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IsaacCAT

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Civil wars have changed in 2.0.4. I have seen very strong splits and some players are saying that now all civil wars are 50% of your country no matter how many characters are disloyal.

What is your experience with the new civil wars? Do you feel they are too strong now?
 

llLordCamoll

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Civil wars have changed in 2.0.4. I have seen very strong splits and some players are saying that now all civil wars are 50% of your country no matter how many characters are disloyal.

What is your experience with the new civil wars? Do you feel they are too strong now?
I don't know whether we need a whole separate thread for this considering people can see the simple disagreement/discussion/points on gradation of Civil War opposed to a flat always 50% of the country Civil War and simply 'react' to the comments but I haven't used the forum before so you might be right about the new thread thing.

Well I guess I will repost the things I wrote in the main thread so people can see them separated from the other bug reports/fix suggestions as I believe they summarised it well there.

[Begin Cut Comment 1]
2. I see that Civil Wars have been altered in the beta to prevent them being too small, but now they appear to always be massive (half the nation every time) even if only a small percentage of the powerbase is disloyal. I tested this in my Egypt Campaign by intentionally triggering a Civil War with a single disloyal character (the governor of Nubia with 2 provinces who was a family head) through a failed 'Bring to Trial' interaction. In this scenario he has 10% of the total powerbase, needing 14% to begin the Civil War countdown.

When Civil War errupts from the single disloyal character from a failed 'Bring to Trial' half of the Country revolts (with about 50% of the population). Trying this with random other governors that weren't Family Heads, with no other disloyal characters of governors, still causes a massive devastating Civil War that is always half the nation. I understand Civil Wars are not meant to be tiny revolts and sometimes be devastating but shouldn't the size of the Civil War side against the player be somewhat proportional to the amount of disloyal characters and the disloyal powerbase?

With high tyranny which often is used late game to keep aggressive expansion low as it becomes more managable, the threshold for Civil War can be very low, so it only takes one or two characters with a small powerbase to be disloyal to somehow convince half of the entire nation to join them and tear the country apart. This seems reasonable when the disloyal powerbase is 50% for a 50/50 civil war or perhaps even a 75/25 for a 75% disloyal powerbase, or for special event/mission Civil Wars like the Roman Eastern Dictatorship but having it always be massive even when the disloyal powerbase is more region or even province sized seems unreasonable and can completely derail a playthrough when the 'Egyptian/Armenian/Persian/etc Revolt' always starts with half the nation despite the disloyal powerbase being small and these can be far to frequent with high tyranny/poor conditions so one can spend decades at a time putting down a civil wars when they should have only taken a few years or even months if it was one angry governor.

Thank you for taking a look at Imperator: Rome for an 'Anniversary Maintenance Patch'. It is my favourite Paradox game and I love the Pop system and country building, unit types and military tactics, military traditions and the Era (among other things). Also the game just looks beautiful and has such an appropriate and grand Soundtrack.
[End Cut Comment 1]

[Begin Cut Comment 2]
I understand that it might be larger than the few initially disloyal characters and their powerbase, but always being 50% of the country no matter what seems to be far too much. Sometimes it should be bigger than 50% perhaps if the government/ruler is incredibly unpopular, but having one disloyal governor that is your rival refusing to be removed because of low loyalty while the rest of your nation and characters are both loyal and stable that you decide to use 'bring to trial' to remove (which is what it is for - removing characters that are a large problem from your court or provinces that have too much power/important position(s) to simply be thrown in jail with no consequences by trying to imprison them through a trial which can have multiple outcomes: success/failure with stab hit/failure with civil war) being able to convince half of the entire nation to rebel when they overall have few greivances with the administration is both unrealistic and not fun.

Engaging in a Civil War in this period was extremely dangerous (has been throughout history) and could result in complete confiscation of all property, loss of noble status, mass execution of leaders and nobles involved (and you have that option upon winning to 'forgive' or 'punish' the rebels) so convincing someone to commit treason was usually somewhat difficult, especially when the initial rebellion was small so had a small chance of success. Thus, when given the option of 'with or against me' for the rebellion of a single councilor, governor, or family head most people are going to respond with 'Certainly not, I like my head being attached to my shoulders and my skin not being flayed'. As per the rebellion expanding, that does happen when more provinces get occupied and immediately flip, so even a single governorship rebelling could become a massive problem if your forces are elsewhere and they carpet siege multiple regions, thus encouraging the player to be careful and proactive with dealing with dissent and rebellion.

Large Civil Wars that immediately start with 50% of the country, often half your capital region too, are a massive pain and can take decades to put down and completely wreck you, and if any other power decides to attack you the playthrough can effectively be over. Now, that should certainly be possible, that half the nation rises against you, but it should not be for every single civil war - there should certainly be gradations of Civil War from province-governorship(s)-quarter/half/more than half the country depending upon the circumstances, both within and without the player's control. The initial complaint about some of them being too small was perhaps warranted, and perhaps they should have been enlarged, but having every single one be 50% is too much. A 10% disloyal powerbase should not be able to 100% of the time get 50% of the nation to revolt - perhaps there should be a chance that it ends up larger, even significantly larger, than the initial disloyal powerbase, but it should not be the only option.

As for the historic precedent, many Civil Wars happened that were not half the population. A significantly powerful individual that has enough of a grudge, or was likely to lose everything anyway might, and did, go for a last resort 'all or nothing' and this is simulated through a single powerful individual/small group being threatened with complete imprisonment in the 'Bring to Trial' action. Having a low Civil War threshold from an unstable country also might prompt a smaller group to 'try their luck' and in game if you are stretched thin and weak, they might succeed too.

I have less of a problem with the strength of the rebellion's troops (a province levy will be able to pick up arms in the same way if their governor raises them) and a defecting legion will bring it's skills, but the sheer initial size being completely disproportional to those prompting the revolt I feel should be altered to more reasonable gradations.

An all-out Civil War can be fun and has it's place when your realm is very unstable and disloyal, or is shifiting governments, or going through a mission/event like the Roman Eastern Dictatorship, but it seems wrong for it to always be massive and half the country, because they often weren't and it allows one character to destroy your large loyal realm. The current state is so disruptive and would make using 'bring to trial' never usable because it now becomes 'roll for chance of 50% civil war to remove one disloyal governor' which is never worth it unless you are a tiny country, to the extent that I actually preferred the inital system as it did allow large ones too, even if some were perhaps too small.
[End Cut Comment 2]


Summarised: Civil Wars should be more in line with the amount of disloyal characters and their respective powerbase(s) rather than being about 50% of the country every single time. The beta patch changed Civil Wars to always be massive even when a single disloyal governor in a country, all other characters being loyal, with a small region was being 'Brought to Trial' and the trial failed and triggered a Civil War - before the beta change such a Revolt would have been small (compared to one where many prominent characters were disloyal so joined in with their large powerbases after the Countdown or a failed trial). This makes all Civil Wars far too big and essentially renders the 'Bring to Trial' character interaction useless, as removing anyone that is too disloyal to be removed from a government position (the purpose of the more risky 'Bring to Trial' that could give a Success+Imprison/Failure+Stab Loss/Failure+Civil War) always results in half of the entire country (by population) rebelling and half your characters joining the revolt even if they are loyal. Unless you are a small one region nation 'Bring to Trial' is far too dangerous to ever be worth using anymore.

Large Civil Wars should be possible as before with a large disloyal powerbase and characters, especially by the mission/event but one disloyal governor in Southern Hispania (for example) among a otherwise loyal realm (characters and powerbase) should not be able to split the Mediterranean-spanning Roman Empire entirely in half immediately rather than by occupying territories during the course of the Civil War.
 
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HistoryDude

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I haven't gotten around to playing the new beta (and won't before I'm done playing my AAR save), but that sounds immersion-breaking. If a minor disloyal character can cause a massive civil war, it kind of implies that he somehow convinced half of the population to revolt. It's not realistic.

On the other hand, it would encourage players to keep their families loyal. Maybe that's why?
 
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IsaacCAT

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Civil wars were exploited by players because the bonuses on province loyalty and characters after you won the war. Before patch 2.0.4 you could engineer a very small civil war and get on with it very easily.

Now, civil wars are very dangerous matter.

How the game simulates a civil war is by power base. It is not a single character that is disloyal, it is a significant share of your nation power base that is disloyal to the point of breaking a conflict.

1683866068402.png


As you gain more regions and armies, it is easier to divide power base and reduce civil war danger. Contrary to what the wikipedia says, bigger nations are more stable for this reason.

The game warns you in advance and you have a pletora of tools to avoid a civil war happening. You maybe think you cannot do anything about it, but there are many hidden tricks:
  • Is your character disloyal because low faction approval? Change a law that gets that faction approval, or smear reputation to several characters from other factions to improve it.
  • is the character disloyal because low culture happiness? Integrate that culture or give them a cultural decesion to improve their happiness.
  • Buy that character a holding.
  • Reduce the power base of the character buying veterans away.
  • There is a national idea that increases loyalty of generals and admirals by 10, very useful but players tend to forget about national ideas.
  • There are inventions in the oratory tree to improve characters loyalty and reduce tyranny.
  • Hiring a merc army increases the total size of army of the nation, reducing the power base of generals.
  • Etc…
 
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llLordCamoll

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Civil wars were exploited by players because the bonuses on province loyalty and characters after you won the war. Before patch 2.0.4 you could engineer a very small civil war and get on with it very easily.
So your objection to having gradational Civil Wars that are proportional to the disloyal characters and powerbase is the fact that players could use them to get buffs/exploit the game and get better province loyalty numbers (making the game potentially 'too easy' for unrest and avoiding larger Civil Wars) rather than the Civil Wars in your realm be realistic to the level of instability and unrest in your nation and the 'Bring to Trial' interaction working properly?

People choose to exploit Paradox games all the time, which isn't difficult seeing that human players will always be able to outwit the AI and plan in a long-term 'gamey' fashion that the AI nations cannot understand and are not programmed to do. I personally love a challenge with my games and always play on very hard (which you could argue is 'gamey' because the AI gets a ton of unfair buffs - but I do love seeing a massive Very Hard Antagonist Rome to square off against, honestly I wish there were more Antagonist Nations but that is an unrelated personal preference here) and my experience of having a more realistic and/or difficult game is not impacted by someone else deciding to play in a 'gamey fashion' when most people are playing Single Player for their own enjoyment. My point that Civil Wars now become absolutely massive every time any they occur still stands and unless you like always having giant Civil Wars and never having the possiblity for a medium or smaller one to occur as they would with fewer disloyal characters and powerbase the beta Civil War change is irritating and immersion breaking for a player playing normally.

If this is about multiplayer balancing: across Paradox games people tend to play with a 'multiplayer balancing mod' that tweaks the game to make human - human match ups more fun or players can just have an agreement on whether they will do 'exploity' things. The vast majority of people play single player and there are tons of 'gamey' features that only become silly when intentionally used to push the game to its limits for say a rapid World Conquest. I don't mind if individuals mess around with things in their own game, this beta is getting away from the idea of everything having to be hardcore and an 'equal challenge' as achievements are now being allowed with mods and multiplayer so people if they wanted could use these avenues to get them all by 'cheating'. I am not going to do that as I enjoy getting them with a greater challenge involved and have been going through them 'as intended' one by one, but it is not up to me to decide how they play their single player games.
I realise there are many ways to prevent a Civil War and I do use them, I have a pretty high numbers of hours in this, my favourite Paradox game, but the fact remains that it is silly and frustrating for people playing the game normally to have to encounter a 10% disloyal powerbase or single failed 'Bring to Trial' action (which as I said has become almost worthless now because a 50% Civil War is just far too much of a gamble - so that game mechanic becomes in effect unusable and that immersive (if I may call it that) and decently simulated is now gone)). A single governor 20 loyalty governor that one decides to remove from the 'Bring to Trial' feature (as intended) that fails (as it should be able to result in a Civil War) should not be able to split a 700 territory Empire in half, it is not fun, unrealistic and potentially game-ruining for many players.

This beta, as far as I have understood it, is not about trying to 'level the game' and prevent anyone doing exploits regardless of whether it damages or renders useless other large parts of that game experience when used normally.

Locking every Civil War to this size has effected every instance of a Civil War (I bring up again the one of the potential failed 'Bring to Trial' endings which I believe is correctly implemented as they should have a chance of Civil War) and reduced the diversity and proportionality of in-game Civil Wars and should be altered to be proportional/graded or restored to the old system if this is beyond the scope of the Anniversary Patch.

If you want every Civil War no matter if it was half the court and powerbase or one non-noble family governor and his two sons to cause a complete 50/50 split you could mod that in but it should not be set as the standard for normal players who want a more realistic and fun experience while playing. Paradox games are complicated and there are always avenues for exploit but in an overwhelmingly single player game with now achievements being 'unlocked' from the Checksum the only person you are cheating is yourself. Other people's experiences should not be degraded because of some playing in a 'gamey' way.

P.S. I have edited down your original coment to reply, I think the forum thought it was Spam and wouldn't let me post.
 
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IsaacCAT

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every Civil War no matter if it was half the court and powerbase or one non-noble family governor and his two sons to cause a complete 50/50 split
Do we have confirmation about this being the case? I haven’t got the time to test it myself.
 
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llLordCamoll

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Have we confirmation about this being the case? I haven’t got the time to test it myself.
In my games they do always come out 50% even when I have tested by making absolutely sure everyone else is loyal by setting up a scenario where I go and bribe/free hand everyone etc etc (do things that normally wouldn't be worth it but just to make sure everyone is loyal) check the percentage of powerbase that is disloyal and then using a save to go back, ensure that a Bring to Trial Action against one governor/councilman fails and gets the Civil War - every time the rebellion is in population size and territory size about 45-55% of the country which is the top end of ones I have ever seen in game. I take it you haven't been playing the beta or just haven't had a Civil War trigger while playing?

I decided to test it out a number of times when I got suprised by a Civil War being massive and around half of my court deserting me immediately when I was sure most people and their powerbases were loyal. I did similar testing to determine the origin of my rulers losing popularity randomly to discover the 'Levy-Merging Ruler Popularity Bug' which I had a hunch about because of the Tribune/Legate loyalty bug. For that one I could find no one discussing it online but I replicated that tons over many games - I guess no one noticed because it is somewhat obscure. There aren't too many people that decide to bug-test Imperator as the other Paradox titles so many go unnoticed, but the Civil War one should be pretty easy to check. I haven't had anyone dispute it yet saying they have still had smaller Civil Wars occur in their beta games alongside the big ones which is understandable if you manage to keep everyone in check and never use the 'Bring to Trial' interaction so would never even trigger one.

I guess people having assumed there wouldn't be anymore updates haven't been looking as much generally. Some of the old mission trees were geared for the old patch so the requirements can be kind of messed up now, the 'Appoint Dictator' function doesn't work and there is never a power struggle like there used to be so they never 'give up' or 'refuse to give up' power making the Cincinnatus and Alea Iacta Est achievements unobtainable since the innovation trees reworks for example. Plenty I have just kind of ignored because they don't 'break the game' but the Civil War one was enough for me to make a post.

I would think most people would agree there should be some kind of gradation, so it is more a matter of confirming the sizes of Civil Wars now using the beta. I am only one person so there isn't much more I can do.
 
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Johan

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Do we have confirmation about this being the case? I haven’t got the time to test it myself.

its capped at around 50%.


There is lots of code that add in all family, all friends etc of the disloyal people, so they always become rather powerful.
 

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its capped at around 50%.


There is lots of code that add in all family, all friends etc of the disloyal people, so they always become rather powerful.
Do the number of revolting provinces/pops scale with the disloyal power base that triggers the civil war? I've noticed civil wars are much larger in 2.0.4 and seem to always be nearly half the country.
 

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Checking the code.

The civil war gets all of this.

- all governors joining the civil war add their entire region.
- all states that are "disloyal" (and not aiming for a foreign revolt)
- all provinces that have holdings belonging to rebels
- all provinces containing units loyal to a rebel
 

Johan

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But yeah, the code checking if a character joins a civil war is basically if a d100 > modified_loyalty

modified_loyalty is calculated like this.


Code:
        Loyalty = pCharacter->GetLoyalty();

        if ( pCharacter->IsFriend( &RebelLeader ) )
            Loyalty -= 50;

        if ( pCharacter->IsRival( &RebelLeader ) )
            Loyalty += 25;

        if ( pCharacter->GetFamily() == RebelLeader.GetFamily() && RebelLeaderNotHeirFamily )
            Loyalty -= 50;

        if ( pCharacter->IsFriend( &CurrentRuler ) )
            Loyalty += 25;

        if ( pCharacter->IsRival( &CurrentRuler ) )
            Loyalty -= 35;

        if ( RebelLeaderIsNotHeir )
        {
            if ( pCharacter->IsFriend( &CurrentHeir ) )
                Loyalty += 25;

            if ( pCharacter->IsRival( &CurrentHeir ) )
                Loyalty -= 25;
        }
 

Johan

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Adding in a check that characters 90 modified_loyalty will never join a civil war
 

IsaacCAT

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I guess in small nations it is easy to go to the cap of 50 because of the familiy and friends ties.

For me it makes sense and it is not about Multiplayer or Single Player. Now It is working as advertised.

Something else would be a design change for balance or gameplay.
 

llLordCamoll

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But yeah, the code checking if a character joins a civil war is basically if a d100 > modified_loyalty

modified_loyalty is calculated like this.


Code:
        Loyalty = pCharacter->GetLoyalty();

        if ( pCharacter->IsFriend( &RebelLeader ) )
            Loyalty -= 50;

        if ( pCharacter->IsRival( &RebelLeader ) )
            Loyalty += 25;

        if ( pCharacter->GetFamily() == RebelLeader.GetFamily() && RebelLeaderNotHeirFamily )
            Loyalty -= 50;

        if ( pCharacter->IsFriend( &CurrentRuler ) )
            Loyalty += 25;

        if ( pCharacter->IsRival( &CurrentRuler ) )
            Loyalty -= 35;

        if ( RebelLeaderIsNotHeir )
        {
            if ( pCharacter->IsFriend( &CurrentHeir ) )
                Loyalty += 25;

            if ( pCharacter->IsRival( &CurrentHeir ) )
                Loyalty -= 25;
        }
I know nothing about coding so I might be misunderstanding this, but does this mean:
Any friend of the rebel leader above 50 loyalty won't join, or does it mean they will join if they have even 100 (I guess now under 90 with the change)? Do these numbers here mean as they are or added or subtracted onto the 'base' of 50 loyalty? What does 'modified_loyalty' mean? Is that different to the loyalty stat displayed on the character page/tablet?

Sorry if I am completely misunderstanding the code.
 

IsaacCAT

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Every line is adding += or substracting -= loyalty amount depending to the relationship with the rebel leader or current ruler.

Then a dice of 100 sides is rolled to check against this modified loyalty to decide if the character rebels or not. If the dice result is bigger than the modified loyalty, the character rebels.
 
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llLordCamoll

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its capped at around 50%.


There is lots of code that add in all family, all friends etc of the disloyal people, so they always become rather powerful.
So that does mean one disloyal person in a noble family is supposed to have their entire noble family join. So in a nation with 4 families, if there are 3 disloyal people, one in each family then every single person in the 3 noble families will join? If that is the case it figures why the Civil Wars keep hitting the 50% cap.
Every line is adding += or substracting -= loyalty amount depending to the relationship with the rebel leader.

Then a dice of 100 sides is rolled to check against this modified loyalty to decide if the character rebels or not. If the dice result is bigger than the modified loyalty, the character rebels.
I see so a rebel leader's rival would have his modified loyalty be +25 before the die roll.

I see that the system is pretty complex so I didn't quite understand how characters were determined disloyal or not, but they do seem very large (pretty much always hitting the cap of 50) when I have tested which seemed excessive for the amount of characters and powerbase that are disloyal or the influence of a single person in the 'Bring to Trial' interaction. Perhaps the change will 'fix' the issue and they will be more reasonable, I just noticed that I never got any small or medium Civil Wars anymore, only 40-50% sized ones. I guess we will need more people's experience with Civil Wars in the beta to determine if it produces what is intended and works well.

Thank you again for working on this Anniversary patch, all of the other changes added in have made the game much better it is just the Civil War one that seems(ed) off to me when testing.
 
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IsaacCAT

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One thing we have learnt is that being friend or rival of the current ruler is very important for the check in the civil war. Worth checking friends and rivals before going to that trail or civil war starting.
 
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llLordCamoll

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Seeing we have a thread related to Civil Wars going, I believe there is a bug still existing upon finishing a Civil War where it switches your military law to Royal Guard for some reason. Perhaps it is to do with having a Legion when finishing the war, and for some other strange reason, it only seems to happen when you are over a certain size (unsure whether it is related to population or territory numbers) which is very strange.

Anyway, if you currently have Military Service in for example, finishing the war and having it switch to Royal Guard forces you to switch back to whatever you had before, spending stability and political influence. I guess it could also be used as an exploit to switch to Royal Guard for free.

Again, only seems to happen with large nations not small ones for some reason. I don't know at all the 'cross-over' point off the top of my head, but it could probably be easily replicated by playing as a large nation like the Selukid Empire from the start, triggering a Civil War whilst having Military Service and then checking the Military Law again once the war is over.
 
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TinWiz

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But yeah, the code checking if a character joins a civil war is basically if a d100 > modified_loyalty

modified_loyalty is calculated like this.


Code:
        Loyalty = pCharacter->GetLoyalty();

        if ( pCharacter->IsFriend( &RebelLeader ) )
            Loyalty -= 50;

        if ( pCharacter->IsRival( &RebelLeader ) )
            Loyalty += 25;

        if ( pCharacter->GetFamily() == RebelLeader.GetFamily() && RebelLeaderNotHeirFamily )
            Loyalty -= 50;

        if ( pCharacter->IsFriend( &CurrentRuler ) )
            Loyalty += 25;

        if ( pCharacter->IsRival( &CurrentRuler ) )
            Loyalty -= 35;

        if ( RebelLeaderIsNotHeir )
        {
            if ( pCharacter->IsFriend( &CurrentHeir ) )
                Loyalty += 25;

            if ( pCharacter->IsRival( &CurrentHeir ) )
                Loyalty -= 25;
        }
May I suggest altering those first five numbers just a bit:
Code:
        Loyalty = pCharacter->GetLoyalty();

        if ( pCharacter->IsFriend( &RebelLeader ) )
            Loyalty -= 40;

        if ( pCharacter->IsRival( &RebelLeader ) )
            Loyalty += 30;

        if ( pCharacter->GetFamily() == RebelLeader.GetFamily() && RebelLeaderNotHeirFamily )
            Loyalty -= 30;

        if ( pCharacter->IsFriend( &CurrentRuler ) )
            Loyalty += 30;

        if ( pCharacter->IsRival( &CurrentRuler ) )
            Loyalty -= 40;

        if ( RebelLeaderIsNotHeir )
        {
            if ( pCharacter->IsFriend( &CurrentHeir ) )
                Loyalty += 25;

            if ( pCharacter->IsRival( &CurrentHeir ) )
                Loyalty -= 25;
        }
Not sure if that will make a significant difference, but it just seems a little OP right now.

Thanks Johan!
 
Last edited: