethnic rebels", as "Nationalist" seems a bit anachronistic, especially for the earlier part of the game.
 
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Cool. So I may be splitting hairs now, but wouldn't it be more worthy to divide modifiers to pops (second image shown) between modifiers that affect satisfaction and modifiers that may increase the threshold at which the pop will join a rebel movement? So Johan mentioned that castles add 10% satisfaction -- would it be more understandable and even immersive if they increase instead the rebel threshold from 18% to 28%?
 
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Glad that the rebels are more fleshed out, and that we will likely not face a gazillion troops popping out of nowhere. The system seems manageable, maybe even enjoyable. You should be able to either avoid rebels or properly prepare in advance for them, and they are not just a big stack, but a whole separate entity. Can't wait for the byzantium experience.
 
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How this was published a moment ago and there's already a gazillion comments.

Yeah. Please stop the WOW spam from now on.. its not fun anymore.
 
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- Are there any options for different rebels (or revolts) to band together?
- Can other countries join those wars (other than the cultural nation of the rebels)? Could either side call in allies or try and get allies?
- How is the strength of the rebels calculated? Do only the rebel POPs in the breakaway countries take up arms? Do all of them take up arms or just a fraction of them? If a side conquers locations in a civil war, do they get additional troops from the land?
- Are there any differences to how breakaway states operate compared to "normal countries" or as they just the same?
 
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Will it still be possible to convert to a religion of another group in some way?

I don't necessarily want to know how it works in PC in detail, I just want to know if it'll be possible at all.

In EU4, for example, the one reliabie way if changing religion groups was via religious rebels forcing a conversion, but if the same type of rebels forms an independent country in PC rather than converting the original country, that's not an option.
 
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Can you find rebels and then if they win, they will have friendlier politics or even be your vassals?

I assume you meant fund? yeah, you can.
 
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Wouldn't it be better to have negociated peace in civil wars. Why does it need to be either an absolute defeat or an absolute victory but no compromise ? If we take the example of the religious wars in France, all of them ended on compromises that gave guarantees to both sides.
A civil war should be a moment where your nation is weakened because it has to make compromises, not just because it has been at war.
Considering that bilateral peace treaties between different countries have already been ruled out, I'm afraid the same will happen wrt civil wars, and for similar considerations.
 
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Will rebels be more likely to rise up when your country is in a rough situation ?

well, the rough situation make them more likely to appear in the first place
 
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