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Thread: Seleucid Revolt System

  1. #1
    delita5's Avatar Libertus
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    Default Seleucid Revolt System

    Well I was all excited by the news that the Seleucid vassals would begin to revolt and went to play... well after 77 turns none of the vassals abandon Seleucid I was using the steam version so I thought "maybe the forum version and more updated I will use it" I started a new campaign and after 65 turns no vassal of Seleucid declared independence , is it a bug or am I being unlucky?

  2. #2

    Default Re: Seleucid Revolt System

    You're being lucky It has a chance of revolt based on your relations with them and on your army size, so if you playing on normal for example, where AI does not build its army as fast as on Very Hard for example, it has of a chance to revolt. I'm playing as Rome now, and I've seen a message that 4 of the persian satrapies has revolted against selucids. Try starting anew and not building any army units, see what happens, i bet the revolt will be on the first 10 turns, if you dont improve relations with the eastern satrapies.

  3. #3

    Default Re: Seleucid Revolt System

    You're just being unlucky, I think. I punched the Seleucids in the face early on as Armenia after a lucky ambush, and watched as one by one all their satrapies betrayed them. It's based on their relative strength versus their satrapies', so if the Seleucids are doing well and winning battles and not losing whole armies, then you're not likely to see them make a bid for freedom any time soon.

    Currently for me they're stuck without a single satrapy.

  4. #4

    Default Re: Seleucid Revolt System

    1- Are you playing as the Seleucids or are they the AI?
    2- Do you have any submods?

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  5. #5

    Default Re: Seleucid Revolt System

    I just hit the theuros reforms in my campaign as the seleucids and have not had a satrapy revolt. No submods. Just from my wars with armenia and atropatkan theyre all in green relations with me.

    Is there a point at which where they will rebel no matter what?

  6. #6

    Default Re: Seleucid Revolt System

    No, as the player if you maintain good relations with them they will not revolt. The idea of the system was to have some nuance and control over things, not have it be a guaranteed scripted gamey type system.

    As the AI, the Seleucids will get a revolt at some point no matter what. This is because playing eastern factions is really tough without having that happen.

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  7. #7
    KAM 2150's Avatar Artifex
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    Default Re: Seleucid Revolt System

    While I prefer current system (since if you are doing great, have a strong army and good relations, why would they rebel?) but maybe it would be possible as an official submod to have guaranteed revolt for the player like for the AI?
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  8. #8

    Default Re: Seleucid Revolt System

    I'd prefer a guaranteed revolt. Seleucids already start pretty strong and it's not hard to make your enemies like you. I think part of playing as the Seleucids is trying to keep your empire together.

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  10. #10
    delita5's Avatar Libertus
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    Default Re: Seleucid Revolt System

    Quote Originally Posted by Dresden View Post

    As the AI, the Seleucids will get a revolt at some point no matter what. This is because playing eastern factions is really tough without having that happen.
    Do you have any basis on how many turns it takes to happen or is completely random?

  11. #11
    Litharion's Avatar Artifex
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    Default Re: Seleucid Revolt System

    Quote Originally Posted by delita5 View Post
    Do you have any basis on how many turns it takes to happen or is completely random?
    no, it can happen if certain requirements are fulfilled, randomly.

    Code:
        
    local randomNumber = SeleucidRandomNumber();    
    local chance = (MaxRebels*3) + (strength*5);
        DebugSeleucid("chance: "..tostring(chance));
    
    
        if randomNumber < chance 
            then SeleucidTriggerRebellionForFactions(RebelFactions);
        end;
    Which difficulty are you playing with?

  12. #12
    delita5's Avatar Libertus
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    Default Re: Seleucid Revolt System

    Quote Originally Posted by Litharion View Post
    no, it can happen if certain requirements are fulfilled, randomly.

    Code:
        
    local randomNumber = SeleucidRandomNumber();    
    local chance = (MaxRebels*3) + (strength*5);
        DebugSeleucid("chance: "..tostring(chance));
    
    
        if randomNumber < chance 
            then SeleucidTriggerRebellionForFactions(RebelFactions);
        end;
    Which difficulty are you playing with?
    Normal Difficulty

  13. #13
    Litharion's Avatar Artifex
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    Default Re: Seleucid Revolt System

    Quote Originally Posted by skillfultree View Post
    I'd prefer a guaranteed revolt. Seleucids already start pretty strong and it's not hard to make your enemies like you. I think part of playing as the Seleucids is trying to keep your empire together.
    I don't like the revolt to be completely unavoidable as every campaign will play out the same then.

  14. #14
    Litharion's Avatar Artifex
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    Default Re: Seleucid Revolt System

    Quote Originally Posted by delita5 View Post
    Normal Difficulty
    Any idea how strong the vassals are?

  15. #15
    delita5's Avatar Libertus
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    Default Re: Seleucid Revolt System

    Quote Originally Posted by Litharion View Post
    Any idea how strong the vassals are?
    Usually they have one full troop and one less than half
    I got tired of waiting and enjoy that Taksashila declared war against Seleucid and I began to attack their vassals here some photos
    https://imgur.com/a/yuGsN


    If you want I can start a new campaign on a bigger difficulty to see what happens
    I normally play on the normal difficulty because and the difficulty recommended for DEI is not?

  16. #16
    delita5's Avatar Libertus
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    Default Re: Seleucid Revolt System

    I do not know if this helps any more here are some photos of my quick save from turn 40
    https://imgur.com/a/Cv0Sb

  17. #17

    Default Re: Seleucid Revolt System

    Does the ancient wonders mod have scripts in it? I think it does - which means it turns off the new system. You need to check submods for any scripts.

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  18. #18

    Default Re: Seleucid Revolt System

    Quote Originally Posted by Litharion View Post
    no, it can happen if certain requirements are fulfilled, randomly.

    Code:
        
    local randomNumber = SeleucidRandomNumber();    
    local chance = (MaxRebels*3) + (strength*5);
        DebugSeleucid("chance: "..tostring(chance));
    
    
        if randomNumber < chance 
            then SeleucidTriggerRebellionForFactions(RebelFactions);
        end;
    Which difficulty are you playing with?

    What language is that? Would you be able to point me to any resources on how to make my own?

  19. #19

    Default Re: Seleucid Revolt System

    Lua

    We are altering the system a bit in the next update. If you have neutral (0) relations with satrapies they can rebel, rather than -20. Also, we will fix a bug where sometimes the revolt chance is lower than intended.

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  20. #20
    delita5's Avatar Libertus
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    Default Re: Seleucid Revolt System

    Quote Originally Posted by Dresden View Post
    Does the ancient wonders mod have scripts in it? I think it does - which means it turns off the new system. You need to check submods for any scripts.
    I've removed the following mods

    http://steamcommunity.com/sharedfile...?id=1115194232
    http://steamcommunity.com/sharedfile.../?id=621214939
    http://steamcommunity.com/sharedfile.../?id=504909290

    This time Haraiva and Haravautis will declare independence in turn 18 so this time I was not theirs the mods I took or went because Egypt is at war against Seleucid ( something that had not happened in the previous 2 games )
    https://imgur.com/a/jxe8x
    Well, I'm still satisfied.

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