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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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Will there be an upgrade to the suppress rebels action from EU4? It would be nice to assign a general and an army to some areas and have the stacks disperse, acting as garrisons in each location, and decreasing unrest there—as opposed to parking stacks of armies around the map to run around whacking moles.

Also, I really think civil wars should be able to end in a truce dividing up the country, even if it's rare; there are numerous examples from history, I think. If a large empire collapses, in this time period, I would expect that to be the result of civil wars rather than cultural rebellions.
 
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Can rebel sentiment spread to neighboring provinces? Like if I take a province in Germany, can that cause existing German provinces I own to become more rebellious? Or is that more of a nationalism thing which is (mainly) outside the scope of the time period?
 
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I feel like civil wars are going to be a pain if we need to fully retake all provinces. Maybe a system where if either side controls ~90% of the total development, the other capitulates? I truly don't want to have to siege down islands in the middle of nowhere just to be done with the civil war.

Edit: Or even better, a civil war will end if one side controls 90% of the total development, unless the remaining 10% is larger than, let's say, 500 dev, then it lasts until it drops below 500. There should also be a grace period, if your control of the total dev drops 9.9% or your dev drops to 499, you shouldn't capitulate instantly, but if one side has met the requirements for 6/12/24 months, the other side gets full annexed.
 
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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
Does this mean that with default settings, it is not longer possible to convert to minority cultures unless that group is 40% of your country? Assuming the default setting is ‘dynamic’. And is there still a system in place to allow for deliberate spreading of minority cultures/faiths?
 
Dear God, @Johan ! Why didn't you tell us that the peasants were revolting!

58d330cc-4db3-4100-b2b6-104b7f1bb9bb_text.gif
 
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Man, I sure do live half of the first page of comments being useless responses that add nothing to the conversation.
Johan has already started dealing with it.
 
Regarding nationalist revolts of cultures that have an existing country, shouldn’t they be able to remain a separate state if successful (ex: Kosovo isn’t a part of Albania politically speaking).
 
Few question:
1. Can we choose sides when a civil war starts?
2. In reality when rebels wanted a different ruler they often invited a foreign ruler - often already with a claim. Is there a possibility for such?
3. If we beat an independence revolt and reannex the territory will integration restart from zero?
4. Regarding the independence revolts it does make some sense - however what if the populace was already ruled by someone whom the y didnt like much but already learned to tolerate. Excanging one foreigner to another should really be always a cause for massive unrest and an independence revolt? I know its tradition to do this in EU games at this point but it doesnt always make sense.
 
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.

View attachment 1199240
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.

View attachment 1199241
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.

View attachment 1199242
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.

View attachment 1199243
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.

View attachment 1199244
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.
Will the new revolted tag be defenseless (no allies) while at war for its independence?
 
They'll be nicely given the exile flag and have to walk home first.

You send your troops to a land where people are rebellious to low key batter some peasants and reduce their will to declare independance, but when those peasants decide to ignore the example your troops gave and proclaim a new state, your soldiers need to come back to your core lands to be sure their order is to crush them?
This doesn't sound right...
 
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Regarding nationalist revolts of cultures that have an existing country, shouldn’t they be able to remain a separate state if successful (ex: Kosovo isn’t a part of Albania politically speaking).
Kosovo would most likely be a part of Albania if the circumstances were different, we are talking about the globalized interwoven politics of the 20th and 21st centuries after all, not 14th-19th like Project Cesar.
 
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You send your troops to a land where people are rebellious to low key batter some peasants and reduce their will to declare independance, but when those peasants decide to ignore the example your troops gave and proclaim a new state, your soldiers need to come back to your core lands to be sure their order is to crush them?
This doesn't sound right...
Issue is mostly a matter of abusability; being able to camp your army in a revolting state just as it revolts would trivialize dealing with them.
 
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Would the events of early Denmark (eg. 1340?) reflect the historical events of the Jutland rebellion started by Niels Ebbesen fire as one of these kinds of events? Revolt/Civil War? Is there any information on this at all.
 
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They'll be nicely given the exile flag and have to walk home first.
Wouldn't it be better to let them be normally? Like they can begin to fight immediately? And if they are stuck behind a fort or smth it's just another element that the player must take into account in his strategy, besides it seems like a logical tactic for the rebels to use, it's hard to imagine them just letting their oppressor's army safely retreat to safety.
 
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Ok, this is pretty cool. But I would actually prefer if you could choose to join the rebels or other civil war faction when the war started instead of afterwards, and if you loose the war then you loose the game. That makes it actually challenging to tag switch, and a lot more rewarding. It does also limit the cheesabillity of the game.
 
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