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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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you can switch country in the lobby iirc

I have guessed that since it's a feature in the last few pdx titles :)p) but I mean through an event like when you lose the civil war. I think it feels more organic than using the lobby.
 
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Hmm... So I guess no more Norse Sweden or Nahuatl Japan, since they are in different groups, and will want independence from now on?
I know it wasn't realistic at all, but it was fun while it lasted.

There are other ways to become Norse Sweden or Nahuatl Japan than exploiting rebels.

We have multiple game rules for changing primary culture or religion.
- dynamic , must be 40% of pops or present and of same group.
- to any inside group
- present, only to religions/culture present in your country
- any , no limits at all


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While i like this, I have two concerns about this:

- Will there be an ultimatum sent by the rebels to acept their demands before they rise up? I hope so.

- In Imperator Civil Wars were Endless because of ownership flipping and they spanned for ages, mostly resulting in White Peace, which made Rome and Roman Revolt, for example, to exist as countries. Will you have a better mechanics to make these Civil Wars less of an annoying Carpet Sieging of thousands of Locations?
 
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In case of a rebellion all the integration progress is lost?

No. the integration progress for you will go negative until you have conquered it back again.
 
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1) Can we support revolts if we share culture/religion with them even if we haven't lost land to the current location owner, by support I mean bouth join the war and make the revolt happen faster by giving them arms cash etc.
2) Can we have the local nobility estate do something to stop the revolt if they are loyal, it makes sense they whouldn't want their peasents to rebel if the nobals are loyal to us? Also we should be able to give conquered land to loyal nobals of our culture at expense of local peasens happines.
3) Can wee offer support to a revolt even if we haven't lost that land and don't share the culture? It makes sense to go to war when the enemy has a revolt why not work with the revolt.
4) Will there be a diplo option to help a country with a revolt?
 
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2 Questions:

1. When a civil war breaks out, can we switch to the revolutionary side?
2. Are there systems for coups or non-war revolutions? The system as described seems to capture the English / Spanish/ South American civil wars and revolutions really well, but does not entirely fit the French revolution.

1 - through the normal switch country mechanic.
2- late game revolutions will work differently
 
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What happens if the rebels' former country does not join the war, but the rebels manage to win anyway. Do they join the former country or form a new one?

Is that the only instance where it's possible to support rebels, or can any rebels be supported by anyone? Are there other forms of rebel support than joining the war, eg sending money, weapons, or troops?

They form a new country then.

You can spend money to support rebels in any nation you have a spynetwork in. (and if you got the Age of Renaissance advance for it)
 
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I'm not a fan of the civil war mechanic in I:R to the point of only switching to dictatorship by asking the senate as Rome, just to avoid the annoying civil war where one tiny 1000 enemy army which somehow sneaked behind your lines is completely ruining everything. And now imagine fighting against 20 such tiny armies roaming everywhere controlled by AI which always has the advantage over the human player as it can change orders of all armies simultaneously at every tick.

Locations switching immediately during civil wars makes sense, because in civil war the other side isn't some foreign invader, but I still dislike it.
 
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Is there no way for a Civil War to end in 2 distinct political entities if it lasts for a very long period of time?

no, that would be very very awkward.
 
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Sorry if this is poorly worded, but what priority is there for when nationialists rebels rise up? Let's say Stettin annexes all of Wolgast and forms Pommerania, but then Sweden takes an old Wolgast province and rebels rise up. Will the rebels want to rejoin Pommerania or will they want an independent Wolgast? If Stettin doesn't form Pommerania, does that affect the desire of the rebels?
 
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If the Sardenians rebel in Aragon does that mean that they can call in Arborea and be annexed by it if they win even if Arborea never owned any of those locations before?

If Arborea is Sardinian culture yes.
 
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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.

a negotiated "we end civil war for these demands?"

Sure, could always add a "surrender" button :)
 
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