There is a significant problem connected with having the riot/revolt statuses being set by particular levels of happiness...
The human can always (well... usually) deal with keeping the happiness level just over the level where riots happen, even in newly captured cities, or new colonies. For me rioting has happened for maybe 0.1% of citygameturns. I've *never* had a city revolt. Ever.
Riots and revolts can and do happen to the AI... they are, for the most part, significantly destabalizing... which is, in many ways, a good thing
So... whats my suggestion?
Separate the value out... each city has a new value, called "unrest".
The largest modifier to unrest is still happiness... that is if the happiness below a certain level, the base level of unrest is a certain value.
Another significant modifier to unrest would be conquest distress... and you can't just wipe that out by getting the happiness in check... you have to actually get the happiness level above the "happy level", or 85 currently. Above this... the value of the extra unrest is reduced.
Some additional unrest issues should be : starvation, slaves and city improvements. I'd also like to see maybe something to do with city disparity (so colonies might have unrest, like, India and the Americas for example,) but I'd like to put more thought into the mechanism by which it happens.
I'm also suggesting that the military units don't make a city happy. They suppress unrest. At a rate of 10 per unit, up to the allowed maximum of units in govern.txt.
Here's a little example to illustrate everything...
You're doing some early campaigning... you send a stack of 12 mixed troops into Wien but only 3 make it. The city is distant, and has some population pollution issues... you shuffle the empire sliders, and introduce some entertainers in Wien, to get the happiness above, say 80, so there is no additional unrest other than the basic conquest unrest, and the city isn't starving.
You still have (say) 50 percent conquest unrest. Even if you wanted to suppress more than 30 unrest, you couldn't because your government, republic, won't allow it.
Each turn, the game checks to see if there is unrest in any cities, and if the unrest is greater than the amount of suppression in a city, then it "rolls" against the unrest... in this case, 20%. If it "rolls" 20 or less, then the city is in a riot state. Unrest is increased by 5 percent, (and this happens to "near" cities too). For the purposes of the next roll... for revolution, unrest is at 75% of its value, and suppression at 125%.
So.. in this case, in the event of a riot, for the purposes of checking if there is a revolution, unrest would be at 41 (75% of 55) and suppression at 38. So there'd be a 3% chance of a revolution.
A city needs to get either more suppression, or to a state of happy (85) for a riot to end. (harsh?)
With a revolution, I think partisans should appear, if there are units in the city, rather than a revolt. These would be a partisan unit, proportional to, and reducing the size of, the city. (Perhaps if a city revolted, ALL slaves would revolt, as partisans)
So... thoughts, comments, suggestions?
The human can always (well... usually) deal with keeping the happiness level just over the level where riots happen, even in newly captured cities, or new colonies. For me rioting has happened for maybe 0.1% of citygameturns. I've *never* had a city revolt. Ever.
Riots and revolts can and do happen to the AI... they are, for the most part, significantly destabalizing... which is, in many ways, a good thing
So... whats my suggestion?
Separate the value out... each city has a new value, called "unrest".
The largest modifier to unrest is still happiness... that is if the happiness below a certain level, the base level of unrest is a certain value.
Another significant modifier to unrest would be conquest distress... and you can't just wipe that out by getting the happiness in check... you have to actually get the happiness level above the "happy level", or 85 currently. Above this... the value of the extra unrest is reduced.
Some additional unrest issues should be : starvation, slaves and city improvements. I'd also like to see maybe something to do with city disparity (so colonies might have unrest, like, India and the Americas for example,) but I'd like to put more thought into the mechanism by which it happens.
I'm also suggesting that the military units don't make a city happy. They suppress unrest. At a rate of 10 per unit, up to the allowed maximum of units in govern.txt.
Here's a little example to illustrate everything...
You're doing some early campaigning... you send a stack of 12 mixed troops into Wien but only 3 make it. The city is distant, and has some population pollution issues... you shuffle the empire sliders, and introduce some entertainers in Wien, to get the happiness above, say 80, so there is no additional unrest other than the basic conquest unrest, and the city isn't starving.
You still have (say) 50 percent conquest unrest. Even if you wanted to suppress more than 30 unrest, you couldn't because your government, republic, won't allow it.
Each turn, the game checks to see if there is unrest in any cities, and if the unrest is greater than the amount of suppression in a city, then it "rolls" against the unrest... in this case, 20%. If it "rolls" 20 or less, then the city is in a riot state. Unrest is increased by 5 percent, (and this happens to "near" cities too). For the purposes of the next roll... for revolution, unrest is at 75% of its value, and suppression at 125%.
So.. in this case, in the event of a riot, for the purposes of checking if there is a revolution, unrest would be at 41 (75% of 55) and suppression at 38. So there'd be a 3% chance of a revolution.
A city needs to get either more suppression, or to a state of happy (85) for a riot to end. (harsh?)
With a revolution, I think partisans should appear, if there are units in the city, rather than a revolt. These would be a partisan unit, proportional to, and reducing the size of, the city. (Perhaps if a city revolted, ALL slaves would revolt, as partisans)
So... thoughts, comments, suggestions?
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