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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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How does this work with scripted revolts through events? Does the event spam a new rebelling tag? How scriptable is it? Can you script through the event how big the spamming armies will be? It would be awesome for modding content if you could script the type of country and starting army and navy and societal values etc, to make certain historical rebelions more threatening
 
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Accepted cultures don't have separatism malus, I believe.
Hope so too, but I am more interested what penalty will Armenians have.
If they just have the same -50 penalty as the Turks. Or will their malus be compensated by some 'Greek view of Armenian +40' buff?
 
Will the armies of different types of rebels have different fighting capabilities? For example a Nobles estate or a Pretender rebel army will be more powerful than a slave rebel army or comparable size.
 
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If a nation starts an Abolitionist War to end Slavery in a nation, can the Slaves rebel and help out the attackers in Abolishing Slavery?

And same way, can Religious rebels rise up and help the Attacker which is of their religion against their current rulers who they don’t like?
 
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For cultural rebels what happens when multiple nations have the primary culture of the rebelling culture, which country will be called in and be annex too. Also if religious rebels are of your primary culture it makes sense they would want to convert you but if all your heretics are in another culture it should either just be a cultural rebel or cause a break off states similar to a cultural rebellion expect probably with a higher clerical power and the possibility of multiple cultures rebels under the same faith.
 
Will there be an option to accept rebel demands before they actually rise up?

Such as willingly giving up rebellious territory or accepting whatever changes an estate wants to do?
 
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Nationalism is not a thing until the last century of the game's timeframe.
so you never ever heard in your life about the chinese nationalism that lead to secret societies such as the white lotus and red turban or the later "Fǎn Qīng fù Míng" 反清复明 ?
or the more famous in the west as the french medieval nationalism under Phillip august and who's deeds for france played a crucial role later in the 100 years war? you think those peoples fought for france without having a nationalist sentiment ?

not only you make assumtions based on stereotypes such as " nationalism is a 19th century ideology thing" but you disagree without giving proofs as a counter .
there was already proofs of nationalism of ethnosymbolism and primordialism nature in middle ages . Pirmodialism is for example how china did it
Ethnosymbolism is for example how the iberians did it.
nationalism of 19th century was just a social Spring following the decolonisation of old empires or desire of some to make their overlords collapse to form a new nation .
 
How many pops and how powerful they are they have compared to the total country.

it does. the power of support increases the more pops are in it.
So, combining these two answers, am I right to assume that in the TT's example the power of support has a slowing effect on the rebellion, because the rebelious Sardinians are a fracture compared to all of Aragon's loyal pops, but if they were a more significant number, the modifier would go into the positive and accelerate the rebellion happening? I can see the merits of this system, but I'm still not convinced that pop satisfaction shouldn't also play a more significant accelerating role, since in the TT's example once every pop becomes rebellious (which is, at least in this case, instantly guaranteed by the -50% 'Conquered' malus), the power of support reaches its maximum potential value and effect, and any later change in satisfaction (unless they bring the pops back to loyal, which is a 35%+ swing in this example) has no bearing on how soon the rebellion fires.

If I can try to increase control to slow down the rebellion, then shouldn't also making pops happier (even if marginally) have a slowing effect on the rebellion? It still wouldn't completely stop it (since I couldn't manage the whole of the required 35%+ swing in happiness), and it wouldn't even remove pops from the rebellion, making it weaker, it'd just push it a bit further down the line. I think if you also include this (and correspondingly tweak the power of support calculations, so it wouldn't actually ever prevent rebellions), the whole system would feel more realistic and immersive.
 
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.
i guess revolutionaries go to the last category, also what about cossack revolts? are they nationalist?
 
Please tell me there will be controls on separatists nation ruining, I think it's good that fighting to get it back will hurt the area and kill or drive away pops but if I get control back just to realize the AI deleted half the buildings for the fun of it(not to name any games) then it'll be resulting in many rage quits.

And a much more minor point, how will civil wars interact with zone of control from forts? It would be great if sieging the forts still got you out of carpet sieging every location, if it's not feasible to do it with location flipping then maybe we could make it so that control is only flipped once the province is occupied?
 
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@Johan as an Imperator Rome player I must ask...when fighting in civil war do we need to occupy EVERY SINGLE location one by one or does it work like normal occupation(per provinces) but with them being directly transfered instead of being occupied, I really hope it's the second one in Imperator Rome it was the first one and it was HORRIBLE having to deal with it especially if you had a large nation... PLEASE!
 
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its a bit weird then with overlapping then, as religious rebels can also be working for seperatism.

"cultural rebels" also sounds weird.
Perhaps split religious rebels into 'religious rebels' and 'religious separatist rebels' then? It would help keep it clear which result the religious rebels are seeking as well.
 
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They'll be nicely given the exile flag and have to walk home first.
Why tho? We should be able to station armies in dangerous territories to prepare against the war. The rebels knew the risk they were taking by rising up with government troops in their midst.
 
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View attachment 1199241
For some reason people tend to be a bit upset when conquered.
Does satisfaction have to be in percentage? Like what does negative total satisfaction percentage means? Or over 100? Numbers can add up to those values and trimming them also strange. Does 50% satisfaction means half of people are satisfied or everyone is okay with it.

I propose just dropping one zero before the dot and have a value. It will have understandable 0-10 gradation with -4/10 sounding awfully bad and 13/10 ecstatic. And 5/10 means sorta mid.
 
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