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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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Is there a way to provoke the rebellion like when you provoke yourself after many cubatas before going sleep?
 
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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.
This doesn't need to be bilateral, basically if you were to negociate in a civil war, you would negociate the end of the conflict (so only one variable) agaisnt compromises (law changes, limits to control in certain locations...)
 
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Could religious rebels also simply ask for better tolerance laws ?

when it goes as far as a military uprising a mere "slightly more tolerant" is not going to cut it for most people.
 
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How will pretenders work if there is no loyalty system for characters ?

Low legitimacy when the ruler dies, or when the new ruler may be weak, or when the new ruler is foreign or..
 
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Thinking about it, I find it a bit weird that pop satisfaction is just a binary condition that enables a pop to join a rebellion, instead of also having an effect on the rebellion's progress. Surely madder people are pushed to the brink faster than those that are less upset with their lot in life? It would also mean that in the example used in the TT, getting the Sardinians the wine and legumes they deserve would slow down the rate at which the rebellion is brewing (as an act of benevolence), or building that castle would manage to keep them in line longer (as an act of repression).
 
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when it goes as far as a military uprising a mere "slightly more tolerant" is not going to cut it for most people.
Well this is what happened for example during the religious wars in France, it can be argued that a very long term objective of the rebels was to make France protestant but they initially rose up to resist agaisnt repression and ask for tolerance laws
 
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How do rebellions and normal wars interact? For example if a revolt or civil war breaks out in the middle of a regular war, doesn't that mess up wargoal/warscore/peace negotiation? And conversely, can I declare war on a country that is in the middle of a revolt or civil war? Can I declare war on rebels of another country and get their provinces far easier than if I had declared on the original (and maybe far bigger) country?
 
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Can you give some in-game examples of the dynamic names, flags, colours etc. of rebel countries formed by revolts and civil wars? We have seen Balliol for the Scottish civil war from that TM, do you have other examples? Like for example what country would the Sardinian Patriots form when they rebel or when their rebellion is successful?

And how do foreign powers interact with pretenders and other civil war factions? Just like with any normal country?
 
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Low legitimacy when the ruler dies, or when the new ruler may be weak, or when the new ruler is foreign or..
Does that mean people rising up in your family is unavoidable even if, for example, you've given them apanages ? If loyalty was a thing, then you'd have actually good reasons to give away lands to your family members, that way you would partially protect yourself from succession crises, even when you're in a legitimacy crises
 
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Please tell me that the automatic control mentioned in TT23;
Automatic Control

First of all, if you take a fort, all locations in its zone of control will start changing control to you. This is also valid for forts owned by an enemy if we have taken it. Secondly, if you take the capital you will start getting control over all locations in that province. Of course, this is blocked by hostile armies and forts.
Will apply to the civil wars.

Civil Wars in Imperator were absolute agony as when you sieged a provincial capital, instead of the province being ceded, the provincial capital would simply change locations. This NEEDS clarification and we NEED with big ol capital bolded letters to have the automated occupation system apply in these civil war situations.
 
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