Rebellion, a technical unromantic algorithmic analysis

Each turn during the EiR campaign, the provinces tend to lose more or less stability to the Rebellion according to the way they are managed. Rebellion is the value that determines the occurrence of rebellious events that can range from almost harmless ones (Someone drawing mustaches on the princess’ statue) to catastrophic ones (A riot and your governor being hanged). In this blog entry we do explain how all this is calculated by the algorithms turn by turn.  A province heavily out of control will soon become a huge pain in the arse for your campaign, requiring constant attention, fights, and causing loss of money and resources.

The chance for rebellion to increase at each turn is determined with the following formula:

ChanceOfIncrease = Clamp(CeilToInt(100-Authority/1.5-Happiness/2),5,90)

Some factors do influence the chance additionally, for example:

  • +3 per neighbor province belonging to Kingdom of Krovan
  • +1 per neighbor province belonging to the Rebels
  • -3 per neighbor province belonging to the player

Therefore the chance is strongly influenced by the province authority value, happiness influences it but has a lesser impact, and no matter what, the chance will never bew lower than 5% and higher than 90%.

Before a new turn starts, we generate a random value between 0 and 99 (included) and compare it with the chance of rebellion increase in the following way:

If the roll is lower than the chance of rebellion increase by at least 5 points, rebellion will increase in the province during the current turn. The increase is a random number between 1 and 5 (included).
If the roll is high than the chance of rebellion increase by at least 5 points, rebellion will decrease in the province during the current turn. The decrease is a random number between 1 and CeilToInt(Authority/10).
If the roll is between 5 points lower and 5 points higher than the chance to increase, nothing will happen instead.

Once we determined if the rebellion increased or not, we do figure out if an event is gonna happen the next turn. This is determined by generating one random value between 0 and 99 (included) and comparing it with the Rebellion statistic of the province. The difference between the roll and Rebellion will determine the type of event (the lower the roll, the more serious the event).

If the roll is greater than the rebellion value, no event will occur.

  • With a difference of 0 to 25 -> Soft event
  • With a difference of 26 to 45 -> Medium event
  • With a difference of 46 to 65 -> Hard event
  • With a difference of 66 or more -> Catastrophic event

To rise Authority in the province:

  • Hire a governor with good social skills
  • Build a Command Post or Guard Post and level it up
  • Distribute your men, assigning more to the guards and less to the army (it will lower your military but increase authority)
  • Move the HQ to the province to provide Heimer’s authority bonuses

Soon a few more details on HQ, Heimer’s skills and Rebellious events!
Cheers,
Dr.H, Lead Designer & Dev

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