Revolts and other public reactions are bound to be one of the key aspects of any realistic historical grand strategy game. In Pride of Nations, we were faced with the additional difficulty of having revolts arise from different sources, occur for different reasons, and behave altogether in very different ways.
So, we opted to include four different types of revolts:
• Tribal Revolts: occur in colonial territories, usually with the local natives rising against the colonial power;
• Irredentist/Nationalist Revolts: occur in non-colonial territories. Their main characteristic is that they are strongly tied to the loyalty (i.e. nationality) towards the occupier or owner of the region (from the rebel’s point of view, as their nationality is different from that of the occupying power). Unrest will last until the nationalists’ demands are satisfied (or crushed) - a new nation is created by the liberation of its capital, or the region can be attached to another nation of the same nationality;
• Partisans: they use the same basis (loyalty), but we wanted their presence to be the result of an invasion of the mother country. They will fight on even if the capital is liberated, remaining until a peace is signed;
• Social Uprisings: special revolts where the population rises against the State, which means that the owner of the region is of the same nationality as those rebelling.
How powerful will the revolts be and how will they behave? We classified them into three different types: Primary, Secondary, and Tertiary.
• Primary revolts are the strongest, usually occurring in several regions at once.
• Secondary revolts occur when there is another revolt underway. These uprisings are weaker and occur in several regions at once, but they are usually linked to the regions of the pre-existing revolt (this is a kind of reinforcement).
For the two cases above, we set a 10% chance per turn to trigger revolt reinforcements. We also use the concept of force pools (FP) for revolts as well, and each FP was made individually for each rebellious nation in the game, whether they are tribal or nationalist. So in theory, those uprisings can grow bigger and bigger until they deplete their force pool. However, we wanted the force pool to be used in a ‘standard’ way for Primary and Secondary revolts, meaning that it can be depleted and no more forces raised, so as to keep an endless supply of revolutionaries from springing up in a given region turn after turn.
Also, covering special cases, if the faction of the mutinous units is not at war with the nation that owns the region, the units will be given to the REB (Rebels) faction, which is conveniently at war with everybody all the time.
• The last type, Tertiary, is a special case: it is only used in the event of a Social Uprising. These revolts only occur in one region at a time, and they usually only affect the population in the national regions of the nation (i.e. home). If needed, Social Uprisings will give units to the REB faction, and use a special force pool of units (either Urban or Peasant rebels) which is not limited, thus forcing the player to react before the situation quickly degenerates.
As said, Primary and Secondary revolts can and will occur at several places at once, according to a region list established for each potentially rebellious nation. There will be a revolt center, which is the region that has failed (or succeeded, depending on the side you are on) the revolt test. On average, all regions within a six-region range that are the same nationality as the rebels will be tested for also being part of the revolution. The result is that the player never really knows where the revolt will burst forth and how powerful it will be from the start, as nationality percentage also influences the initial rebel levies.
We have designed a filter on the game map to show hotspots, so players can be aware of potential problems.
In addition, and this is specific for Tribal Revolts, the player’s colonial actions will strongly influence local natives’ revolts: some buildings may lower local risks in colonial regions, but other buildings or colonial actions (e.g., sending Missionaries) may increase it.
Victory and Defeat?
A Tribal or Nationalist Revolt will win when they hold the capital region (which requires us to define a capital region for each in the database) and possess at least a certain percentage of regions within the list of regions around the capital (at an approximate distance of six regions).
To properly render some national struggles for unity, we decided that in the case of Nationalist Revolts, the rebels would count the capital and other regions as owned if a friendly nation of the same nationality also controlled them.
Conversely, rebellions will fail if rebels control less than a certain percentage of the regions in their region list. The government’s repressive efforts would be taken as having succeeded, and all remaining rebel units would be removed. But it could well restart later if the conditions that created it are still present.