Kommissar
Recruit
Revolutions aims to stop snowballing, by allowing towns with low loyalty to revolt, providing they're owned by a different faction to their original.
IMPORTANT! If your mod crashes on startup, navigate to mod's "Bin" folder, select Revolutions.dll file, right-click it, go to properties, and tick "Unblock" at the bottom right.
When you launch the mod for the first time, each town will be assigned a loyalty to its current owner. When said towns are taken over, loyalty decreases by a base of -5. When it gets low enough, revolution progress will start building up, eventually causing a rabble of looters to appear outside of the city and attack the garrison. There's 500 of them, but they're not very strong - so a good commander can certainly hold off the attack! Should they be successful, the town changes hands. Keeping loyalty high will prevent revolts. Player (at present) receives a boost to loyalty to prevent early-game rebellions.
It works best with a new game or a game where one faction hasn't dominated yet.
Current features:
Planned features:
I'm looking to gather as much feedback as possible so I can fine-tune the loyalty changes. Please provide me with constructive criticism and suggestions.
source code for those of you interested: https://github.com/zkajo/Revolutions
Links:
Nexus
IMPORTANT! If your mod crashes on startup, navigate to mod's "Bin" folder, select Revolutions.dll file, right-click it, go to properties, and tick "Unblock" at the bottom right.
When you launch the mod for the first time, each town will be assigned a loyalty to its current owner. When said towns are taken over, loyalty decreases by a base of -5. When it gets low enough, revolution progress will start building up, eventually causing a rabble of looters to appear outside of the city and attack the garrison. There's 500 of them, but they're not very strong - so a good commander can certainly hold off the attack! Should they be successful, the town changes hands. Keeping loyalty high will prevent revolts. Player (at present) receives a boost to loyalty to prevent early-game rebellions.
It works best with a new game or a game where one faction hasn't dominated yet.
Current features:
- Loyalty to original town owner (at campaign launch)
- Revolt once the revolt progress reaches 100%
- New town screen
- Player able to increase loyalty in their towns by staying in them
- Faction revolt cooldown (30 days since the last revolt), ensuring towns don't keep going back and forth between factions
Planned features:
- After a certain time, the town will become loyal to its new owner, or at least loyalty penalties will be reduced.
- Interaction with revolt mechanic (such as inciting revolts).
More interactive revolt (battle, or garrison changes)DONE- BETTER revolt battles - I hope to make them happen inside the city, rather than on the plains outside.
I'm looking to gather as much feedback as possible so I can fine-tune the loyalty changes. Please provide me with constructive criticism and suggestions.
source code for those of you interested: https://github.com/zkajo/Revolutions
Links:
Nexus
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