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avee

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Aug 13, 2009
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Better rebels v0.8
for Crusader Kings 2 v1.06

This mod if for those who think rebel system in CK2 is boring and pointless.
Now they will not spawn and wait to be killed. Instead, you will get nasty province modifiers representing peasant unrest. Also, there is a chance to be killed/wounded/maimed by revolting peasants and a chance that they will burn a building in province.

Current version is 0.8. It still needs balancing and testing. Any feedback is appreciated. :)

Download link:
View attachment Better Rebels v0.8.rar

Installation:
  1. Download Better Rebels mod.
  2. Unpack the archive content into your mod folder, located in the main Crusader Kings 2 directory.
  3. Select Better Rebels mod in the Launcher mod selector

Changed files:
  • common\job_actions.txt
  • events\rebel_events.txt

Added files:
  • common\event_modifiers\better_rebels_mod.txt
  • common\on_actions\better_rebels_mod.txt
  • events\better_rebels_mod.txt
  • localisation\better_rebels_mod.csv
 
Last edited:
Version 0.2 is ready.

Changelog:
Revolt power is no longer random - it increases over time if revolt risk is high and decreases if it`s low.
Event-based rebel spawn is replaced properly with a new system.
Powerful revolts can now lead to province defection.
Fixed some bugs. :)
 
Sounds interesting. What are the nasty modifiers?
Let me explain how this mod works.
Every time game engine thinks it`s time for a new revolt, instead of spawning rebels, province gets a modifier representing rebellious peasants activity. If there is revolt already, it gets stronger.
There are currently 4 levels of revolt activity: peaceful province (no modifiers), minor revolt, serious revolt and massive revolt. Obviously, every next level is harsher and has more chances of something bad happening - like peasants killing characters and so on.
Every level of revolt activity also lowers revolt risk - if initial RR is low, you will have only a minor revolt for some time and after that province will get back to peaceful state. With high initial revolt risk you have a chance to get devastating Massive revolt modifiers.

Current modifiers are the following:
Minor revolt: -20% tax, -10% levy, -2% revolt risk
Serious revolt: -20% tax, -20% levy, -3% revolt risk and all maluses from minor revolt
Massive revolt: -40% tax, -50% levy, -1000% revolt risk and all maluses from previous modifiers
 
Cool. I like the sounds of it, a lot! But, is the player able to do anything about revolts? Or do you just wait it out?
It`s a good question and I`m currently thinking about ways to fight them.
Currently, the only thing you can do is to wait and send your marshal with suppress revolts mission to prevent escalation/new revolts.
 
Alright. It'd be neat if the game had some sort of functionality that could allow one of your courtiers or councilors to 'negotiate' with them -- either to suppress them with force or to give in on some demand and lose prestige..
 
Alright. It'd be neat if the game had some sort of functionality that could allow one of your courtiers or councilors to 'negotiate' with them -- either to suppress them with force or to give in on some demand and lose prestige..
I will try to link revolt suppressing event with marshal mission to make it not only decrease revolt risk but also give a chance to stop ongoing revolt.
 
Do you ever get actual rebel stacks actually spawning? I'm thinking something like this would be great:

- At the highest level of revolt modifier, if you get another revolt a *large* rebel stack spawns.
- This also triggers events to increase revolt risk in nearby provinces.
- If a province falls to rebels, further events trigger to increase revolt risk in nearby provinces.

This way it will represent a rebel movement which has overthrown the local commanders and is threatening the region and possibly the whole realm if not put down promptly.
 
Do you ever get actual rebel stacks actually spawning? I'm thinking something like this would be great:

- At the highest level of revolt modifier, if you get another revolt a *large* rebel stack spawns.
- This also triggers events to increase revolt risk in nearby provinces.
- If a province falls to rebels, further events trigger to increase revolt risk in nearby provinces.

This way it will represent a rebel movement which has overthrown the local commanders and is threatening the region and possibly the whole realm if not put down promptly.
No rebel spawn, sorry. About yourr idea with huge stack of rebels and spreading revolution ideas - I`m not sure it fits game period and can be easily balanced.
 
Version 0.3 is posted. You can now negotiate with rebels and send your marshal to suppress them.

Changelog:
- Added event offering you to negotiate with rebels
- New event: when marshal is in revolting province he has a chance to suppress it
- Bug fixes as usual :)
 
Mind if I adapt this for the BGA mod?
 
Thanks.

I am in no hurry. :)
 
Version 0.4 is released. There are some minor balance changes and bugfixes. Also, mod now has a proper structure to combine it with other mods - proper event IDs etc. :)

To incorporate it into other mod you need only to edit on_actions.txt and event_modifiers.txt (if your mod changes them).

Changes in on_actions.txt:
Code:
on_rebel_revolt = {
	events = {
		[COLOR="#FF0000"][B]1000025000[/B][/COLOR]
	}
}
Additions in event_modifiers.txt:
Code:
# Better rebels mod
brm_recent_revolt = {
	local_revolt_risk = -1
	icon = 13
}

brm_minor_revolt = {
	city_tax_modifier = -0.2
	castle_tax_modifier = -0.2
	temple_tax_modifier = -0.2
	city_levy_size = -0.1
	castle_levy_size = -0.1
	temple_levy_size = -0.1
	local_revolt_risk = -0.02
	icon = 31
}

brm_serious_revolt = {
	city_tax_modifier = -0.2
	castle_tax_modifier = -0.2
	temple_tax_modifier = -0.2
	city_levy_size = -0.2
	castle_levy_size = -0.2
	temple_levy_size = -0.2
	local_revolt_risk = -0.03
	icon = 31
}

brm_massive_revolt = {
	city_tax_modifier = -0.4
	castle_tax_modifier = -0.4
	temple_tax_modifier = -0.4
	city_levy_size = -0.5
	castle_levy_size = -0.5
	temple_levy_size = -0.5
	local_revolt_risk = -10
	icon = 31
}

brm_revolt_suppressed = {
	local_revolt_risk = -0.05
	icon = 13
}

brm_reduced_tax = {
	city_tax_modifier = -0.1
	castle_tax_modifier = -0.1
	temple_tax_modifier = -0.1
	local_revolt_risk = -1
	icon = 24
}

brm_rebel_offer_rejected = {
	local_revolt_risk = 0.01
	icon = 32
}

brm_isolated_province = {
	city_tax_modifier = -0.1
	castle_tax_modifier = -0.1
	temple_tax_modifier = -0.1
	local_revolt_risk = 0.05
	icon = 24
}