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Servancour

Game Designer
Paradox Staff
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Mar 15, 2012
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Salutations!
We’ll be starting up our regular Dev Diaries in the next few weeks or so, but until then, I wanted to take the opportunity to give you a brief look into some changes I’ve been working on. Specifically, I wanted to talk a bit about Populist Factions.

Populist Factions have remained largely unchanged since release. We’ve done the occasional bug fixing and whatnot, but have yet to do something more substantial. They are, frankly, just as problematic now as they were at release. Populist factions have a number of problems that make them boring or frustrating to play against. These include (but are not necessarily limited to):
  • Significant issues in regards to vassal gameplay. It’s not particularly fun to have a large part of your realm (and possibly your domain) suddenly go independent with next to no warning.
  • They are little more than a glorified peasant revolt that offers no real challenge for a top liege who has a decent amount of men-at-arms or knights at their disposal.
  • You don’t really have a lot of tools to manage a Populist Faction, or the popular opinion of the counties joining one.
The last point was somewhat made better with the cultural rework in Royal Court, and the introduction of cultural acceptance. The rework gave you a new tool to influence and reduce the overall impact of popular opinion. I’d like to explore popular opinion further in the future, but for now, let’s focus on resolving the other two issues.

In an effort to improve Populist Factions, I’ve been working on a smaller update to alleviate the issues mentioned above. Do note that some of the changes are a bit experimental in nature. Which is why I’d like to get your input and thoughts on how you think these might pan out. I approached the faction with the following goals in mind:
  • Solve the issue regarding the lack of player agency when playing as a vassal
  • Differentiate them from Peasant Factions
  • Increase difficulty to make them more interesting and challenging
Let’s start with the most outstanding issue, that of vassal gameplay. The main issue stems from the fact that the faction may only target the top liege. This prevents you as a vassal to have any influence in the outcome, and you don’t receive any real information as to what happens with the faction. Having a liege simply accept a Populist Faction's demand is a large source of frustration, as you can lose a big part of your realm without being able to do anything about it (and you are not even told why it happened).

Simply switching the perspective to the vassal won’t cut it. We don’t want the reverse situation, where the vassal makes the decision without allowing the liege to have any say in the matter. So how do we solve it? I wanted to keep the functionality of the faction targeting the top liege. A popular uprising should go independent if they are successful. But vassals should be able to get involved. So I figured I’d try something new here, but stay away from any complicated solutions. When a Populist Faction goes to war, any direct vassal is now invited to participate in the faction war if they want to. The vassal has the option to join and help the liege, join the rebels, or stay out of it. Yes, that means that vassals and liege now fight side by side against a popular revolt. It’s limited to direct vassals only though, in order to keep the amount of vassals that may join on a reasonable level. We do, however, extend the functionality to any player sub-vassals, so that you always have the option of joining the war and protecting your lands (this is the problem we are attempting to solve here after all).

01_houston_we_have_a_problem.png

The war overview for a populist revolt. Note the vassals who have joined on each side.

With vassals being able to join, an AI liege will never accept the faction demand if an affected vassal is a player. Cause if they do, that would just take us back to square one. This guarantees that, as a vassal, you can react and help your liege against a populist revolt which includes counties within your own realm. You’ll still have the option of joining a liege’s war even if you are unaffected, you just won’t get a direct invitation to the war.

02_an_offer_you_cant_refuse.png

The letter event a vassal receives when a populist faction send their demands.

Now that vassals are allowed to join, we need to give a populist uprising additional military prowess. Otherwise they would be trivial to fight against. The difficulty has been ramped up in multiple ways. The most significant change here is that their armies will no longer only have levies. They’ll generate some base men-at-arms depending on the terrain type they spawn in. Hills will give them archers, mountains will give them spearmen, and so on. This should ensure that they get an appropriate troop composition. As before, the amount of levies and men-at-arms depends on the holdings of the counties participating in the revolt. Stronger holdings provide more troops. Additionally, armies will get some siege weapons that depend on the innovations the culture has unlocked. If the culture has gained access to trebuchets, that’s what they will spawn with. This will ensure that populists are able to stay relevant in the mid to late game, without having to besiege a holding for years before making any sort of progress.

03_you_and_what_army.png

The troops of a populist revolt.

Populist revolts used to only spawn with the leader as an available commander. Step one was to make the leader a bit better. By increasing their martial skill, and giving them some better traits (you are not going to be a popular leader for nothing after all), they’ll be slightly more threatening. Step two was to provide them with multiple commanders. A revolt should generally start with enough commanders to assign one to each spawned army. These commanders tend to be fairly skilled as well, significantly increasing their advantage in battles.

04_I_am_spartacus.png

The advantage of the leader of a revolt.

That about sums it up, at least for the major changes. I hope that Populist Factions will be significantly more interesting than before. Let me know what you think!
 
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oh cool. this looks like something everyone can live with.
 
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I'm sure there are plenty of devils left in the details, but this looks perfect!
 
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I am more interested in join the rebel instead of the liege.
I really like to see if we can incite them into a war and take advantage in it
You won't be able to start a populist faction yourself, if that's what you mean. They are still very much driven by counties having low popular opinion.

The option to convert and join the rebels is similar to that of the top-liege. You will switch to the culture and faith of the faction, only, you'll then join in on their side of the war. If successful, you'll either be part of the new realm, or go independent if your rank is too high to be vassalized by the revolt leader. While the option is a bit more restrictive for the AI, it's much easier for a player, should they want to go that route. You are free to join if you share the same faith, or at least 20% of your realm is of their faith already.
 
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After thinking about it a bit more, I do have some questions:
-> If I already am of the culture and faith of the populist faction and decide to join them, will the populist counties of my realm stay in my realm if the revolt wins? I would hope so.
-> If I am already fighting a revolt against my liege when the faction fires, do I need to join the populist war on the side of my liege in order to keep my land? How does that work?
-> What happens if a revolting county is conquered by an external realm while the populist war is going on? I think I recall there being some issues with that as well, but I am not sure right now.
 
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-> If I already am of the culture and faith of the populist faction and decide to join them, will the populist counties of my realm stay in my realm if the revolt wins? I would hope so.
Yes. If you join the revolt and win, you get to keep your realm just as it was before joining.

-> If I am already fighting a revolt against my liege when the faction fires, do I need to join the populist war on the side of my liege in order to keep my land? How does that work?
Due to how wars work in general, the option to join either side will be disabled if you are already at with with any of the participants. You'll still get the letter event shown in my original post though, to give you a proper notification that the war is still happening. If you are able to conclude your other war, you can still opt into the war with the "Offer to Join War" interaction on your liege. Sadly, for technical reasons, that won't work for the rebels. If you can't join them in the initial event, you won't be able to join them later either.

-> What happens if a revolting county is conquered by an external realm while the populist war is going on? I think I recall there being some issues with that as well, but I am not sure right now.
I'm actually not entirely sure. I haven't tested this specifically, but I think the county would leave the faction and belong to its new ruler. I'll see if I can verify that though.
 
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If I am already fighting a revolt against my liege when the faction fires, do I need to join the populist war on the side of my liege in order to keep my land? How does that work?
wouldn't everyone just be hostile to each other?
-> What happens if a revolting county is conquered by an external realm while the populist war is going on? I think I recall there being some issues with that as well, but I am not sure right now?

at the moment the county's lost and i don't think that should change.
 
Sounds to me that you rightly nailed down the problem. Congrats!
 
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Yes. If you join the revolt and win, you get to keep your realm just as it was before joining.


Due to how wars work in general, the option to join either side will be disabled if you are already at with with any of the participants. You'll still get the letter event shown in my original post though, to give you a proper notification that the war is still happening. If you are able to conclude your other war, you can still opt into the war with the "Offer to Join War" interaction on your liege. Sadly, for technical reasons, that won't work for the rebels. If you can't join them in the initial event, you won't be able to join them later either.


I'm actually not entirely sure. I haven't tested this specifically, but I think the county would leave the faction and belong to its new ruler. I'll see if I can verify that though.
i think part of the fun of factions is when a rebel's vassal rebels against them. i wouldn't want that to change.
 
this seems like an excellent change. the ability to side with the rebels especially is a really nice touch

i worry having the leaders spawn in with a selection of baller traits is going to flood the world with really powerful dudes, though. the ai is still pretty rancid with realm management and they tend to deal with a lot of revolts. every revolt they put down where they dont immediately execute the leader is going to result in another one of these god-men hanging around, and i dont think having them just auto-execute the leader is a good idea either, certain traits would just make that an out of character action and result in an accumulation of stress. this isnt a HUGE problem, but it gives the player another big advantage over the ai, since the player is generally better at gathering up talented dudes in their court and putting them to good use. strikes me as a potential balance issue
 
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I don't think making the revolts stronger will make things more interesting, I'm still just going to raise my army next to theirs and walk into them.
I mean, making wars in general more interesting will only come from a revamp of the entire feature, not from changes to how revolts work.

I think this is a good solution to the currently often underwhelming or frustrating populist revolts, but yeah the game needs to handle wars differently. Chasing shouldn't be the focus, we need something more simular to situations or how wars work in V3.
 
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In HRE are populist factions almost every year, additionaly emperor is facing many another factions and rebelions... He Is usually out of troops and all HRE is fragmented and weak...

In my opinion populist factions should have be less frequently and their strength much weaker.

My biggest problem in my actual game as king of Bohemia are polish populist factions, where exhausted emperor is giving independence to rebel counties instantly.... Popular factions occured almost every year...If I understand clearly, with this patch I will be every year in war with my polish counties?

Its unplayable!!!!
 
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So I've seen popular revolts involving vassals before. And to win you just need to clear out the rebel armies. If you join on the side of the revolt will the liege be forced to siege things down?
 
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or the emperor
Okey, Emperor and who else? Me as his direct vasal (king), or my direct vasal duke or count?
I dont understant this change.

If the chance to join war will have only direct liege, in will be duke...and me as king will have no control over my realm as nowadays!!!

I hate populist factions, really HATE!! It ruins all my game
 
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The populist's faction ultimatum stands out as the only one that reduces the whole level of fame instead of fixed prestige cost. I wonder if (very much needed!) improvements might trash some of the AIs rulers fame a bit too much. Maybe reducing the whole level of fame could be a dissolutions faction feature instead?
 
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