4 Pages and only a couple of guys opened their eyes to see that those damn are PRETENDERS meanwhile->Its your fault for OE Op.....yada yada yada.....
Sigh....
Yeah, pretty much still ruined the game though...
4 Pages and only a couple of guys opened their eyes to see that those damn are PRETENDERS meanwhile->Its your fault for OE Op.....yada yada yada.....
Sigh....
Yeah, pretty much still ruined the game though...
I mean have 42 units of undefined size instead of 42000 men. That way those who find such a large rebellion unrealistic can imagine each unit only has 100 men.
A pretender rebelling and winning is a historically normal thing. Rebellions in excess of the nation's army size is also accurate. The force limit (supported standing army) or manpower (draftable young men) figures are not a good hard cap for a rebellion that can include all kinds of rabble, foreigners, etc. Rebellions multiplying with overextension is a balance equation to prevent swathes of land from being absorbed wholesale, and is therefore going to break the bounds of realism. If they want to put a ceiling on the rebel size from oe, they need to put a hard cap on how much coring you can do at once too!
The current biggest problem with rebellions is that you cannot negotiate, which is a HUGE historical reality and an important gameplay feature that we are senselessly now deprived of. Some rebellions, acceptance should still be brutal, pretenders definitely being a candidate for brutal terms (historic "accept demands" meant becoming co-rulers or outright abdication). The other big problem with them is they multiply - one province at 1 revolt risk is never going to revolt, while 10 provinces at 10 revolt risk is a hundred times the speed. Since revolts are so rare and small revolts so useless, a "buff" to revolt chance for the first/highest revolt province is in order.
The problem in this example? The player wants to win and can't handle losing. It's like we as players have this right to be able to expand without tedium, without limits, and especially without consequence. I don't have time to wait if I click autonomy up to 65/75% to lower revolt risk for the LA to tick back down! Not to mention if I vassalize, wait 10 years, and THEN get it at 75%! The truth is... yes I do. It's ok to lose. Even more, it's ok to just not win; to be only ok or mediocre and not the best. Expanding without immediate gain from the conquests, drawbacks to your wealth and power for always being at war, and especially what that implies for a tiny country ballooning to 10x or more your starting size and/or having powerful allies like Austria that put you ALWAYS at war... that's a great change. I like the idea that if I want to use a bunch of huge ai to fight my battles, and they drag me into constant wars, my LA doesn't move... making me want to avoid unnecessary allies. I like that being at peace is actually good for my country. I like 1.8 and the changes. Some of us don't want an easy game. This low-legitimacy 0-stability 13x-expanding revolt is hardly a problem. Expecting to do this without vassals, without stability, without legitimacy, and without consequence? THAT is a problem.
But a ragtag force of rabble will usually rout when faced by well trained troops with cavalry and cannons, even if it is bigger. Revolts can be big, yes, but if they are peasants, they will have few horses, cannons or good generals, and what about when the harvest has to come in? At least some army defections are usually (not always) needed for the rebels to win overall. Pretenders were usually well supported, so their succeeding sometimes is fine. The same is not true of pop-up peasant, zealot or nationalist armies - most of the time. The total absence of proper negotiations makes things worse.
You must agree at least that "overextension" as it is is a load of rubbish. Conquering Mexico makes Ireland revolt, when there are 40,000 veteran troops in Scotland just waiting to come across and crush them...sounds about right. That empire is not really overextended, or not in Ireland, anyway. Real overextension is when there are not enough troops or administrators to run the empire. Rebels do not usually rise because of the conquest of a country they could not even locate on a map.
Yeah, pretty much still ruined the game though...
In essence you as the player could have avoided it but didn't. So the blame still rests for a large part with you not with the mechanics. It's like saying there is something wrong with the mechanics of ARMA cause you play it like COD.
War exhaustion does not equal "overextension". War exhaustion makes sense - no one likes seeing her son some home in a box, or spending millions of currency units on it. But "overextension" only happens when the country wins the war! Foreign wars can be unpopular, but when the war ends, dissent at home would usually lower, not rise. Under this system, there is a sudden increase in unrelated revolts when the war ends and distant land is conquered with almost no further bloodshed - except for the 60,000 rebels, of course.
You would also have to admit that thousands of cavalry and cannons rising in the colonial Americas is somewhat unlikely.
Actually I was sarcastic towards the people who said its your fault like this one:
Because lets face it, its not a mechanic problem that there is no actual solution to it, like for example concede/return the land or turn it independent etc etc......
Sigh, double sigh.....
What? Every rebellion has a solution. Is there such a thing as a rebellion that, by itself, ends the game? You'd need, what, nationalist rebels on ALL your land? I mean, the solution may be a new leader with a different dynasty (pretender) or it may be a new religion, or a despotic monarchy, or you might just have to lose a lot of the land you conquered... but there is a solution. You may not like the solution. You may, like the OP, feel your game is over if you have to accept this solution, but it's there.
Sometimes things go badly. Good games do that. You should NOT always win.
The important point is whether things go badly because of player mistakes, or punishments at random. Rebels despite their absurdity have shifted away from the latter in 1.8. Rebels in enemy countries still shouldn't necessarily be hostile though, especially with the huge support cost in some cases, because getting telefragged by a mechanic intended to punish a different nation for doing poorly and instead rewarding it *is* random bullcrap.
In contrast, situations where your options devolve into false choice aren't random screw-yous, just a design element that could be improved.
That is not the point; it is not about winning or losing at least not for me; having said that I don´t mind losing a game for the right reasons like being outsmarted by my opponent but rebels are neither smart nor a challenge. For those that understand them too well, not well enough or/and have no tolerance for needless fantasy (or have less than a vivid imagination)/micromanagement they are only a mind-boggling annoyance. Making them at the very least plausible is the least that PDS can do.Sometimes things go badly. Good games do that. You should NOT always win.
That is not the point; it is not about winning or losing at least not for me; having said that I don´t mind losing a game for the right reasons like being outsmarted by my opponent but rebels are neither smart nor a challenge. For those that understand them too well, not well enough or/and have no tolerance for needless fantasy (or have less than a vivid imagination)/micromanagement they are only a mind-boggling annoyance. Making them at the very least plausible is the least that PDS can do.
A pretender rebelling and winning is a historically normal thing. Rebellions in excess of the nation's army size is also accurate. The force limit (supported standing army) or manpower (draftable young men) figures are not a good hard cap for a rebellion that can include all kinds of rabble, foreigners, etc. Rebellions multiplying with overextension is a balance equation to prevent swathes of land from being absorbed wholesale, and is therefore going to break the bounds of realism. If they want to put a ceiling on the rebel size from oe, they need to put a hard cap on how much coring you can do at once too!
The problem in this example? The player wants to win and can't handle losing.
It's like we as players have this right to be able to expand without tedium, without limits, and especially without consequence. I don't have time to wait if I click autonomy up to 65/75% to lower revolt risk for the LA to tick back down! Not to mention if I vassalize, wait 10 years, and THEN get it at 75%! The truth is... yes I do. It's ok to lose. Even more, it's ok to just not win; to be only ok or mediocre and not the best. Expanding without immediate gain from the conquests, drawbacks to your wealth and power for always being at war, and especially what that implies for a tiny country ballooning to 10x or more your starting size and/or having powerful allies like Austria that put you ALWAYS at war... that's a great change.
I like the idea that if I want to use a bunch of huge ai to fight my battles, and they drag me into constant wars, my LA doesn't move... making me want to avoid unnecessary allies. I like that being at peace is actually good for my country. I like 1.8 and the changes. Some of us don't want an easy game. This low-legitimacy 0-stability 13x-expanding revolt is hardly a problem. Expecting to do this without vassals, without stability, without legitimacy, and without consequence? THAT is a problem.
Besides, vassals are a poor method of expansion because they take just so long to annex, and when you finally do, you just get their lands with 50 LA, which means their lands aren't even immediately useful - which you need to blob out - when you get it directly under your control. And, because it takes a long time to annex vassals, for me at least, it takes a very long to pass all that time on speed 5 since my computer handles EUIV less well since the new patch.
This is completely unfair, unfun and stupid.