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MichaelM

For the Glory lead
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Jun 30, 2004
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crystalempiregames.com
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Hang on to your hats and/or monocles: it’s the biggest new feature you’ve seen in For the Glory!

Are you tired of seeing a single random revolt topple a one-province minor, while the Dutch revolts are crushed with ease? Sick of seeing Suleiman struggle among war-exhausted webels?

The FTG April beta introduces rebel factions at long last. Common peasant revolts are now much easier to crush, while nationalists might spawn with their own leaders (note to self: add leaders to nationalists).

This beta patch includes nine rebel factions:
  • Peasant rebels are the most common and the easiest to defeat. Their tech is generally lower and their morale is 80% of the parent country’s. They won’t spawn in a country whose domestic policy leans strongly toward free subjects.
  • Aristocrat rebels are similar to peasants in that they can occur in almost any province. Their tech is higher than peasants’, and they have no morale penalty. Their armies include more cavalry. They will not spawn in countries which are more plutocratic than aristocratic.
  • Religious rebels can only rise in provinces which do not share the state religion. Once they have taken a province, they will attempt to take other provinces of that religion also, or else march on the capital. Religious rebels won’t appear in a country that is extremely innovative.
  • Cultural rebels can appear in provinces whose culture is not accepted by the owning country. They are somewhat less common than religious rebels, but share most of their characteristics otherwise.
  • Colonial rebels may appear in overseas provinces after the year 1600. They can attack any overseas province, but will not attack native nations.
  • Nationalist rebels are likely the toughest to deal with. They may appear starting in the year 1700 except in very decentralized countries. They might have better technology and morale than the parent country. Once they have taken a province, they will either attempt to liberate any other provinces that are either cores of the same possible revolting country, or try to liberate any neighboring province that has nationalism.
  • Pirate raiders may land on any Caribbean province unless the owner has strong naval policy. They may spawn even if there is not a major pirate fleet in an adjoining sea zone. They will use the pirate “Jolly Roger” as their emblem.
  • Dutch nationalists are a special group of nationalist rebels that may appear in the Low Countries after the year 1550, rebelling against any owner that does not have Dutch culture. They may appear even if the Netherlands has already formed. Unlike most rebels, Dutch nationalists have the ability to keep their armies intact after losing a battle. They use Dutch colors to represent themselves.
  • American nationalists are a special type of colonial rebels. They may appear in America after the year 1750, but only if an English country has colonized the area. They also have the ability to lose a battle without disbanding. Their emblem is the American stars and stripes.
"Wait, rebels can use other flags now?"
Yep!

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Oh, you might have noticed something else different in those screenshots.

That's right, classic shields are back! If you have a strong prescription in your nostalgia goggles, you might have fond memories of EU2's gold-rimmed shields. Well, wander wistfully no more. Huge thanks to Ayeshteni for filling in the gaps with classic-style shields for new FTG countries.

And one last tiny tidbit: AGCEEP has been fully updated to work with the latest features and is fully supported once again, thanks to mandead!

Modders’ Corner
Rebel factions have a number of special modding abilities, which mostly haven’t been used to their potential in this early beta. Factions may be forbidden from defecting, or from declaring independence, or from overthrowing the government. They may trigger special events when they capture a province, or an even more special event on capturing a capital. They can be limited to appear in any country which fulfills a certain set of criteria (an event trigger which operates on the parent country). Their technology and morale can be modified easily. They can be set to one of the six hardcoded types, which have different engine logic for spawn conditions and movement. And each faction carries a weight which the game uses in a weighted probability to decide which faction will spawn when there is a revolt. Of course, modders can also spawn specific rebels with the revolt command, which has been extended with an optional value = TAG:
Code:
command = { type = revolt which = 339 value = NDR } # Dutch revolters
Existing events which use colonialrevolt or religiousrevolt will automatically choose a colonial or religious rebel faction, respectively, if available. If not, REB will spawn as previously.



Full changelog since January's beta:
April 2023
===========================
Engine changes

- Implement rebel factions with behavior and attributes governed by Db\rebels.txt.
- Allow -1/this, -2/overlord, and -6/emperor targets in all two-country triggers, and -2 and -6 in a few single-country triggers
- Fix bug with targeting of -10xx in event commands, where it could always target colonies even if in the wrong area
- Improve moddebug output for some loading errors
- Fix issue with AI alliance chance always showing 0
- Fix AI religious conversion bug where AI would never choose to be the first to convert to a new religion
- Fix issue where a triggered persistent event with no date respawned infinitely, once per day
- Add "fantasy = yes/no" trigger
- Colonies in fantasy scenarios no longer use the "New X" naming scheme, to prevent infinite chains of "New New New New..."
in continents where culture_change is disabled (which is Europe in vanilla fantasy scenarios).

Database changes

- re-enabled Classic shields and added an updated set
- added AGCEEP 1.60 (with Classic and Glory shields) fully reworked for 1.3
- added "Fantasia Imperium" scenario and AI file
- added "Vinlandsaga" option (for 1419 scenario) and AI file
- added Atlantean and Norse as new religions
- added Atlantean and Vinlander as new tech groups
- added atlantean and israelite as new cultures
- added colony names for VIN
- added Atlantis (ATL), Circassia (CIR), Champassak (CMP), Greenland (GRN), Holy Roman Empire (HEI), Kurdistan (KRD), Lotharingia (LTR), Madagascar (MDG), Maguindanao (MND), Sulu (SUL) and Vinland (VIN) as new countries
- added leader names for CIR, KRD, MDG, MND and PIR
- added Hellas-Corfu strait and adj GFX for it
- changed the highest diplomatic chance from 'a 100% chance' to 'little doubt'
- updated triggers for some 1399 religious events
- updated revolt.txt with the new tags; updated some claims
- updated the tooltip for coastal province bonus to include Atlantean and Jewish
- staying independent as LAT with event 3620 now turns you CRC
- downgraded FRA core on Béarn (425) to claim until owned
- removed ENG claim on Béarn (425)
- removed FRA core on Roussillon (426) until owned
- the 'At the Walls of Paris' events for FRA now give a core on Béarn (425)
- the 'Chambers of Reunion' event for FRA now gives a claim on Roussillon (426); added an appropriate event trigger
- changed Kouban (468) from tatar to circassian culture
- updated some existing AI files with new tags
- changed Nubian leader names tag from SUD to NUB
- added leader files for CIR and VIN
- added monarch files for CIR, CMP, LTR, SUL and VIN
- updated monarch file for VIE
- added HEI and LTR to the HRE election bonus list
- added GFX sets for ATL, CIR, CMP, GRN, HEI, KRD, LTR, MDG, MND, SUL and VIN
- added pre-HYW GFX set for FRA (for modders)
- added improved Glory GFX set for ANH
- added icons for Atlantean and Norse
- added a proper city name for Mindanao
- added an extra space to ROL_ELEC_MUL in interface.csv
- added CIR in 1453
- added SUL in 1492, 1546, 1617, 1701, 1773 and 1795
- added MND in 1546, 1617 and 1701
- added CMP in 1773 and 1795
- bumped some TIM colonies up to city size in 1399
- added CB claims to the Russian minors in 1399 to help nudge expansion
- buffed TER with a couple of colonies in 1617
- updated French localisation
- updated tax/manpower, goods and terrain types for several provinces in Russia and SE Asia
- updated all colorscales sets for the new religion colors
- updated global_flags.txt with the new religions
- tweaks to default Fantasia scenario
- misc. grammar improvements

Download the patch here and extract it onto either a clean 1.2 installation or the previous beta patch.

Post feedback in this thread.
 
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I´m so excited to see warexhausted webels...

Pirate raiders only in the carribean? What about the muslim raiders that raided all coasts, even Iceland?
 
I´m so excited to see warexhausted webels...

Pirate raiders only in the carribean? What about the muslim raiders that raided all coasts, even Iceland?
I've already been asked to make another rebel type "pirates" which would only appear on coastal provinces. Seems like it might be of use in quite a few circumstances, including the Muslim raiders you mention and Japanese pirates raiding the Chinese coast.
The trick is, of course, figuring out how pirate raiders should appear. Revolt risk is a bit of a clumsy hack. But such raiders could certainly be spawned by random events, like we currently have for Japanese pirates.
 
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How do I make this work with WATKABAOI? Getting a bunch of errors about rebels on loading up the mod! Playing on the old map is just lame and seems out of date.... but these updates are too awesome to miss out on
 
How do I make this work with WATKABAOI? Getting a bunch of errors about rebels on loading up the mod! Playing on the old map is just lame and seems out of date.... but these updates are too awesome to miss out on
You will need to update your mod's countries.txt with the new Rebel tags in rebels.txt

You will also need to make sure that your mod has english and dutch cultures, as they are references for two rebel types in rebels.txt

If your mod doesn't have some of these (for example if it's a fantasy or alt. history mod) then you will need to remove the parameters (or the rebel types) from rebels.txt
 
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A quick question, since I am not able to play this game anymore without ChickenSpadge 7 levels sprites:
Countries file, palettes and land technologies files are to be replaced in order to use these sprites. My question is - would everything be just fine after I do this? I have some concerns regarding rebels now.
 
A quick question, since I am not able to play this game anymore without ChickenSpadge 7 levels sprites:
Countries file, palettes and land technologies files are to be replaced in order to use these sprites. My question is - would everything be just fine after I do this? I have some concerns regarding rebels now.
The countries file now includes all rebel factions, so you would need to make a manual merge between ChickenSpadge's file and the one included in this beta patch. All the rebel factions use existing vanilla sprites and should be easy to update with your sprites. They are all at the end of the file.