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PhilThib
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Notes on in-game Revolts

Thu Mar 21, 2013 9:12 am

The first ingame revolt has occured last turn in Sao Tome. The game has a specific faction for revolters of all kind, called REB. I have enclosed below an excel list of all game regions where the revolt risk is potentially very high, so you can all take some precautions. Please note this has nothing to do with nationalist rebellions (see next post)

* Revolt risk grows with the loyalty percentage of REB...this percentage grows automatically when unchecked. It's also the basis of revolt test (with moderating parameters)
* Revolt risk is much higher in colonial than in national regions, and also increased by religious and ethnics differences
* Troops reduce revolt risk success chances (the more troops, the less risk)
* Some colonial buildings increase risks (misisons, forts, tradeposts, consulates) while other reduce it (school, dispensaries, roads, telegraphs)
* REB are at war with every nation, always. No peace, no truce. However, their units slowly vanish over time, when their supplies dwindle.
* REB have a much higher tendency to destroy everything without distinction, they are a real nuisance..
* REB reduce your colonial penetration and MC over time...when it drops to low level, the region will revert to non-owner after the REB disappear

Overall, watch the areas where you have those risks and keep handy reaction forces around. This is all the more true for Turks in the Middle-East and Chinese in Sinkiang, where we see most often strong revolts in various games.
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PhilThib
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Nationalist Revolts

Thu Mar 21, 2013 9:20 am

They work more or less like the revotls above, except that it's not the REB nation but an actual (not-yet existing, or neighbouring) nation which will 'control' the rebels. They are mostly in national regions (some exceptions), triggered through discontent, i.e. if your local population is not pleased (plus the usual factors of ethnical and religious differences)

The good point is that they will be usually at war only with the owner of the region, won't destroy anything intentionally, and will be open to peace talks (via diplomacy)

The bad point is that they are also much stronger than REB revolters, have local support and supplies from population, and once victorious may create their own nations (if not yet existing) or will "transfer" their newly-conquered regions to a neighbour, and then you'll find yourself at peace with them and have lost a province...

The most dangerous regions for nationalist revolts are the Balkans, Poland, Finland & Baltics, and the Spanish colonies of Cuba and the Philippines.

I have put the Excel file used to create the cities DB inside dropbox for you to look at if you wish (check column AM for potential troublemakers ID).
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Matto
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Thu Mar 21, 2013 9:37 am

Thanks for explanation ... looks like great adjustment of situation in colonies !!
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unclejoe
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Thu Mar 21, 2013 5:27 pm

PhilThib wrote:It has nothing to do with the fix, as the fix just removed the partisans and rebels from force pool (so in effect it should not even show in your unit list, even if you had some constructed). IMHO it's related to the lock I can see on the tab (use ctrl-right-click to remove IIRC)...

I don't have any single issue like this myself. Just try to re-start by loading your current turn file and keep me posted. If it goes on, let me know urgently (by mail) so that I can see if Pocus can understand what happens.

IMPORTANT PS: every turn, I update the game and do the fixes in one same event file, called 1880WinC Gamecourse Adds.sct, and which is in dropbox...don't forget to put it back inside your Events folder, each turn!



Are you suggesting we all need to do something re: these GamecourseAdds....every turn? Or are you just talking to hosts......
?

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PhilThib
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Thu Mar 21, 2013 5:48 pm

No, the host only needs it, but I want all of you to have it also on your PC, as it helps you all following what runs behind the scene...and who knows, if one day I am not available for hosting, any one else can do that (provided this event file is really the latest one, or we could see weird stuff... :neener: :bonk: ).... Also, for those of you modding stuff in other ongoing games, it can be used as a source of inspiration (i.e. copy/paste) ;)


But, to be most clear, if you don't host, you just don't need...
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Soulstrider
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Fri Mar 22, 2013 12:37 pm

Can someone remind me of a thing. Was there any advantage on building railroads in foreign nations besides increasing the development and production of sites you have in their country?

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Matto
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Fri Mar 22, 2013 12:44 pm

I do not know another point why do it ... but sure, we can test it, China is open for your railroads engineers ... :cool:
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PhilThib
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Fri Mar 22, 2013 12:51 pm

Soulstrider wrote:Can someone remind me of a thing. Was there any advantage on building railroads in foreign nations besides increasing the development and production of sites you have in their country?


No, no other benefit...should you should choose cleverly where you build it, and get the other nation's agreement... I was planning to give some advantage for this in the future, in the similar way as embassies or concessions, but it proved too complex because of the scope of possiblities, so I dumped it.

One alternative could be that those 'foreign' railroad concessions come via options on very very specific and limited regions...

Another option (much much simpler in PBEM) would be that both nations write an agreement: the builder would invest in the RR, the 'recipient' would pay him some kind of rent....this is quite simple to script and I could do that quickly, on the fly and case by case.
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Soulstrider
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Fri Mar 22, 2013 5:57 pm

If there was a significant benefits I was missing from making railroads on other nations I was planning to organize some sort of rights auctions to build them but alas it seems I had understood the rules well.

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PhilThib
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Fri Mar 22, 2013 6:25 pm

Well, for the Turks, don't rush in this...there is a nice historical event on the Baghdad Bahn that can give you nice railroad at almost no cost...the only problem is that it's later (around the 1900's) and that Germany is gaining the prestige for it....of accepted :mdr:
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Soulstrider
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Fri Mar 22, 2013 6:31 pm

PhilThib wrote:Well, for the Turks, don't rush in this...there is a nice historical event on the Baghdad Bahn that can give you nice railroad at almost no cost...the only problem is that it's later (around the 1900's) and that Germany is gaining the prestige for it....of accepted :mdr:


Oh yeah I forgot about the Bagdhad railway, I guess I can take to use from it specially if it covers all the historical length. Though I will still try to make a railway connecting Allepo to Jerusalem.

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PhilThib
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Fri Mar 22, 2013 7:02 pm

Soulstrider wrote:Oh yeah I forgot about the Bagdhad railway, I guess I can take to use from it specially if it covers all the historical length. Though I will still try to make a railway connecting Allepo to Jerusalem.


Yup...the historical event on the BB will go to Iraq, not Palestine...., nor the Hijaz, so can plan that ahead :cool:
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unclejoe
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Fri Mar 22, 2013 10:06 pm

PhilThib wrote:Yup...the historical event on the BB will go to Iraq, not Palestine...., nor the Hijaz, so can plan that ahead :cool:


Hey, no telling!! I don't want to know what happens.......If everyone starts riding bicycles and the Wheelmen rule the world in the 1890's.....so be it.

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bjfagan
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Sat Mar 23, 2013 1:58 am

Phil, your script work perfectly. It unlocked that transport squadron and a marine unit. So, both are separate now and can move. Thank you.

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PhilThib
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Sat Mar 23, 2013 8:57 am

Great news...I don't know what happened in the first place, I believe the engine kind of mixed both units into one and could no longer determinate it"s gender (hence the half-size boat). The kill/recreate stuff worked...good to know in case we find the issue again :thumbsup:
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PhilThib
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Turn resolution - Engine "ferocity"

Sat Mar 23, 2013 9:43 pm

New TRN files are available...

It looks like the random dices of this turn were very low, so a lot of bad things seem to happen

- France mines in Lorraine were seized
- Duala declared war to GER and SPA, and burnt most establishment there
- Pillage were intense, as well as attrtion

...and may be more I have not seen... look like sometimes the engine "defends" itself...nothing of the above is a bug, it's just WAD.

Regarding the French mine in Lorraine, the engine worked properly (bad relation --> seizure of foreing investments) but it was not the player's intent...so Germany will return the French owned mine to France upon next turn and compensate lost earnings.
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Jim-NC
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Sat Mar 23, 2013 9:52 pm

I have a question: Why is the transportation efficiency in Shanghai 10% when it says it has a Railroad, and when it says production collected in that region?
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coolbean
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Sat Mar 23, 2013 10:11 pm

Jim-NC wrote:I have a question: Why is the transportation efficiency in Shanghai 10% when it says it has a Railroad, and when it says production collected in that region?


I may be wrong, but I believe with a railroad the developement goes up slowly over time. I wasn't sure about this until in the other game (CiE) all of the provinces with railroads eventually made their way to 100%.

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PhilThib
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Sat Mar 23, 2013 10:17 pm

Yes, RR will improve dev slowly over time...you may speed this up by playing the Road decision (in non-colonial mode) in the region. Also, natural city growth improves dev level over time too, as well as building up industries and sites..... in all, it's a slow process, but it succeeds after some years...
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coolbean
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Sat Mar 23, 2013 10:45 pm

Philthib, thanks for the excel sheet concerning the revolt risks! Frankly, I am a little unfamiliar with the loyalty/revolt mechanics.

Other than playing regional (or colonial) decision which raise loyalty, and stationing troops, what are some good ways to raise loyalty and lower revolt risk? Are there certain troops which are best for raising loyalty (if they even do)? Or does only the police rating matter?

I can see in the other game that USA loyalty has been going up slowly over time in provinces with troops stationed in it, but it seems to happen faster in colonial provinces rather than national provinces, with some major cities never getting to 100% loyalty and always having 1 or 2% rebel loyalty. Is this normal?

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PhilThib
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Sat Mar 23, 2013 11:27 pm

Yes, all of this is normal. Troops are essentiel to increase loyalty over time, but it's very very long (and yes, police units do help). Ethnics and religion also play a key role, for instance you'll never reach 100% loyalty in regions where they are different from your national one's

The best thing beyond troops to raise loyalty and reduce revolt risks is to increase population content, via satisfaction of their needs.
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coolbean
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Sat Mar 23, 2013 11:53 pm

Ok, thanks!

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Lindi
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Sun Mar 24, 2013 5:03 am

Small question I have 96 national Moral, but not use militaire option for gouvermant and I not see Lose law. So people Have idea why this national Moral is lose for me?

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PhilThib
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Sun Mar 24, 2013 10:55 am

Most likely because you have objectives you don't control, IIRC this may impact your morale . Also, your starting morale was 101, and you may have lost some due to some failed political actions?

Last but not least, the engine has an automatic tool that will reduce high morales down toward 100 automatically, and vice versa will increase low morales up towards 100... I know Pocus implemented this not long ago on request of various players, but I don't know the details...
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Lindi
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Sun Mar 24, 2013 12:44 pm

ok Thank, but not failed political action, I do two political action and the two are do

Soulstrider
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Sun Mar 24, 2013 8:19 pm

Weird, in this turn I got an event saying that I captured Constantinople and my NM went to 190.

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PhilThib
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Sun Mar 24, 2013 9:18 pm

Soulstrider wrote:Weird, in this turn I got an event saying that I captured Constantinople and my NM went to 190.


I guess it is a side effect of the new embassies...I'll fix that next turn, too late for today, I just run the turn before seeing your post.
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Ech Heftag
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Sun Mar 24, 2013 10:17 pm

I'm relocating this week, so I won't be able to respond to any private messages or other player interactions. Sorry for the inconvenience (@coolbean: I will respond to your pm next weekend).
I should still be able to play my turns, but if you don't find JAP ord files, just run the turn without them.

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PhilThib
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Sun Mar 24, 2013 11:07 pm

Duly noted: good luck with your relocation :cool:
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lukasberger
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Mon Mar 25, 2013 6:29 am

Apparently I captured London last turn. My morale jumped to 195! :mdr:

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