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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 respectfully disagree with this tinto talk not because I think this wouldn't make for a good enough rebel system. I'm just a little disapointed because I think this system could be more nuanced and punitive than it is right now.
 
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I preferred the term "separatist" to "nationalist", nationalism seems a bit out of scope for the period.

its a bit weird then with overlapping then, as religious rebels can also be working for seperatism.

"cultural rebels" also sounds weird.
 
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Is it possible to add when a revolt/civil war is expected to trigger with the current progress? I mean, the expected year or how many years are lasting.
I think it could be a great quality of life chance, since I find it difficult to calculate just with the percentage.
 
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You say:

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.

Shouldn't it be the opposite, increase the threshold?
 
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Can rebels call in their old overlord country even if it has a truce with the new overlord? Would there be an option to trucebreak and hopefully regain lost locations with "only" the trucebreak diplomatic impact?

yeah..
 
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Can we support rebels, revolts and other unsatisfied factions from other countries? Will it be possible to invest in other countries´ rebels groups even if there are not any rebels present like to create them? I think it would be nice to invest in different rebel groups from the beginning or to make the root of it in order to weak the enemies.

Only if they are present. (even if they are not progressing though)
 
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well, the rough situation make them more likely to appear in the first place
But for instance, will separatist rebels opportunistically start a revolt if the country's military is weakened from another war even if this "rough situation" did not directly impact the pops or estates involved in the rebel faction? Will different rebel factions time their revolts together to have a better chance of success (disregarding external factors that could have caused a similar timing like low stability or high taxes). Of course, this would make more sense for separatists than for civil war type revolts as the latter typically want to preserve the unity of the country in the end.
 
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Should Sardinians not stay a problem as long as they are not an accepted culture ? Does unrest need to be tied with integration or have you considered other solutions ?

yeah, but if integrated and high control, its less of a problem.
 
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Is a call to arms by a revolt less likely to succeed than a call to arms by an ally? It would be a realistic that countries with occupied same-culture pops would have a healthy amount of revanchism, but far less so that a country with its own states of affairs would be immediately ready to assist a foreign revolt unless they were already coordinating with it.
 
But for instance, will separatist rebels opportunistically start a revolt if the country's military is weakened from another war even if this "rough situation" did not directly impact the pops or estates involved in the rebel faction? Will different rebel factions time their revolts together to have a better chance of success (disregarding external factors that could have caused a similar timing like low stability or high taxes). Of course, this would make more sense for separatists than for civil war type revolts as the latter typically want to preserve the unity of the country in the end.
Interesting idea. Would be cool if they compare their relative strength to the players standing forces so that they would fire early if you get defeated in a battle and have your army crushed.
 
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Hi Johan.
Can rebels generate dynamic tags like IR? And can the rebels get additional land from the peace treaties if they win?
All revolts/civilwar factions are unique dynamic tags.

btw, Project Caesar is no longer merely using 3-letter tags like SWE or ENG, but can be 3 to 5 letters. Dynamic tags start at "AAA00"..
 
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It'd be great if we had the true satisfaction number in parentheses next to the 0% so we know how much we actually have to increase satisfaction by to reach the loyal threshold, so in the example given it'd be 0.00% (-6.93%). In fact, I think this should be done for most, if not all, values that have a cap/floor.
 
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Will there be options on how to deal with rebels? Say an independence faction might bribe me to let them go?

What happens if the main/closest/only country of the independence culture is a loyal/disloyal vassal of the country they rebel against?

Will a dow by a third party on a rebel country call in allies of the country that is being rebelled against?
 
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