Squirrelloid's thread on 1.8 got me thinking about a few things, especially rebels. Now mind you, I love the new system -- whoever cooked up the concept nailed it. It isn't any less random than the old system, but now there's actually player agency in rebel uprisings. But...there are certainly still balance issues with rebels, as others have mentioned. One of the biggest is harsh treatment.
For those who don't know the specifics of harsh treatment:
And some more stats on harsh treatment:
So...for example, if a nation has five rebel factions with a 10% chance of progressing each month, you'll spend 250 MIL to harsh treat all five every 50 months on average -- 5 MIL a month. However, if a nation with the same total provincial unrest has one rebel faction with a 50% chance of progressing each month, you'll spend 250 MIL to harsh treat it every 10 months on average -- 25 MIL a month.
This is one of the biggest contributors to why a large number of small factions is easier to handle than a small number of large factions, which most of us have figured out intuitively. Harsh treatment is useless on large factions. This is in addition to some of the extra military advantages concentrated large rebels have over spaced-out small rebels:
Anyway, the solution to quadratically-increasing harsh treatment is making harsh treatment a flat cost regardless of how large the rebellion is. That way, you'd pay the same amount of MIL per month to keep all rebels in your nation at bay, no matter how they're divided amongst your factions (and large factions would still have the military advantages listed above).
I don't have a good number in mind, but 50 MIL feels appropriate. Or maybe 75 or 100 MIL? It would need testing, of course.
For those who don't know the specifics of harsh treatment:
- A rebel faction can be harsh treated at 25% progress and above, and reduces the faction's progress by 25%.
- The cost of harsh treatment is equal to 5 MIL per 1% chance that the faction's progress will rise each month. At 10%, it costs 50 MIL to harsh treat, at 20%, it costs 100 MIL, etc.
- The monthly chance of progress increase is capped at 75%, regardless of the total unrest of that faction's provinces. Therefore, the cost to harsh treat is capped at 375 MIL.
And some more stats on harsh treatment:
- Harsh treatment guarantees at least half a year will pass before the faction reaches 100% (harsh treating at 95% drops progress to 70%). At a capped rate of 75% chance per month, this gives you an average of eight months before the faction reaches 100%.
- If no faction is past the 75% chance per month cap, the cost to harsh treat every single rebel faction in your nation is equal regardless of the number or distribution of the rebel factions. The total cost is 5 MIL for each % chance per month in all provinces with positive unrest.
- However: if you wanted to stop all rebels from ever rising up (i.e. always harsh treating when a faction reaches 95%), on average you would have to pay varying amounts of MIL/month depending on the number and distribution of the rebel factions. The cost of harsh treatment/month for a single faction increases quadratically as % chance/month increases. The average monthly MIL cost to stop a single faction in its tracks is equal to [(% chance per month) / (10%)]²
So...for example, if a nation has five rebel factions with a 10% chance of progressing each month, you'll spend 250 MIL to harsh treat all five every 50 months on average -- 5 MIL a month. However, if a nation with the same total provincial unrest has one rebel faction with a 50% chance of progressing each month, you'll spend 250 MIL to harsh treat it every 10 months on average -- 25 MIL a month.
This is one of the biggest contributors to why a large number of small factions is easier to handle than a small number of large factions, which most of us have figured out intuitively. Harsh treatment is useless on large factions. This is in addition to some of the extra military advantages concentrated large rebels have over spaced-out small rebels:
- Large uprisings have a greater chance of winning sieges due to your inability to win battles fast enough, leading to negative effects and adversely affecting your income.
- Individual stacks in large uprisings have a greater chance of joining together to form unbreakable blobs.
- The increased need to stomp out large uprisings leads to a need to attack with unfavorable circumstances (most often, your rebel-hunting stack doesn't fully recover between battles, compounding your losses).
Anyway, the solution to quadratically-increasing harsh treatment is making harsh treatment a flat cost regardless of how large the rebellion is. That way, you'd pay the same amount of MIL per month to keep all rebels in your nation at bay, no matter how they're divided amongst your factions (and large factions would still have the military advantages listed above).
I don't have a good number in mind, but 50 MIL feels appropriate. Or maybe 75 or 100 MIL? It would need testing, of course.