Sid Meier's Civilization V

Sid Meier's Civilization V

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RPP Revolts
   
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293.854 KB
21 Jul @ 8:55am
8 Aug @ 8:19am
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RPP Revolts

In 1 collection by RipePebble
RPP Core Mods
7 items
Description
The Voice of the People
This mod adds more in-depth revolt mechanics to the game, providing each playthrough with an additional threat to keep an eye on and manage.

As players make decisions and the world evolves, their populace might rise up and wreck havoc throughout the land to make their outrage known. It's up to each ruler to choose how to deal with violent dissenters, be it through preventive measures or decisive military intervention.

Revolts
Causes
Several events may cause the people to take up arms, mainly:
  • Adopting a new policy.
  • Declaring war or peace.
  • Occupying or razing a city.
  • Losing a city.
  • The majority religion in a city not being the same as the majority throughout the empire.
The type of unit that make up each rebel contingent is tied to the segment of the population a player upsets.

Preventing Uprisings
A ruler can take action to stop a revolt before it even happens. The most effective methods are as follows:
  • Keeping a unit garrisoned in the city.
  • Building a constabulary or a police station in the city.
  • Maintaining the local happiness of the city.
  • Keeping an inquisitor the city.

Options
You can disable the sound effect that plays when a revolt happens in the lua file. Both humans and AI are subject to the effects of this mod.

Important: Barbarians must be enabled at game setup for this mod to work.

My Main Mods:
RPP Colonies - RPP Revolts - RPP Sieges - RPP Institutions - RPP Seasons - RPP Estates - RPP Attrition - MLP:FiM Pack
Flavor Mods:
Airship Caravans - Barbarian Forts -Strategic Terrain - Exit to Linux
19 Comments
RipePebble  [author] 8 Aug @ 8:33am 
UPDATE:
Reduced separatist spawn rate and made them stop appearing 20 turns after city occupation.
Made revolts less likely the closer to the capital a city is.
Reduced chances of revolts from religious unrest.
Keeping an inquisitor in a city now reduces the chances of religious revolts.

Hopefully this will address some of the issues pointed out in the comments, thank you for letting me know about them.
zArkham4269 7 Aug @ 12:12pm 
Sorry to spam, but there is a AI civ who has had a city be in revolt due to religion more turns then they've been peaceful.
zArkham4269 7 Aug @ 9:36am 
Also, while unlike a mod for Civ IV, I know Civ V doesn't have the ability to have cities break off to become their own nation. That being said, I would think cities on a different continent would have a higher risk of uprisings. Maybe becoming a city-state if the rebellion wins?
zArkham4269 7 Aug @ 9:34am 
Is there anyway to tone this mod down for the computer civs? I'm finding that the AI doesn't do well mitigating rebellions well, especially due to religious issues so it causes them to lag a lot behind the human player. Plus, over time, shouldn't the chance of rebellion go down? I took a city from Spain early in the game when it had like 4 population and now it's a 20 population city in the Industrial Era so I'm thinking by now, they'd be cool with being part of the Neatherland's Empire by now.
RipePebble  [author] 7 Aug @ 4:23am 
@rotsenjm95 Was there any error related to it on the Lua log? There might be something if you search for "RPP Revolts" in the file next time.
It could be from a number of different factors so the more specific we can get the better. I'll keep a close eye on that kind of situation meanwhile though, surely there's a way to fix it.

Glad you're enjoying my work, all suggestions are noted!
rotsenjm95 7 Aug @ 2:24am 
I was at war with three civs, one of which offered me peace. I accepted. Rioters appeared in my capital, and then the game crashed. It happened in the Industrial Age, and three rioters appeared. I'm mentioning this in case it happened to anyone else. I also want to add that I love the mod; it's very immersive.

I'd like to take this opportunity to mention some ideas, such as having rioters appear with great generals and siege units, simulating civil wars, or having the rioters be strong enough to take cities.
RipePebble  [author] 6 Aug @ 2:56am 
xboxturnoff6969 I'll look into balancing rebel spawn rates according to yours and other people's feedback, thank you for giving my mod a shot!
xboxturnoff6969 5 Aug @ 5:47pm 
pretty good mod works fine.... butttttt if you take over a city that is not yours they span in every like 2 turns you have to surround your city with troops in hopes that they don't spawn (1 tile radius) it dose make it a bit more realistic tho but can be overwhelming for people that don't have cheats like IGE but it works fine and will not crash your game! :steamthumbsup:
RipePebble  [author] 3 Aug @ 8:54am 
@rwailes29 The spawn rates can easily be balanced on the next update, thanks for the helpful feedback.
And yes, you nailed it, rebels can't spawn if you got units all around the city. The idea being that an uprising wouldn't realistically happen in areas with an overwhelming state military presence.
rwailes29 2 Aug @ 11:16pm 
Question Good Sir: Can you reduce the spawn rate a by...say, 10% for cities where the empire is happy or we have a constabulary? Also, as a new player of this mod, is the secret putting a military unit in every space around the city to prevent spawns? I appreciate the mod, for the flavor, make no mistake, just am slightly confused about what these poor peasants need to feel satisfied so i can stop killing them. :)