Leaving it as-is for demo 8 is fine by me. I don’t see any harm in discussing the issue now though, so…
I believe from a purely logical stand-point that these units must decay over time if the original problem is corrected. Some of the men will die, others will quit the rebellion, and with the original cause of rebellion no longer in place, very few new recruits would be coming in. Just to be perfectly clear here, by ‘corrected,’ I mean ‘set to exactly what they wanted in the first place.’ So, if a group wants slavery abolished and the government abolishes slavery, what reason is there for rebel units to still exist? (Unless the rebels view capitulation as a sign of weakness and decide to seize control of the government anyhow, though I don’t think we’ve gotten that sophisticated yet) Now, if an existing rebel unit exists and the policy is not set to exactly what they want, recruiting more people makes sense, though it should be at a reasonable rate based on how close the policy is actually set to what they want. Over time, the recruitment rate may not be enough to sustain the rebel unit, and the rebellion effectively ‘dies’ at that point, and the unit should be removed.
As for there being too many units created, there may be, though I’m more inclined to say that the number of units is ok, but the strength of the units is too high. In every rebellion there will be those that choose sides, and there will be many more simply looking not to get hurt or involved. I’ve seen instances where large percentages of an entire tile’s population ended up as rebels, and such large numbers are unreasonable (granted, I intentionally set policies to ridiculous levels to see what would happen). Even the most evil, despotic, and corrupt regimes that have undergone rebellions have had a vast majority of the population be bystanders and not rebels.
From the Government Model:
Feudal units are meant to represent a local (provincial) lord’s forces, not any type of rebel unit. So in the event that the player either grants a province autonomy or uses a feudal government system, only then are feudal units created and used. Thus, I don’t understand your comments about feudal units. Unless, perhaps, you mean that rebels currently behave like feudal units (they don’t attempt to capture the capital – which is what rebels are supposed to do).
Also, in re-reading the riot model, I don’t see any indication that riots should cause rebels at all, but that rebel formation is an entirely different event from rioting.
I believe from a purely logical stand-point that these units must decay over time if the original problem is corrected. Some of the men will die, others will quit the rebellion, and with the original cause of rebellion no longer in place, very few new recruits would be coming in. Just to be perfectly clear here, by ‘corrected,’ I mean ‘set to exactly what they wanted in the first place.’ So, if a group wants slavery abolished and the government abolishes slavery, what reason is there for rebel units to still exist? (Unless the rebels view capitulation as a sign of weakness and decide to seize control of the government anyhow, though I don’t think we’ve gotten that sophisticated yet) Now, if an existing rebel unit exists and the policy is not set to exactly what they want, recruiting more people makes sense, though it should be at a reasonable rate based on how close the policy is actually set to what they want. Over time, the recruitment rate may not be enough to sustain the rebel unit, and the rebellion effectively ‘dies’ at that point, and the unit should be removed.
As for there being too many units created, there may be, though I’m more inclined to say that the number of units is ok, but the strength of the units is too high. In every rebellion there will be those that choose sides, and there will be many more simply looking not to get hurt or involved. I’ve seen instances where large percentages of an entire tile’s population ended up as rebels, and such large numbers are unreasonable (granted, I intentionally set policies to ridiculous levels to see what would happen). Even the most evil, despotic, and corrupt regimes that have undergone rebellions have had a vast majority of the population be bystanders and not rebels.
From the Government Model:
3) Province's Autonomy Level (PAL): It's a variable describing how much autonomy the local govt has. A low PAL means the local govt mostly just follows instructions from the central govt, while a high PAL means the local govt is left to resolve province problems the way it considers it best. Here it's important to emphasize again that the local govt, no matter how much autonomy has, remains "operative", so central govt policies remain always intact. The more autonomous a province is, a bigger part of the tax collection is kept in it (not collected by the central govt and therefore out of reach of ruler's hands) and also, if autonomous enough, some military autonomy is gained, meaning the ruler can recruit less troops in the province. Depending on the regime, the military autonomy can also imply the formation of local military units called "Feudal Units".
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4) Feudal Units: As said in 2), local govt's political structure resembles the central govt's one. If in the latter the combined political power of the military and the ruler is high, then we assume in local authorities there're important numbers of warlords and such. If a province has sufficient autonomy, these warlords "take over", forming their own military forces (Feudal Units) to protect their interests. Feudal Units obey the warlords, so they're not controlled by the ruler (player), but by the AI. They have only a defensive role, fighting foreign invasions coming into the province, so most of the time they remain inactive. The taking over by warlords doesn't imply a secession, so the province remains under ruler's control like any other.
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4) Feudal Units: As said in 2), local govt's political structure resembles the central govt's one. If in the latter the combined political power of the military and the ruler is high, then we assume in local authorities there're important numbers of warlords and such. If a province has sufficient autonomy, these warlords "take over", forming their own military forces (Feudal Units) to protect their interests. Feudal Units obey the warlords, so they're not controlled by the ruler (player), but by the AI. They have only a defensive role, fighting foreign invasions coming into the province, so most of the time they remain inactive. The taking over by warlords doesn't imply a secession, so the province remains under ruler's control like any other.
Also, in re-reading the riot model, I don’t see any indication that riots should cause rebels at all, but that rebel formation is an entirely different event from rioting.
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