What mod is that nice looking map?![]()
Illusionairy Flat Political Mapmode v1.0 (ironman compatible)
What mod is that nice looking map?![]()
Thanks for assuming stuff about me.
just please leave rebellions meaningful.
Thanks for the laugh m8.
And to clarify: I am not against rebellions and what they are supposed to do, but as it is right now (and several patches back I might add),aside from been a chore what else is meaningful about them?
There's nothing to assume. You want rapid expansion and minimal boredom, correct?
Well, if you rapidly expand without vassals and without stretches of peace... rebellion. It's part of the challenge. Consider slowing down. Consider vassals. Consider a total war game. I don't really know, just please leave rebellions meaningful.
They force you to take ideas, herd vassals, or deal with autonomy, or else they spawn?
Really? So far after blobbing successfully, I simply put some stacks on rebel suppression mode and be done with it. Never have I been forced to take Ideas or utilize vassals solely for rebel suppression. And I am far from been considered a good player. If an average player can deal with it and relegate into an after thought or an annoying little thing, I can imagine how insignificant or an easy to deal chore it can be to an advanced player.
The idea behind it, is not bad, the implementation is horrible.
They force you to take ideas, herd vassals, or deal with autonomy, or else they spawn?
The whole goal of the game is expansion, do you agree? At least, that is how Paradox advertised it : you want to see your magnificent country with its aesthetically pleasing border and appreciate the job done, like God with Creation.
With that in mind, everything you do is to get bigger : the only opposition to that is other countries (geopolitical situation), and rebels (''internal'' politics). Everything else is just means to create that opposition (Stability, legitimacy, etc.). To that you seem to agree.
Following from that, there are no real choices to be made, once the rules are set out : there is no real opportunity cost, because there is only one way, the majority of the time, to expand (vassals) and avoid that opposition. This is all fake : if there are oppositions a,b,c (in every game), of course you'll always take ideas 1,2,3 that counter them, if it's the only way to do so. There's flat out no real choice, considering the goal of the game.
It's unlike civilization where there are choices to be made between, for instance, the number of cities or population, or military-focus or culture-focus, etc. There is a real opportunity cost to building a Monument instead of a Scout or vice-versa, because the obstacles aren't one-sided and hard limits.
However, here, the rebels are a one-sided obstacle (there's only one way to counter them) and it's a hard limit to how you can expand that is determined sometimes by uncontrollable causes ; and the only way to not encounter it is vassals and waiting...? This seems fairly against how history works... And, even as an abstraction, it's pretty poor (especially, the waiting part).
I'm with you until the end.
There are several factors limiting you. There is difficulty; the ai has its own armies and desires on land too. There is ability; you need your own armies and funds and need to use them well. There is also your internal stability; ripping up treaties will eat into your we and stab if you are wanton about it. There is diplomacy; if you aggressively expand people team up to stop you.
Then, there is also rebellion. This means if everything else is going well, you may have to choose between some autonomy or lowering it and rebels. If things are going ok, it may mean raising autonomy or keeping it and maybe rebels. If things, as yours looked, were going bad - low legitimacy, massive overextension for spurts - your choice may become giving full autonomy (vassal) or having rebels. If things get REALLY bad (peasant war etc) you may have to just deal with rebels and not do anything else till you're done.
They're one of many factors. I like that, barring certain events, you CAN basically never deal with a revolt-risk-spawned revolt. Not one. I also like that to do that, you have to "slow down" by increasing autonomy, feeding vassals, or otherwise doing things that are not conquering land, keeping it, and then immediately conquering still more. It means idea groups like humanism are constantly raved about here despite no value to your army or coring speed, because there IS more to the game.
Hope that makes sense.
Overextension is the game's mechanic for simulating the effects that it cannot do perfectly. It is mopping up the dissidents, genocide, rape, pillaging, government replacement, bribery, simony, vassalizing, you name it that happens when the literal war ends but the army can't leave yet. This is, as I said, better handled by war exhaustion but it can't do everything. Perhaps altering WE slightly and having OE do nothing but add WE might work?
The problem is that realistically/historically, overextension involved states of constant warfare or at least open hostility that
this game simply can NOT reproduce. Historically, plenty of regions were taken, and then a later peace confirmed this and made it a "core" at last, but what's missing in-game is that there was open hostility frequently through this time, and of course truces were not often kept
or 15 damned years long! The game represents this historical reality of conquered land having resistance and not being accepted with nationalism, war exhaustion, and overextension. Without a good way of simulating
border skirmishes, ignored treaties, tenuous claims and annexations, and all the other historic realities this game lacks... we have what we have. I don't think it's perfect, not at all, but it serves a purpose that this game lacks a simple means of bettering without altering core g
ame mechanics. At best, you make OE just increase the effects of nationalism and maybe a
dd to war exhaustion, and increase the time to core.
Thousands of cavalry and cannons rising in the colonial Americas was NOT unlikely. Those forces actually being from the colonies and not France (or Spain, Holland, etc) is what is unlikely. The problem here is that rebellions are an almost entirely internal mechanic instead of being heavily influenced and supported by foreign powers. If you want to heavily nerf rebel sizes across the board into nothing, I am actually ok with that so long as you make supporting rebels give them absolutely massive (hundreds of %) increase to rebel size. As it stands, r
ebels are "realistic" insofar as OE doesn't go over 100% and you assume rebellions are foreign supported.
But they are not foreign supported. Pretending does not change this.
They are not supported by foreign governments. The game does not model what other factions or individuals do. You have to pretend they exist.
If I have to pretend they exist just for the current implementation to make sense, then for all purposes of the game, they don't exist.
You post that they are at most an annoyance. The post above? They're game-breakingly brutal. Which is it? My guess is you don't expand quickly enough (or ONLY via vassals) to see them.
Auto, unfortunately, yes. Vassals are your solution in this case. I don't see how they are counter to the other game mechanics; a vassal is sorta the equivalent of giving full autonomy to that area!
You post that they are at most an annoyance. The post above? They're game-breakingly brutal. Which is it? My guess is you don't expand quickly enough (or ONLY via vassals) to see them.
Auto, unfortunately, yes. Vassals are your solution in this case. I don't see how they are counter to the other game mechanics; a vassal is sorta the equivalent of giving full autonomy to that area!
My point was that foreign support is a plausible explanation, if you need one.
They are not supported by foreign governments. The game does not model what other factions or individuals do. You have to pretend they exist.
Pray do please explain to me, how when I am the most advanced state in the world and I have cut all foreign trade or access into one area, my rebels in that area spawn with state of the art guns and artillery, three times the provincial population and a general that would put Alexander the great to shame.
EDIT: You dont know how vassals are counters to the rest of the mechanics? My dear for the last year the game should be named Vassal universalis instead.
Murderously brutal? M8 really? You take a single case and you make it a rule.
Jelali revolts? I thought those were about excessive taxes and declining living standards, not the conquest of some land on the other side of the world. No Chinese revolts were caused by conquering distant land overseas either.
It is ridiculous that big revolts may never happen when the country stays the same size, but suddenly explode when it conquers some land on a different continent. That is just not what causes revolts almost all the time.