The Riots Model
I. Introduction
This model uses information from the social, government and economic models to create discontent measures in society. Discontent is then used to generate several different events from simple protests to revolutions and other major social events.
It's highly suggested to be familiar with the govt and social models before reading this.
II. Model Overview
The model is really simple. Discontent is measured in several ways taking into account different factors and unhappiness' driving force. Discontent moves people to action with a specific intention depending on the source of discontent. Actions take the form of "events" happening in the civ with a probability given mostly by the discontent level. Events give the player info about what's wrong in the civ, but can actually lead to dramatic changes, most of them in the govt (affecting the govt model), but even beyond, like creating new civs when actions pursue independence.
III. Clash Society and Discontent
As defined in the social and govt models, Clash society is divided in various parts. First, on an Ethnic Group level. Each EG represents a tribe (a nationality) living within the civ. In the roman empire, FE, you can find romans, greeks, celts, hebrews, etc. Second, on a Majorities/Minorities level. Minorities are all those ethnic groups discriminated because of their nationality or the religion they follow. Obviously, all not discriminated EGs are within Majorities. Majorities, in essence, are those people who see the civ as theirs and usually only one EG (with its religion or secularly) is within majorities. In the roman empire example, only romans are within Majorities. Third and finally, on a class level. Majorities population is said to be divided in classes: the aristocracy (Upper Class-UC), the Church (Religious Class-RC), the common people (Lower Class-LC), the high officers of the military (Military Class-MC) and the most important govt employees (Bureaucratic Elite-BE).
III.1. Pro-Action Feelings
If you pick a man in the civ, his discontent will depend on the position he has in society and the province he lives in. The latter appears because conditions aren't homogeneous through the civ. In order to create good modeling for all kinds of events (revolutions, riots, etc), discontent won't be treated simply as a crude unhappiness level. Instead, different sources for discontent will create different "Pro-Action Feelings". A Pro-Action Feeling (PAF) is the feeling that something needs to be done and actions are mandatory to achieve a specific goal. A low PAF means you feel some things are wrong, but not too bad to do anything about it, so you'll stay at home. High PAF means you believe you have to go outside and fight for what you want, somehow. There're several PAFs, each having its own particular intention depending on the part of society considering entering in action and the level at which actions are supposed to be needed.
Each Pro-Action Feeling is described now in the particular goal it's trying to accomplish, the type of actions ad hoc to what is wanted, the part of society willing to subscribe to it and the level (province or civ) at which it is needed:
III.1.1. At the Ethnic Group level
Nationalistic Rebellion Feeling (NRF): The tribe's feeling that they should have a civ and govt of their own instead of living under other civ's wings. Of course, NRF is null for the ethnic group with matching nationality with the civ's nationality. Actions this feeling encourages are verbal protests, street protests, riots and formation of guerrilla units among the ethnic group's population to achieve independence.
NRF is handled at the province level, having one NRF for each present Ethnic Group.
III.1.2. At the Classes level
Better Administration Feeling (BAF): The feeling that the govt needs to do better. That is, improve the quality of life of majorities, provide more and better solutions for common problems and use better govt policies. Actions to achieve this include verbal protests, street protests, riots and legally replacing the ruler. BAF is the closest concept in this model to the simple idea of unhappiness. As an example, BAF would be the only relevant Pro-Action Feeling in a nowadays 1st world country.
BAF is computed at a province level for the Lower Class and at the civ level for all classes.
Replace Ruler Feeling (RRF): The idea that the ruler needs to be replaced because he intends to make changes in the govt that are seen as a danger. Actions to achieve this include verbal protests to the ruler, street protests, riots, legally replacing the ruler, military coups and attempting to kill the ruler.
RRF is computed at the civ level for each class.
Revolutionary Feeling (RF): The feeling that a radical change is needed in the very govt structure and the only way to achieve it is overthrowing it. RF rises when enough people supports an ideology too different to what the govt regime is like. Actions to achieve this are formation of revolutionary forces among population, military coups and attempts to kill the ruler, depending on political classes.
RF is computed at the civ level on a class and ideology basis and at the province level for the Lower Class.
III.1.3. At the Majorities level
Independence Feeling (IF): The feeling that the province needs to go independent from the civ and become a new civ. Actions this feeling encourages are protests, riots, asking the central govt to give independence and, when high enough, a declaration of independence.
IF is computed at the province level.
III.1.4. At the Minorities level
Anti Discrimination Feeling (ADF): The feeling that they don't want to be discriminated anymore or at least receive a better treatment from the govt and majorities (like abolishing slavery). Actions include verbally asking no discrimination and better treatment and riots.
ADF will be handled at the province level, having one ADF for each minority ethnic group present.
There're two feelings above leading to independence (IF and NRF) and before continuing a short explanation on the difference between them should help: IF is specific to a province and can only be supported by majorities, while NRF is specific to a people (tribe), regardless of majorities/minorities status or province. The american declaration of independence would be a result of IF: english colonists (majorities in the english empire) wanting a particular province of the empire (american land) to become independent. Therefore, success in independence attempt only matters for America, not in Africa, not in India, and matters only for english in America, not for native americans, who keep being a minority. NRF is a matter of nationality. A tribe with its own identity living under other civ's rule in one or more provinces. India's independence would be a result of NRF. In this case a minority wanting their tribe free. Yugoslavia's civil war would also have been triggered by NRF. In this case one of the majority ethnic groups, serbs, in a multiethnic civ wanting to have its own civ, Serbia. An invaded country, like France during WW2, has french people with a high NRF, but there's no IF in France because french aren't majorities, germans are.
What I'm trying to say is there're sufficiently important differences in different struggles for freedom in history that the meanings of the concepts IF and NRF (and even Revolutionary Feeling, which covers struggles like french revolution) should be clear so we can have the right outcomes.
IV. How the Model Works
The model computes Pro-Action Feelings at the corresponding level (civ or province). Some of them must be computed each game turn and other need an update less frequently. Equations for each PAF are given in Appendix 1, but in the following section you can see what variables are included in those formulas (mostly coming from the social, govt and economic models) and the effect they have. Once PAFs are computed, they're used to calculate probabilities for Events. Events and their consequences are listed in section IV.2. Equations for computing Event probabilities are presented in Appendix 2. Every time an event occurs, the govt variable "Empire's Stability" is reduced proportionally to the importance of the event.
That's all what the model does.
IV.1. Variables and their effects in Pro-Action Feelings
The objective of this section is explaining how each PAF is going to be calculated and the events it can trigger. In general, each PAF has its own input variables, but some PAFs can be increased by other PAFs. Equations are in Appendix 1.
Nationalistic Rebellion Feeling (NRF)
We pick an ethnic group in the civ. If it has the same nationality the civ has, its NRF is zero, as per definition. If not, NRF is computed assuming the following: The tribe (ethnic group) is more willing to rebel the more nationalistic it is, so cultural attribute "Nationalism" from the social model is used here. NRF is also increased if people, in a given province, feel the province (land) belongs to them, so cultural attribute "Land Connection" is used. LC is specially helpful simulating the fact that a migrating tribe into your civ won't start up a fight on arrival, FE. Using these two we get the "basic" NRF. This basic measure can be...
1. Increased if the ethnic group is a minority. The worse the treatment minority receives from the govt and majorities, the higher NRF is. This means NRF increases the higher ADF is for the specific ethnic group.
2. Decreased if the tribe sees itself as a minority in terms of demography in the province. It's just unrealistic for a very small group of people to consider a rebellion. (demographic info)
3. Increased by high poverty. (PCI_minorities from the econ model)
4. Increased or decreased by the civ's govt stability. People can take advantage of an apparently unstable govt or, on the other side, they can consider valuable a stable empire (pax romana effect) and prefer not to rebel. Govt model's "Empire's Stability" variable will be used here.
Finally, Administration Effectiveness Level (AEL) in the province (from the govt model) is the last factor. AEL represents the govt capacity to actually run and control the province. AEL is a double-edged sword. If low, civ's control is really nominal over the province, so the tribe might find it easy to rebel. But the higher AEL is, the more evident it is for the tribe that they're under somebody else's rule. AEL will also make more effective any type of discrimination, so if the tribe is a minority, the higher this factor will count in NRF.
A comment: Using demographic info relative to total province population (point 2 above) gives the game another nice ingredient "for free". If the player can use tools to move population from one province to another, he'll be actually reducing chances of rebellions. This means forced migrations are introduced in the game with a clear and realistic objective, adding to Clash another world history common practice.
NRF Value is used to calculate probabilities for Events...
Verbally exposing discontent
Street Protests
Riots
Guerrilla forces formation
Better Administration Feeling (BAF)
The following effects are in BAF:
BAF Values at the civ level for each class are used to calculate probabilities for Events...
Verbally exposing discontent
Legally replacing the ruler
BAF value at the province level (Lower Class BAF) is used to calculate probabilities for Events...
Street Protests
Riots
Revolutionary Feeling (RF)
A RF is computed for each present ideology and for each class, representing discontent of people supporting the given ideology caused by a Govt Profile too different to this ideology (info taken from the govt model). This calculation is made at the civ level, valid for all provinces. At the province level, RF can be reinforced for the Lower Class by a bad economic situation (Lower Class PCI in the province from the economic model).
RF Values at the civ level for each class are used to calculate probabilities for Events...
Military Coup
Murdering the ruler
RF value at the province level (Lower Class RF) is used to calculate probabilities for Events...
Riots
Revolutionary forces formation
Army Betrayal
Replace Ruler Feeling (RRF)
Each political class compares its political desires with the Ruler's Govt Profile. RRF increases the more different they are. The calculation is made at the civ level for each class. (info taken from the govt model)
RRF values at the civ level for each class are used to calculate probabilities for Events...
Verbally exposing discontent
Street Protests (in random province)
Riots (in random province)
Legally replacing the ruler
Military Coup
Murdering the ruler
Independence Feeling (IF)
IF is computed at each province. The core of IF is discontent produced by a "wrong" equilibrium between province's local govt and central govt. This means people want their local govt to have more power over province decisions than the central govt, and this desire increases with the province's level of isolation. For provinces near the capital province govt vs central govt is irrelevant for people, but the more isolated the province is, the more relevant this is because people feel central govt is less sensitive and effective to solve local problems. Two govt model's variables are used to produce this effect: Province Isolation, which is a measure of isolation considering distance and communications and transportation techs available; and Centralization, which is a province level variable saying how much power the central govt has over local decisions. This is the most complex decision the ruler would have to make for far away provinces, because Centralization will be a double-edged sword. The ruler might see as a good decision to give power away to local govts in order to keep IF low, but if Centralization is too low, it'll make evident the province is mostly autonomous, so people will realize there's no point in keep being part of the empire. IF can be increased by BAF and RRF, because IF is a feeling majorities can have and BAF and RRF are majorities discontent in other aspects.
IF value will be used to calculate probabilities for Events...
Verbally exposing discontent (asking for independence)
Street Protests
Riots
Declaring independence
Anti Discrimination Feeling (ADF)
ADF is computed at each province for every minority ethnic group present. It is a base value representing discontent for being a minority plus an increasing discontent caused by the kind of treatment given by the govt and minorities. To compute the latter, we use variables Ethnically Discriminated, Religiously Discriminated and Slavered for the given ethnic group taken from the social model and we use variables Ethnic Discrimination, Religious Discrimination and Slavery from the govt, taken from the govt model.
ADF values are used to calculate probabilities for Events...
Verbally exposing discontent
Street Protests
Riots
IV.2. Events
All probabilities for events are decreased if the ruler uses internal intelligence services as defined in the govt model. This services supposedly work trying to destroy people's capabilities of threatening the establishment.
All probabilities for events can be increased by international monetary aid, so you'll be able to give funds to help uprisings in other countries. Monetary aids should be handled by the Diplomatic Model.
Verbally Exposing Discontent
Just a message to the ruler where the text depends on the Pro-Action Feeling calling the event. An example from NRF would be "Mighty King, could you please give liberty to our people, the Scottish?". The govt model's "Civil Rights" variable will affect all probabilities for VED, so this people's expressions will be uncommon in tyrannies.
Street Protests
A peaceful demonstration by the Lower Class or Minorities in the streets demanding something given by the PAF calling the event. It is really the same as a verbal protest, since the player will only see a message about the protest in a given province with no other implication. The thing is, Street Protests have a proportionally lower probability of happening than Verbally Exposing Discontent, so the player will have a notion that the corresponding PAF has reached a higher level.
The govt model's "Civil Rights" variable will affect all probabilities for Street Protests, so this people's expressions will be uncommon in tyrannies.
Riots
A street protest becoming violent. In this case not only a message would appear, but a random amount of infrastructure is destroyed in the rioted province. "Civil Rights" WILL NOT affect probabilities for Riots, so in tyrannies you'd mainly see calm or sudden explosions of violence.
Legally replacing the ruler
When a class has 35% or more nominal political power (govt model), it'll be said the class has a legal right to replace the ruler. The equation to compute this event's probability considers that, so a class not having this much political power would never attempt this action. When the ruler is replaced, the Ruler's Govt Profile in the govt model is made equal to the class mentality. The player will keep playing from that new political position as the new ruler.
Revolutionary forces formation
This is the solution the Lower Class sees if too annoyed and if it's unable to legally replace the ruler. In the province calling the event, a number of Revolutionary units (military task forces) are produced depending on the majorities population in it. These units will fight for control over the civ, aiming to conquer the capital so they can change the regime. The presence of these units will reinforce the Revolutionary Feeling, so if not held, the situation can go worse and worse. See Appendix 3 for more on Revolutionary units behavior.
Army Betrayal
When a given ideology is supported greatly by the Lower Class and the ideology has a high Revolutionary Feeling, it's possible for some troops (that, per definition belong to the Lower Class) to betray the ruler and become revolutionaries. In that case, some task forces in the province calling the event change status to revolutionaries and revolutionary AI takes control of the unit.
Murdering the ruler
This is the solution the Upper Class, Religious Class or Bureaucratic Elite Class might come up with if too annoyed and if unable to legally replace the ruler. When the event is called, it's assumed as an attempt of murder with 50% chance. If failed, a message is displayed like "Attempt of murdering the ruler, busted! Conspirators captured!". This is only to give more flavor and to allow the player to realize how bad things are. If the murder attempt is successful, the ruler is replaced. The murdering class has about 70% chance of putting in charge someone of its line. If so, the Ruler's Govt Profile is converted to the class mentality and the player resumes the game from that new political position. If not, the player is allowed to choose freely a new Ruler's Govt Profile and resume.
Military Coup
If too annoyed and unable to legally replace the ruler, the Military Class might produce a military coup. When this happens, the military may or not choose to remain in power, which is decided looking at the MC mentality share not influenced by the overthrown ruler. In that mentality, the greater MC political power appears, the greater the chance for remaining in power. If MC decides to stay in power, the Ruler's Govt Profile is converted to the MC mentality and the player resumes from that new political position as the new leader of the military junta. If not, the player is allowed to freely choose a new Ruler's Govt Profile and resume from there as if the MC just gave power to other classes.
Guerrilla forces formation
In the province calling the event, a number of Guerrilla units (military task forces) are produced depending on the ethnic population in it calling the event. These units will fight for control over the province, aiming to liberate their people from the civ's control. The presence of these units will reinforce the Nationalistic Rebellion Feeling, so if not held, the situation can go worse and worse. See Appendix 3 for more on Guerrilla units behavior.
Declaring Independence
When the event is called, a new civ with a new nationality is created with the province as the capital province. Contiguous provinces belonging to the same "motherland" are checked in order to know their Independence Feeling. If high enough, they're considered as revolting too and annexed to the new civ. Majorities population in all these provinces change their nationality to the new one. An army is created from population to defend from a possible strike back from the motherland. Tech info is copied from the motherland. An AI character is created for ruler based on majorities culture and a Ruler's Govt Profile is created for him based on his characteristics. The Govt Profile is created taking motherland's political structure as a start and finding the political equilibrium.
Appendix 1: Equations for Pro-Action Feelings
NOT READY YET
Appendix 2: Equations for Events Probabilities
NOT READY YET
Appendix 3: Revolutionary and Guerrilla Behaviors
Revolutionary Forces
All units created of this type will pass to AI controlling. Each unit needs a revolutionary status (to make the distinction with guerrilla) and should store the ideology that created it. The latter is made in case of more than one ideology is producing revolutionaries.
Revolutionary forces want to take the capital. AI should be able to see that as the final goal, allowing forces to take other provinces or objectives as previous steps as needed. If AI evaluates the final goal is really difficult, it should change it to "create other civ", trying to conquer weakest provinces and create a new civ there.
If the goal is not changed and a revolutionary unit enters the capital, it's assumed as a revolutionary victory and the govt and ruler are replaced. Ideologically Negotiated Policies in the Govt Profile are made equal to the ideology the revolutionary unit has and Directly Negotiated Policies are computed using the normal govt model's Negotiation Procedure. The player resumes the game from that new political position. All revolutionary forces in the civ are deleted.
Any time a player has revolutionary forces in his civ, he can call "a loyal people's army", which in essence transforms the revolution into a civil war, although the change of name has no consequences and just adds flavor. When the ruler chooses to do so, military forces are created among majorities population in all provinces depending on province's demography and the support the govt and the ruler have, which is info the govt model has. As a cost, govt model's "Empire's Stability" is strongly reduced. The player will have to decide if the call will really help.
Guerrilla Forces
All units created of this type will pass to AI controlling. Each unit needs a guerrilla status (to make the distinction with revolutionaries) and the nationality that created it. Guerrilla's goal is to take over the province where they were created. If successful, the ethnic group will try to form its own govt. First, the game engine will check if there's already a civ somewhere with matching nationality. If so, the province will pass to that civ's control. If not, the ethnic group will try to form the govt (civ) there. To simulate the difficulty of this and to give the player some chances to recover control, we'll say the govt formation attempt has a 30% chance per year. If successful, a new civ is formed with the ethnic group nationality having the conquered province as capital province.
I. Introduction
This model uses information from the social, government and economic models to create discontent measures in society. Discontent is then used to generate several different events from simple protests to revolutions and other major social events.
It's highly suggested to be familiar with the govt and social models before reading this.
II. Model Overview
The model is really simple. Discontent is measured in several ways taking into account different factors and unhappiness' driving force. Discontent moves people to action with a specific intention depending on the source of discontent. Actions take the form of "events" happening in the civ with a probability given mostly by the discontent level. Events give the player info about what's wrong in the civ, but can actually lead to dramatic changes, most of them in the govt (affecting the govt model), but even beyond, like creating new civs when actions pursue independence.
III. Clash Society and Discontent
As defined in the social and govt models, Clash society is divided in various parts. First, on an Ethnic Group level. Each EG represents a tribe (a nationality) living within the civ. In the roman empire, FE, you can find romans, greeks, celts, hebrews, etc. Second, on a Majorities/Minorities level. Minorities are all those ethnic groups discriminated because of their nationality or the religion they follow. Obviously, all not discriminated EGs are within Majorities. Majorities, in essence, are those people who see the civ as theirs and usually only one EG (with its religion or secularly) is within majorities. In the roman empire example, only romans are within Majorities. Third and finally, on a class level. Majorities population is said to be divided in classes: the aristocracy (Upper Class-UC), the Church (Religious Class-RC), the common people (Lower Class-LC), the high officers of the military (Military Class-MC) and the most important govt employees (Bureaucratic Elite-BE).
III.1. Pro-Action Feelings
If you pick a man in the civ, his discontent will depend on the position he has in society and the province he lives in. The latter appears because conditions aren't homogeneous through the civ. In order to create good modeling for all kinds of events (revolutions, riots, etc), discontent won't be treated simply as a crude unhappiness level. Instead, different sources for discontent will create different "Pro-Action Feelings". A Pro-Action Feeling (PAF) is the feeling that something needs to be done and actions are mandatory to achieve a specific goal. A low PAF means you feel some things are wrong, but not too bad to do anything about it, so you'll stay at home. High PAF means you believe you have to go outside and fight for what you want, somehow. There're several PAFs, each having its own particular intention depending on the part of society considering entering in action and the level at which actions are supposed to be needed.
Each Pro-Action Feeling is described now in the particular goal it's trying to accomplish, the type of actions ad hoc to what is wanted, the part of society willing to subscribe to it and the level (province or civ) at which it is needed:
III.1.1. At the Ethnic Group level
Nationalistic Rebellion Feeling (NRF): The tribe's feeling that they should have a civ and govt of their own instead of living under other civ's wings. Of course, NRF is null for the ethnic group with matching nationality with the civ's nationality. Actions this feeling encourages are verbal protests, street protests, riots and formation of guerrilla units among the ethnic group's population to achieve independence.
NRF is handled at the province level, having one NRF for each present Ethnic Group.
III.1.2. At the Classes level
Better Administration Feeling (BAF): The feeling that the govt needs to do better. That is, improve the quality of life of majorities, provide more and better solutions for common problems and use better govt policies. Actions to achieve this include verbal protests, street protests, riots and legally replacing the ruler. BAF is the closest concept in this model to the simple idea of unhappiness. As an example, BAF would be the only relevant Pro-Action Feeling in a nowadays 1st world country.
BAF is computed at a province level for the Lower Class and at the civ level for all classes.
Replace Ruler Feeling (RRF): The idea that the ruler needs to be replaced because he intends to make changes in the govt that are seen as a danger. Actions to achieve this include verbal protests to the ruler, street protests, riots, legally replacing the ruler, military coups and attempting to kill the ruler.
RRF is computed at the civ level for each class.
Revolutionary Feeling (RF): The feeling that a radical change is needed in the very govt structure and the only way to achieve it is overthrowing it. RF rises when enough people supports an ideology too different to what the govt regime is like. Actions to achieve this are formation of revolutionary forces among population, military coups and attempts to kill the ruler, depending on political classes.
RF is computed at the civ level on a class and ideology basis and at the province level for the Lower Class.
III.1.3. At the Majorities level
Independence Feeling (IF): The feeling that the province needs to go independent from the civ and become a new civ. Actions this feeling encourages are protests, riots, asking the central govt to give independence and, when high enough, a declaration of independence.
IF is computed at the province level.
III.1.4. At the Minorities level
Anti Discrimination Feeling (ADF): The feeling that they don't want to be discriminated anymore or at least receive a better treatment from the govt and majorities (like abolishing slavery). Actions include verbally asking no discrimination and better treatment and riots.
ADF will be handled at the province level, having one ADF for each minority ethnic group present.
There're two feelings above leading to independence (IF and NRF) and before continuing a short explanation on the difference between them should help: IF is specific to a province and can only be supported by majorities, while NRF is specific to a people (tribe), regardless of majorities/minorities status or province. The american declaration of independence would be a result of IF: english colonists (majorities in the english empire) wanting a particular province of the empire (american land) to become independent. Therefore, success in independence attempt only matters for America, not in Africa, not in India, and matters only for english in America, not for native americans, who keep being a minority. NRF is a matter of nationality. A tribe with its own identity living under other civ's rule in one or more provinces. India's independence would be a result of NRF. In this case a minority wanting their tribe free. Yugoslavia's civil war would also have been triggered by NRF. In this case one of the majority ethnic groups, serbs, in a multiethnic civ wanting to have its own civ, Serbia. An invaded country, like France during WW2, has french people with a high NRF, but there's no IF in France because french aren't majorities, germans are.
What I'm trying to say is there're sufficiently important differences in different struggles for freedom in history that the meanings of the concepts IF and NRF (and even Revolutionary Feeling, which covers struggles like french revolution) should be clear so we can have the right outcomes.
IV. How the Model Works
The model computes Pro-Action Feelings at the corresponding level (civ or province). Some of them must be computed each game turn and other need an update less frequently. Equations for each PAF are given in Appendix 1, but in the following section you can see what variables are included in those formulas (mostly coming from the social, govt and economic models) and the effect they have. Once PAFs are computed, they're used to calculate probabilities for Events. Events and their consequences are listed in section IV.2. Equations for computing Event probabilities are presented in Appendix 2. Every time an event occurs, the govt variable "Empire's Stability" is reduced proportionally to the importance of the event.
That's all what the model does.
IV.1. Variables and their effects in Pro-Action Feelings
The objective of this section is explaining how each PAF is going to be calculated and the events it can trigger. In general, each PAF has its own input variables, but some PAFs can be increased by other PAFs. Equations are in Appendix 1.
Nationalistic Rebellion Feeling (NRF)
We pick an ethnic group in the civ. If it has the same nationality the civ has, its NRF is zero, as per definition. If not, NRF is computed assuming the following: The tribe (ethnic group) is more willing to rebel the more nationalistic it is, so cultural attribute "Nationalism" from the social model is used here. NRF is also increased if people, in a given province, feel the province (land) belongs to them, so cultural attribute "Land Connection" is used. LC is specially helpful simulating the fact that a migrating tribe into your civ won't start up a fight on arrival, FE. Using these two we get the "basic" NRF. This basic measure can be...
1. Increased if the ethnic group is a minority. The worse the treatment minority receives from the govt and majorities, the higher NRF is. This means NRF increases the higher ADF is for the specific ethnic group.
2. Decreased if the tribe sees itself as a minority in terms of demography in the province. It's just unrealistic for a very small group of people to consider a rebellion. (demographic info)
3. Increased by high poverty. (PCI_minorities from the econ model)
4. Increased or decreased by the civ's govt stability. People can take advantage of an apparently unstable govt or, on the other side, they can consider valuable a stable empire (pax romana effect) and prefer not to rebel. Govt model's "Empire's Stability" variable will be used here.
Finally, Administration Effectiveness Level (AEL) in the province (from the govt model) is the last factor. AEL represents the govt capacity to actually run and control the province. AEL is a double-edged sword. If low, civ's control is really nominal over the province, so the tribe might find it easy to rebel. But the higher AEL is, the more evident it is for the tribe that they're under somebody else's rule. AEL will also make more effective any type of discrimination, so if the tribe is a minority, the higher this factor will count in NRF.
A comment: Using demographic info relative to total province population (point 2 above) gives the game another nice ingredient "for free". If the player can use tools to move population from one province to another, he'll be actually reducing chances of rebellions. This means forced migrations are introduced in the game with a clear and realistic objective, adding to Clash another world history common practice.
NRF Value is used to calculate probabilities for Events...
Verbally exposing discontent
Street Protests
Riots
Guerrilla forces formation
Better Administration Feeling (BAF)
The following effects are in BAF:
- People in majorities will look at the Govt Profile and depending on class and supported ideology, will compare govt policies and political structure to what they desire. The greater the difference, the higher BAF is. (info taken from the govt model)
- The greater the poverty in majorities, the higher BAF is. (info taken from economic model: Upper Class PCI and Lower Class PCI)
- Ineffective administration in a given province (low AEL)
BAF Values at the civ level for each class are used to calculate probabilities for Events...
Verbally exposing discontent
Legally replacing the ruler
BAF value at the province level (Lower Class BAF) is used to calculate probabilities for Events...
Street Protests
Riots
Revolutionary Feeling (RF)
A RF is computed for each present ideology and for each class, representing discontent of people supporting the given ideology caused by a Govt Profile too different to this ideology (info taken from the govt model). This calculation is made at the civ level, valid for all provinces. At the province level, RF can be reinforced for the Lower Class by a bad economic situation (Lower Class PCI in the province from the economic model).
RF Values at the civ level for each class are used to calculate probabilities for Events...
Military Coup
Murdering the ruler
RF value at the province level (Lower Class RF) is used to calculate probabilities for Events...
Riots
Revolutionary forces formation
Army Betrayal
Replace Ruler Feeling (RRF)
Each political class compares its political desires with the Ruler's Govt Profile. RRF increases the more different they are. The calculation is made at the civ level for each class. (info taken from the govt model)
RRF values at the civ level for each class are used to calculate probabilities for Events...
Verbally exposing discontent
Street Protests (in random province)
Riots (in random province)
Legally replacing the ruler
Military Coup
Murdering the ruler
Independence Feeling (IF)
IF is computed at each province. The core of IF is discontent produced by a "wrong" equilibrium between province's local govt and central govt. This means people want their local govt to have more power over province decisions than the central govt, and this desire increases with the province's level of isolation. For provinces near the capital province govt vs central govt is irrelevant for people, but the more isolated the province is, the more relevant this is because people feel central govt is less sensitive and effective to solve local problems. Two govt model's variables are used to produce this effect: Province Isolation, which is a measure of isolation considering distance and communications and transportation techs available; and Centralization, which is a province level variable saying how much power the central govt has over local decisions. This is the most complex decision the ruler would have to make for far away provinces, because Centralization will be a double-edged sword. The ruler might see as a good decision to give power away to local govts in order to keep IF low, but if Centralization is too low, it'll make evident the province is mostly autonomous, so people will realize there's no point in keep being part of the empire. IF can be increased by BAF and RRF, because IF is a feeling majorities can have and BAF and RRF are majorities discontent in other aspects.
IF value will be used to calculate probabilities for Events...
Verbally exposing discontent (asking for independence)
Street Protests
Riots
Declaring independence
Anti Discrimination Feeling (ADF)
ADF is computed at each province for every minority ethnic group present. It is a base value representing discontent for being a minority plus an increasing discontent caused by the kind of treatment given by the govt and minorities. To compute the latter, we use variables Ethnically Discriminated, Religiously Discriminated and Slavered for the given ethnic group taken from the social model and we use variables Ethnic Discrimination, Religious Discrimination and Slavery from the govt, taken from the govt model.
ADF values are used to calculate probabilities for Events...
Verbally exposing discontent
Street Protests
Riots
IV.2. Events
All probabilities for events are decreased if the ruler uses internal intelligence services as defined in the govt model. This services supposedly work trying to destroy people's capabilities of threatening the establishment.
All probabilities for events can be increased by international monetary aid, so you'll be able to give funds to help uprisings in other countries. Monetary aids should be handled by the Diplomatic Model.
Verbally Exposing Discontent
Just a message to the ruler where the text depends on the Pro-Action Feeling calling the event. An example from NRF would be "Mighty King, could you please give liberty to our people, the Scottish?". The govt model's "Civil Rights" variable will affect all probabilities for VED, so this people's expressions will be uncommon in tyrannies.
Street Protests
A peaceful demonstration by the Lower Class or Minorities in the streets demanding something given by the PAF calling the event. It is really the same as a verbal protest, since the player will only see a message about the protest in a given province with no other implication. The thing is, Street Protests have a proportionally lower probability of happening than Verbally Exposing Discontent, so the player will have a notion that the corresponding PAF has reached a higher level.
The govt model's "Civil Rights" variable will affect all probabilities for Street Protests, so this people's expressions will be uncommon in tyrannies.
Riots
A street protest becoming violent. In this case not only a message would appear, but a random amount of infrastructure is destroyed in the rioted province. "Civil Rights" WILL NOT affect probabilities for Riots, so in tyrannies you'd mainly see calm or sudden explosions of violence.
Legally replacing the ruler
When a class has 35% or more nominal political power (govt model), it'll be said the class has a legal right to replace the ruler. The equation to compute this event's probability considers that, so a class not having this much political power would never attempt this action. When the ruler is replaced, the Ruler's Govt Profile in the govt model is made equal to the class mentality. The player will keep playing from that new political position as the new ruler.
Revolutionary forces formation
This is the solution the Lower Class sees if too annoyed and if it's unable to legally replace the ruler. In the province calling the event, a number of Revolutionary units (military task forces) are produced depending on the majorities population in it. These units will fight for control over the civ, aiming to conquer the capital so they can change the regime. The presence of these units will reinforce the Revolutionary Feeling, so if not held, the situation can go worse and worse. See Appendix 3 for more on Revolutionary units behavior.
Army Betrayal
When a given ideology is supported greatly by the Lower Class and the ideology has a high Revolutionary Feeling, it's possible for some troops (that, per definition belong to the Lower Class) to betray the ruler and become revolutionaries. In that case, some task forces in the province calling the event change status to revolutionaries and revolutionary AI takes control of the unit.
Murdering the ruler
This is the solution the Upper Class, Religious Class or Bureaucratic Elite Class might come up with if too annoyed and if unable to legally replace the ruler. When the event is called, it's assumed as an attempt of murder with 50% chance. If failed, a message is displayed like "Attempt of murdering the ruler, busted! Conspirators captured!". This is only to give more flavor and to allow the player to realize how bad things are. If the murder attempt is successful, the ruler is replaced. The murdering class has about 70% chance of putting in charge someone of its line. If so, the Ruler's Govt Profile is converted to the class mentality and the player resumes the game from that new political position. If not, the player is allowed to choose freely a new Ruler's Govt Profile and resume.
Military Coup
If too annoyed and unable to legally replace the ruler, the Military Class might produce a military coup. When this happens, the military may or not choose to remain in power, which is decided looking at the MC mentality share not influenced by the overthrown ruler. In that mentality, the greater MC political power appears, the greater the chance for remaining in power. If MC decides to stay in power, the Ruler's Govt Profile is converted to the MC mentality and the player resumes from that new political position as the new leader of the military junta. If not, the player is allowed to freely choose a new Ruler's Govt Profile and resume from there as if the MC just gave power to other classes.
Guerrilla forces formation
In the province calling the event, a number of Guerrilla units (military task forces) are produced depending on the ethnic population in it calling the event. These units will fight for control over the province, aiming to liberate their people from the civ's control. The presence of these units will reinforce the Nationalistic Rebellion Feeling, so if not held, the situation can go worse and worse. See Appendix 3 for more on Guerrilla units behavior.
Declaring Independence
When the event is called, a new civ with a new nationality is created with the province as the capital province. Contiguous provinces belonging to the same "motherland" are checked in order to know their Independence Feeling. If high enough, they're considered as revolting too and annexed to the new civ. Majorities population in all these provinces change their nationality to the new one. An army is created from population to defend from a possible strike back from the motherland. Tech info is copied from the motherland. An AI character is created for ruler based on majorities culture and a Ruler's Govt Profile is created for him based on his characteristics. The Govt Profile is created taking motherland's political structure as a start and finding the political equilibrium.
Appendix 1: Equations for Pro-Action Feelings
NOT READY YET
Appendix 2: Equations for Events Probabilities
NOT READY YET
Appendix 3: Revolutionary and Guerrilla Behaviors
Revolutionary Forces
All units created of this type will pass to AI controlling. Each unit needs a revolutionary status (to make the distinction with guerrilla) and should store the ideology that created it. The latter is made in case of more than one ideology is producing revolutionaries.
Revolutionary forces want to take the capital. AI should be able to see that as the final goal, allowing forces to take other provinces or objectives as previous steps as needed. If AI evaluates the final goal is really difficult, it should change it to "create other civ", trying to conquer weakest provinces and create a new civ there.
If the goal is not changed and a revolutionary unit enters the capital, it's assumed as a revolutionary victory and the govt and ruler are replaced. Ideologically Negotiated Policies in the Govt Profile are made equal to the ideology the revolutionary unit has and Directly Negotiated Policies are computed using the normal govt model's Negotiation Procedure. The player resumes the game from that new political position. All revolutionary forces in the civ are deleted.
Any time a player has revolutionary forces in his civ, he can call "a loyal people's army", which in essence transforms the revolution into a civil war, although the change of name has no consequences and just adds flavor. When the ruler chooses to do so, military forces are created among majorities population in all provinces depending on province's demography and the support the govt and the ruler have, which is info the govt model has. As a cost, govt model's "Empire's Stability" is strongly reduced. The player will have to decide if the call will really help.
Guerrilla Forces
All units created of this type will pass to AI controlling. Each unit needs a guerrilla status (to make the distinction with revolutionaries) and the nationality that created it. Guerrilla's goal is to take over the province where they were created. If successful, the ethnic group will try to form its own govt. First, the game engine will check if there's already a civ somewhere with matching nationality. If so, the province will pass to that civ's control. If not, the ethnic group will try to form the govt (civ) there. To simulate the difficulty of this and to give the player some chances to recover control, we'll say the govt formation attempt has a 30% chance per year. If successful, a new civ is formed with the ethnic group nationality having the conquered province as capital province.
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