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  • #16
    Sounds good Laurent. I'll have time to check it out over the Christmas break.

    I wonder if we could use a global riot-severity setting for playtesting. That way one could reduce riots arbitrarily in a given scenario if riots were getting in the way of being able to achieve designer goals. It would also help to find the right overall balance between fun and riots if it were settable by individual playtesters.
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    • #17
      I wonder if we could use a global riot-severity setting for playtesting.
      There is already a minimum riot probabiliyt variable, that can be set and tweaked. It is I believe different in various scenarios, for example I don't want riots in dawn. However the effect is the following:
      Min 10 or 20% before a riot happens. If you have 10 probabilities with a base chance of 25% of riots, you'll have 10 times 15% or 10 times 5% of riots, which means respectively at least 3 riot per 2 turns and 1 every other turn. So it does change a lot, but when the riot probabilities grow high and when there are many ethnic groups you wlawys get many riots.
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      (a civ-like game whose goal is low micromanagement and good AI)
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      • #18
        I added an event when rebels conquer a capital (provincial or civilization): They disappear after doing some major riots and change the policies and make the m unchangeable for 3 turns (the murder the ruler event, if successful, does the same). It needs tweaking, particularly for province capitals, but makes rebels more of a nuisance while having them disappear after they've got what they want. In particular, they can hardly be used as a buffer against incoming persians for instance.
        Clash of Civilization team member
        (a civ-like game whose goal is low micromanagement and good AI)
        web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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        • #19
          Originally posted by LDiCesare
          I added an event when rebels conquer a capital (provincial or civilization): They disappear after doing some major riots and change the policies and make the m unchangeable for 3 turns (the murder the ruler event, if successful, does the same). It needs tweaking, particularly for province capitals, but makes rebels more of a nuisance while having them disappear after they've got what they want. In particular, they can hardly be used as a buffer against incoming persians for instance.
          Is 3 turns really enough? I mean, if it comes from bad to worse, wouldn't it be better to let the rebels take the capital, reset policies for 3 turns then go back to normal? Ideally squashing rebels is better, but if you can't, 3 turns is a small price to pay to get rid of them.
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          • #20
            The three turns will need testing, but they can be annoying, particularly when you have several rebels in different provinces which want different things. Some rebels may set slavery to 100% for three turns, and this can lead to riots so other rebels want slavery of 0%. If you let rebels out of control, with this system you're very likely to be unable to stop them until you kill all of them, and then some still spawn. Of course, if you take care, you can avoid such a situation, but if it does happen, you will really dislike the rebels.
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            (a civ-like game whose goal is low micromanagement and good AI)
            web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

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