Revolutions

Issue #177 new
joseasoler repo owner created an issue

Although I never play with them, someone may be interested on creating a proposal to adapt ExtraModMod's new content (building, civics and so on) to the Revolutions feature.

Comments (1)

  1. joseasoler reporter

    Although I like the concept behind Revolutions, I've never integrated Revolutions into EMM gameplay because in my opinion its current implementation is not appropiate for FFH2 and needs a lot of adaptation work for a series of reasons. Some of my issues are that revolutions seem to be too frequent, and that it only takes few turns for people going from being happy to start revolting actively, even in cities that have always belonged to the same empire.

    The third biggest issue I have is that the current implementation is not truly integrated with Fall from Heaven 2. Few buildings modify Revolutions, and some that should certainly affect it (Pillar of Chains, religion temples and so on) currently do not alter them at all. Civics like Sacrifice the Weak actually increase the chance of revolutions (which would make sense if someone tried to apply such inhumane conditions in the real world), but according to its lore and the lore of its religion it should actually reduce it. Other Civics also need tweaks in my opinion. Traits like Fallow or Sprawling should also affect Revolutions somehow.

    My second biggest issue is that Revolutions punishes evil civilizations. Anyone following the Veil (specially Sheaim) will suffer endless revolutions when they start (ab)using Sacrifice the Weak, and the Calabim are actually punished when they try to use their unique mechanics. I'm under the impression that even evil civilizations that do not have mechanics that affect unhappiness or unhealthiness (like the Illians) suffer greater penalties than neutral or good civilizations, but I have no actual proof of it.

    But the most important issue is that IMO Revolutions should have a different design purpose in FFH2. Revolutions was designed with realistic mods in mind, and in the real world revolutions tend to happen as soon as the people in charge fail to apply the roman "bread and circuses" rule, and they can also happen because of religious or nationality reasons. In the Erebus lore, revolutions are brutally stopped and people can be kept under ignorance and despair. Religion and nationality can still move people to action, but the effect of unhappiness and unhealthiness should be diminished as, because of the lack of true Hope or just because of the dark nature of the setting, they should not make people react as much as they should. This can be seen in the Pillar of Chains lore, in which protesters are initially very timid and worried; only the seeming lack of reaction from part of the nobles made them start doing more and even then they didn't really did anything that could be leading to a revolution.

  2. Log in to comment