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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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Another question: will extra territorial countries and buildings owned abroad face revolts? Like local people revolting against a foreign presence
 
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I assume, of course, that I can (via modding) create a civil war via effect?

I also assume that I can create a pretender civil war and pick the specific character that I want to be pretender, again via effect?
 
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


View attachment 1199717
How do these game rules relate to achievement compatibility?
 
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Is the -50 "conquered" modifier a set value or can it be influenced? For example if a pop has low satisfaction and gets conquered, wouldn't they gain satisfaction as they are now under a -hopefully- less oppressive government?

It has local and country factors, but not individual pop ones.
 
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1. So there would no longer be EU4-style rebel untis just occupying land from off-map?
2. You said civil wars would almost always be fought to the bitter end - will it be possible for one side to capitualate sooner (for example when their defeat is imminent) - it is quite annoying in Imperator to take every single rebel location, especially when your country gets really big. For example - historically - the Polish nobles revolted a lot and sometimes their demands were accepted after just a couple of wins.
3. I assume ideological revolts - for example anti-monarchy - would fall into estate revolts?
4. Can many groups join in in a single revolt - for example the Cossack uprisings were both a peasant revolt and Ukrainian national revolt (here represented by more than one culture)

1 - no
2 - yeah, we can add a surrender button, that the AI is likely to hit when at <10% power.
3 - yes
4 - yes
 
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What happens if there are multiple country with the same culture of the rebels and none of them ever owned land in that revolting tag?

It picks the one with the most pops from that culture.
 
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If a religious group wants independence, will it generate non-historical, dynamic tags? For example, 'The Union of the Miaphysite Brothers' ?? with custom names, random map color, flag, etc.

no, it will name it self from the province or area or culture or so.
 
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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


View attachment 1199717
Does the first rule mean that German pop cannot become French?
 
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It seems there will be some ongoing civil wars / rebellions at game start. Will there be some other prescripted civil wars or event chains that lead to one further down the line or will the civil wars of the rest of the game come about "organically"?
 
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Can other nations join in the civil war? For example, France help Scotland (rebel) to fight against the English overlord.
 
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It this relevant to Scotland's starting situation since they are in a pretender civil war with Balliol?

I was just using Scotland in their Civil War against Balliol to test it.
 
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Does the game have 'recent uprising' flags for locations like EU4 does? What's the expected frequency of rebellions before a province is integrated?

maybe once? Usually none if you play decently, and nothing else happens.
 
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