Hm. In looking over the math involved wid fguring the odds of a rebel appearence- they are going to be WAY too common. In fact in two games testings rebvels popped up in the first 5 turns in one of the 7 civs on the map. Beginning with about a 1.5% chance to pop up in EACH city is way too high.
No problems, just lwoered ALL the factors to about 25% of their initial weight except for happiness/healthiness as those are controllable to some degree by the player in a way that makes sense to me.
I also dropped the foriegners one from 1000 (or whatever) to 100- this one would make constant pop-ups given how cities on borders get 50/50 populations frequently enough. Even with the 6 turn delay.
I think the factors for rebels need a threshold, below which you don't get them no matter what. Then they should factor up from there, in such a way that when you get them you get LOTS of them if you've let some situation stand for along time to get significantly bad. IOW: if you had a 20% chance this turn of rebels you get 5 rebels all at once. If you had only a 1% chance then only 1 rebel shows up. Something scaled like that.
Oh, the threshold would be something like deducting -300 from the final calculated score so that you need to push above that through a combination of factors (or jsut a few really bad ones) before there's a chance of rebels. I added this with a simple: if <300 then chance =0 at the end before calculating the score.
This is with keeping the 6 turn (or whatever) enforced hiatus intact too.
I don't know- the more I look at this mod the tougher I see the real underlying concern is... glad someone else is handling it and I can just kibitz.
No problems, just lwoered ALL the factors to about 25% of their initial weight except for happiness/healthiness as those are controllable to some degree by the player in a way that makes sense to me.
I also dropped the foriegners one from 1000 (or whatever) to 100- this one would make constant pop-ups given how cities on borders get 50/50 populations frequently enough. Even with the 6 turn delay.
I think the factors for rebels need a threshold, below which you don't get them no matter what. Then they should factor up from there, in such a way that when you get them you get LOTS of them if you've let some situation stand for along time to get significantly bad. IOW: if you had a 20% chance this turn of rebels you get 5 rebels all at once. If you had only a 1% chance then only 1 rebel shows up. Something scaled like that.
Oh, the threshold would be something like deducting -300 from the final calculated score so that you need to push above that through a combination of factors (or jsut a few really bad ones) before there's a chance of rebels. I added this with a simple: if <300 then chance =0 at the end before calculating the score.
This is with keeping the 6 turn (or whatever) enforced hiatus intact too.
I don't know- the more I look at this mod the tougher I see the real underlying concern is... glad someone else is handling it and I can just kibitz.
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