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  #1  
Old September 2nd, 2006, 11:45 PM

Frostmourne27 Frostmourne27 is offline
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Default Re: Religious Uprising Feature

With regards to creating an attack force:
If that's too good it could also be done so that provinces in enemy dominion got unrest per turn. Maybe even scripted so that, say if unrest = 300 -(10xdominion) + 1 per point of pd + 1 per unit stationed there, the province flips automatically. Without the province flipping trigger, it basically puts an income penalty on people that expand a lot beyond their dominion, and doesn't even add much micromanagement, because of the new auto-tax system. With the province flipping part, unrest causing spells, and spies become (more) powerfull weapons for people with really strong dominion. The above unrest formula is actually pretty lenient, you could make it alot worse (you need 200 unrest, even with dominion -10, for the province to flip) Good vs Mictlan though.
There's probably something glaringly wrong with that forumula, but I can't see it. The actual numbers would need tweaking of course, but I think it might work in concept.
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Old September 3rd, 2006, 12:00 AM
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Default Re: Religious Uprising Feature

That's a neat idea, too. I especially like the fact that both ideas are very similar in outcome. In both cases, spreading dominion and increasing unrest together make a powerful combination. :-) This is a new game mechanic... spies are good for not only decreasing resources, but possibly even stealing a territory.

I can only think of one flaw that needs to be compensated for in your idea: military presence. How would the game handle flipping a province if an enemy army is located there? The army would simply retake the province on the same turn. Even just leaving one weak commader there would be good enough to keep the province from flipping.

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Old September 3rd, 2006, 12:16 AM

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Default Re: Religious Uprising Feature

Ideas sound kind of interesting, but some of them would have huge impact on the game. Like having to go over provinces every turn to ensure "adequate PD/dominion ratio". The only solution I can see here is to make sure defending against province flipping is impractical. To make it realistic, maybe there should be uprising army proportional to the population while the chances of rebellion are proportional to turmoil and dominion strength. If the rebels army has 1000+ regular units (perhaps one of those that can be recruited?) in it, nothing short of having major army or SC in the province would help, so it wouldn't cause any noticeable extra management.
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Old September 3rd, 2006, 01:02 AM

Frostmourne27 Frostmourne27 is offline
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Default Re: Religious Uprising Feature

Quote:
If the rebels army has 1000+ regular units (perhaps one of those that can be recruited?) in it, nothing short of having major army or SC in the province would help, so it wouldn't cause any noticeable extra management.
But then the person who gets the new territory has a huge army, and would either a) go on a rampage and take tons of provinces, which would be kinda cool, but overpowering, or b) have a bunch of crappy troop (like militia event but x20) and have to suicide them, which is a pain. (unless dom3 has a disband command)
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Old September 3rd, 2006, 03:29 AM

Arker Arker is offline
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Default Re: Religious Uprising Feature

They could automatically disband after the battle.
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Old September 3rd, 2006, 03:58 AM
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Default Re: Religious Uprising Feature

A) Provinces under enemy dominion get unrest already, albeit a rather small amount.
B) Those provinces might already go indy via special event. Chances might be higher if the unrest is furthered by spies and if misfortune is spreading there.

.. at least that's what happened to me in Dom2!! Haven't seen anything that this was changed in Dom3 ...
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Old September 3rd, 2006, 08:07 AM

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Default Re: Religious Uprising Feature

The rebels force can be based on the population and the factor use by BigJMoney. In is first example, the rebellion is so massive that 38% of the population go in open insurrection. The unit are probably very basic unit like militia. If the Insurection is crushed, the population fall by this rate. A side effect can also be the diminish of the dominion.
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Old September 4th, 2006, 01:08 AM

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Default Re: Religious Uprising Feature

Quote:
Frostmourne27 said:
Quote:
If the rebels army has 1000+ regular units (perhaps one of those that can be recruited?) in it, nothing short of having major army or SC in the province would help, so it wouldn't cause any noticeable extra management.
But then the person who gets the new territory has a huge army, and would either a) go on a rampage and take tons of provinces, which would be kinda cool, but overpowering, or b) have a bunch of crappy troop (like militia event but x20) and have to suicide them, which is a pain. (unless dom3 has a disband command)
My assumption is that rebels will just resume their normal occupation (like farming, etc) after rebellion succeeds. So the province will become empty of military.
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Old September 4th, 2006, 01:47 AM

Frostmourne27 Frostmourne27 is offline
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Default Re: Religious Uprising Feature

That would be ok I guess, though maybe a small % could stay behind, giving a few units to defend the province with. Alternativly, they could joing the PD.
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Old September 4th, 2006, 12:53 PM
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Default Re: Religious Uprising Feature

Alexti was right, the point isn't to create "free armies", the point is simply to flip the province to new control.

@alexti
True, it would really make people think twice about steamrolling into someone's territory who has a stronger dominion. Don't forget, however, that taking territory means bringing down temples and putting up your own.

Anyway, I'm starting to think this idea has gone beyond modability. How about tying it to the Fortune scale, rather than the order scale, in the form of a new random event? It doesn't work as well in the roleplay sense, but in the game balance sense, it might be more feasible. Simply create a negative random event that only occurs in provinces with enemy dominion. I don't know anything about modding, but I'll assume for now it's not possible to make this army the same allegiance as the enemy dominion, or scale the size of the army to the dominion strength. Anyway, it's a start. Maybe someone can step in here and explain a little bit about modding random events.

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