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  #11  
Old September 3rd, 2006, 03:58 AM
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Arralen Arralen is offline
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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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  #12  
Old September 3rd, 2006, 08:07 AM

Tyrian Tyrian is offline
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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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  #13  
Old September 3rd, 2006, 03:12 PM
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Default Re: Religious Uprising Feature

For some reason, I didn't think of population being a factor...silly me :-)

Anyway, don't forget that having PD is not the only way to combat this. It's the last resort, actually. The more efficient ways to comabt it are:

1) High Dominion
2) Order and happiness

In other words, the only area of the game that is drastically changed are those who play with both low dominion and low population control. They need to have more defensive military presence, "or else".

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  #14  
Old September 3rd, 2006, 06:10 PM

Frostmourne27 Frostmourne27 is offline
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Default Re: Religious Uprising Feature

Maybe it makes order too powerful? the unrest reduction isn't bad as it is (in dom2) and the gold income is insane... maybe we could tie it to a different scale? Drain description says thinking is difficult? Maybe drain makes planning rebelions harder?
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  #15  
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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  #16  
Old September 4th, 2006, 01:09 AM

alexti alexti is offline
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Default Re: Religious Uprising Feature

Quote:
BigJMoney said:
For some reason, I didn't think of population being a factor...silly me :-)

Anyway, don't forget that having PD is not the only way to combat this. It's the last resort, actually. The more efficient ways to comabt it are:

1) High Dominion
2) Order and happiness

In other words, the only area of the game that is drastically changed are those who play with both low dominion and low population control. They need to have more defensive military presence, "or else".
That's a very radical change considering that the most common way to conquer land is by invading it with military force. It's hard to expect order or high dominion as a result of such action
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  #17  
Old September 4th, 2006, 01:47 AM

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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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  #18  
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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