叛乱:修订间差异

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{{Version|1.4}}
{{Version|2.0}}
==Unrest==
{{icon|rebellion}} A '''rebellion''' is a general revolt by disaffected inhabitants of a province, seeking independence from what they see as an oppressive and unjust overlord. Rebellions generally occur as a result of significant {{icon|happiness}} unhappiness in the pops of a province, which generate {{icon|unrest}} unrest and decrease {{icon|province loyalty}} provincial loyalty until tensions reach a boiling point and the province revolts. Individual rebellions of isolated provinces are rarely dangerous and can usually be easily suppressed, but widespread discontent can lead to a large wave of revolts that can seriously tax the military resources of a country or a complete collapse of its authority.
Unrest is generated through unhappy pops, low stability in your country, war-exhaustion, governors' policies and corruption. It can also be reduced by various laws, positive stability, and assigning armies to the local governor


The happiness of a pop depends on its culture and its religion, as compared to the country’s state religion and culture. Different pop-types also want different civilization levels to be happy: while tribesmen want it as low as possible, citizens want it at a rather high level. Different laws make different pop types more or less happy as well. Access to different goods in the city will also make pops happier.
== Unrest==
{{icon|unrest}} '''Unrest''' represents the overall degree of discontent in a territory, and is generated by unhappy pops (those with a {{icon|happiness}} happiness below '''50'''). The happiness of a pop depends on its culture and its religion, as compared to the country’s state religion and culture. Different pop-types also want different civilization levels to be happy: while {{icon|tribesmen}} tribesmen want it as low as possible, {{icon|citizens}} citizens and {{icon|nobles}} nobles will be rather unhappy if it is not high. Many other factors such as {{icon|law}} laws, {{icon|stability}} stability, access to different [[trade goods]], [[governor policy|governor policies]], and local [[buildings]] can also significantly affect pop happiness. The amount of unrest a pop produces differs based on its '''political weight''', which is determined by its class; unhappy {{icon|nobles}} nobles are much more problematic than discontent {{icon|slaves}} slaves.


If a pop has less than 50% happiness, they will contribute to the unrest of the province.
Every pop with less than 50% happiness will contribute to the unrest of the territory according to the following formula:
: <math>\text{Unrest}=10 \cdot \frac{1}{\text{Territory Population}} \cdot \text{Pop Political Weight} \cdot \frac{50% - \text{Pop Happiness}}{50%}</math>


===Governor's local troops===
Besides pop unhappiness, {{icon|food}} [[Food#Province_food|running out of food]] will also dramatically increase unrest in a territory.
An army without a general can be assigned to a regional governor. Once assigned, the army cannot leave the region until detached again, but it can freely move within the region. It can even fight in a war and occupy enemy land inside the geographical region, with governor simultaneously acting as an unpaid general for all his armies. Unlike with generals, there is no cooldown on assigning and detaching an army to a region.


Each full cohort of the assigned army suppresses {{green|-1}} unrest in each city per 25 province pops (see game file references to AREA_TROOPS_POP_COUNT). Suppression is capped at {{green|-4}} unrest.
Each point of unrest gives the following modifiers:
* {{icon|province loyalty}} {{red|-0.08}} Territory Provincial Loyalty
* {{icon|promotion}} {{red|−10%}} Pop Promotion Speed
* {{icon|demotion}} {{green|+10%}} Pop Demotion Speed
* {{icon|migration attraction}} {{red|−1}} Migration Attraction
* {{icon|migration speed}} {{green|+25%}} Pop Migration Speed
Notably, unrest does not directly decrease a territory's output, though the output will usually be reduced anyways by the unhappy pops the generated the unrest in the first place.


Cohorts lacking manpower count proportionally.
If a territory has no unrest, it instead gets the following modifier:
* {{icon|province loyalty}} {{green|+0.10}} Territory Provincial Loyalty


Neither cohort's morale (maintenance), nor governor's attributes impact the suppression.
The Territory Provincial Loyalty modifier is additionally scaled according to the relative {{icon|population}} population size of the territory (compared to the population of the province as a whole) before being applied to the overall {{icon|province loyalty}} loyalty of the province. This means that, roughly, each pop in a province has roughly the same effect on territory loyalty before considering political weight; it is therefore often best to focus on the unrest and happiness coming from {{icon|city}} cities, as it is not only easier to appease the population by raising happiness (and over the longer term, assimilation and conversion) through city [[buildings]], but cities also usually have more pops, and especially more upper class pops, which amplifies the effects of increasing their happiness. A relatively content city can often anchor an unhappy countryside and prevent the province from becoming disloyal.


Since provinces in the same region will usually have different population densities, unrest suppression in each province will also be different. For example, a 4-cohort army assigned to a region with a 25-pop province and a 100-pop province will suppress 4 unrest in every city of the first province and 1 unrest in every city of the second province.
In general, appeasing unhappy pops in a territory, whether by directly increasing their happiness or through the longer term processes of conversion, assimilation, and integration, is usually the best way to deal with unrest. Each {{icon|fort}} fort point in a province also decreases the unrest in every owned territory in the province by {{icon|unrest}} {{green|-0.25}}, which can be another way to control unrest in a province if the country is willing to pay the maintenance costs.


=== Impact ===
== Province loyalty ==
Each point of unrest applies the following modifiers:
{{main|Province loyalty}}
* {{icon|Local tax}} {{red| −2%}} Local tax
Each province has a {{icon|province loyalty}} '''provincial loyalty''' value representing how willing it is to accept its owner's rule and obey orders from the capital. A province is considered '''disloyal''' if its loyalty goes below '''33''', at which point many interactions with the province will become unavailable, including [[building]] construction and [[Population#Manual_Movement|manual pop movement]].
* {{icon|Commerce income}} {{red|−2%}} Commerce income
* {{icon|Research points}} {{red|−2%}} Research points
* {{icon|Local manpower}} {{red|−2%}} Local manpower
* {{icon|loyalty}} {{red| −0.1}} City provincial loyalty


Once the city's unrest reaches {{red|10}}, some actions are unavailable:
Province loyalty is primarily decreased by {{icon|unrest}} unrest in its territories, weighted according to their population, as well as governor {{icon|corruption}} corruption. Besides addressing the main sources of discontent, province loyalty can be increased by appointing a more {{icon|loyalty}} loyal governor, building certain [[building]]s in cities, using the [[File:Harsh_treatment.png|28px]] Harsh Treatment [[governor policy]], and through certain [[idea]]s, {{icon|invention}} inventions, and [[deity|deities]]. {{icon|government}} Monarchs may also use the {{icon|anabasis}} Anabasis action while in command of an army at a provincial capital to increase province loyalty.
* Regiments recruitment
* [[Buildings]] construction
* Pop manual interaction
If the unrest is brought below 10, these actions become available once again.


==Loyalty==
A province's loyalty reaching 0 is the main trigger for a rebellion.
There are three types of loyalty:


===Province loyalty===
== Rebellion mechanics ==
Each province have a loyalty value to the country. If it goes down to 0, then that province is basically 100% autonomous and provides nothing to you. They will cancel all trade to other parts of your country and every city will be acting as if it had at least 10 unrest
A rebellion will occur when the {{icon|province loyalty}} loyalty of a unoccupied province reaches '''0'''. When that happens, the province will declare independence, either creating a new country with the name of the province or reviving a previously existing country in the area that was annexed. The rebelling nation will then either declare war with its former owner using the '''Independence''' [[wargoal]] for its province, which requires the revolt to retain control of its entire province in order to gain ticking warscore (the defending former owner must instead control at least one of the rebellion's territory to gain ticking warscore), or join an existing war of independence if another province of the same culture is already in revolt. For player-controlled nations, this can lead to a growing cascade of rebelling provinces if there is widespread discontent and falling {{icon|province loyalty}} provincial loyalty across the board, though AI-controlled countries get a boost of {{icon|province loyalty}} {{green|+30}} province loyalty when a rebellion occurs that will generally prevent them from falling apart too quickly.


If enough provinces are disloyal, they will start an independence war if the dominant culture is not your primary culture-group, or a civil war if they are of your culture-group.
There are alerts if your provinces are disloyal, or if you risk a civil war or major revolt. '''Monarchs''' may also use the '''Anabasis''' action while in command of an army at a provincial capital to increase province loyalty.
===Cohort loyalty===
Each cohort in an army can become loyal to a single person. This depends on the charisma of the commander during a battle or a siege.
When a cohort is loyal to a character, the country pays less maintenance for it, as the commander of the unit it is loyal to starts paying the unit him or herself.
There is a slight drawback or two to having cohorts loyal to a character instead of the country. For example, a cohort that is personally loyal to a character will not allow it to be transferred away from the unit in any way. Also, a character with cohorts loyal to him tend to become more disloyal over time.
===Character loyalty===
Characters' loyalty to the country is one of the more interesting aspects to manage, as disloyal characters are a huge risk, refusing to abandon their armies or provinces. If enough characters are disloyal, they will form a bloc to launch a civil war.
Some forms of government, a few inventions and some ideas increase loyalty of all characters. Giving people titles and offices will increase their loyalty, but removing them decrease their loyalty. Characters of the same faction as the ruler tends to become more loyal over time, while friends and rivals of the ruler will see their loyalty go up and down as well.
When the loyalty of a character is below 33%, that character is considered disloyal.
==Civil war==
{{SVersion|1.5}}
{{icon|civil war}} While a major revolt is not very different from having a large nation revolt in other Paradox games, '''civil wars''' are dramatically different. A particularly weak or {{icon|tyranny}} [[Tyranny|tyrannical]] ruler can see a significant portion of their characters, armies, and provinces revolt against in them in the name of overthrowing the government.
The countdown to a civil war will begin when the {{icon|disloyal power base}} power base of all disloyal characters as a share of the country's total {{icon|power base}} power base is greater than the state's current {{icon|civil war threshold}} '''Civil War Threshold'''. The base threshold is '''25%''', which is decreased by {{icon|tyranny}} tyranny and higher [[country rank]]. Larger nations therefore tend to be more prone to civil wars, as they have more powerful characters to handle and need a smaller proportion of them to be disloyal before a civil war can break out. This timer ticks up every month, and if the situation is not brought under control, the civil war will break out after '''40''' months. During this time, there will be an alert notifying the player that attention should be given to the loyalty of powerful characters immediately. Of course, there are also alerts as soon as a single province or a general is disloyal.
When the civil war begins, a new dynamic tag is created with all disloyal characters (with their commanded armies) and provinces joining it, and possibly friends and families as well. The civil war revolter will start new wars with any nation that the parent country was already at war with. Civil war tags can be recognized by their name, which will always be the adjective of their parent nation followed by "'''Revolt'''". The flag will normally be randomly generated, but a few major states have pre-scripted flags for their civil war revolters that reflect an inversion of their normal flags:
* {{flag|Roman Revolt}}
* {{flag|Carthaginian Revolt}}
* {{flag|Seleukid Revolt}}
* {{flag|Antigonid Revolt}}
* {{flag|Egyptian Revolt}}
* {{flag|Macedonian Revolt}}
A civil war is a war-to-the-death, where provinces automatically switch owners when they are occupied, and losing a civil war is considered a game over like any other annexation. Peace deals cannot be made during civil wars; the only way to end them is to completely destroy the other side. Civil wars are a huge drain on time and resources and should generally be avoided at all costs; equally, a period of civil war is a great time to strike at a now-weakened rival or even a significantly larger power that under normal circumstances would be far too strong to take on.
===Strategies===
*'''Consolidate the capital region first''': Since the {{icon|capital}} capital region is less prone to rebellion compared to other regions, fully occupying the region helps the ruler with their power base. Conversely, expanding in other regions empowers the regional governor first, before the ruler.
*'''Track the [[holding]]s held by family heads''': A crucial source of power base for family heads is their {{icon|holding}} holdings, especially if their holdings have many pops. Consider rewarding the family head with a holding with few pops after revoking one with many.
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2021年10月27日 (三) 10:35的最新版本

Unrest.png A rebellion is a general revolt by disaffected inhabitants of a province, seeking independence from what they see as an oppressive and unjust overlord. Rebellions generally occur as a result of significant Happiness.png unhappiness in the pops of a province, which generate Unrest.png unrest and decrease Province loyalty provincial loyalty until tensions reach a boiling point and the province revolts. Individual rebellions of isolated provinces are rarely dangerous and can usually be easily suppressed, but widespread discontent can lead to a large wave of revolts that can seriously tax the military resources of a country or a complete collapse of its authority.

Unrest

Unrest.png Unrest represents the overall degree of discontent in a territory, and is generated by unhappy pops (those with a Happiness.png happiness below 50). The happiness of a pop depends on its culture and its religion, as compared to the country’s state religion and culture. Different pop-types also want different civilization levels to be happy: while Tribesmen tribesmen want it as low as possible, Pop citizen.png citizens and Pop noble.png nobles will be rather unhappy if it is not high. Many other factors such as Enact law cost modifier.png laws, Stability.png stability, access to different trade goods, governor policies, and local buildings can also significantly affect pop happiness. The amount of unrest a pop produces differs based on its political weight, which is determined by its class; unhappy Pop noble.png nobles are much more problematic than discontent Slaves slaves.

Every pop with less than 50% happiness will contribute to the unrest of the territory according to the following formula:

[math]\displaystyle{ \text{Unrest}=10 \cdot \frac{1}{\text{Territory Population}} \cdot \text{Pop Political Weight} \cdot \frac{50% - \text{Pop Happiness}}{50%} }[/math]

Besides pop unhappiness, Monthly food.png running out of food will also dramatically increase unrest in a territory.

Each point of unrest gives the following modifiers:

  • Province loyalty -0.08 Territory Provincial Loyalty
  • Local pop promotion speed.png −10% Pop Promotion Speed
  • Local pop demotion speed.png +10% Pop Demotion Speed
  • Migration attraction −1 Migration Attraction
  • Migration speed +25% Pop Migration Speed

Notably, unrest does not directly decrease a territory's output, though the output will usually be reduced anyways by the unhappy pops the generated the unrest in the first place.

If a territory has no unrest, it instead gets the following modifier:

  • Province loyalty +0.10 Territory Provincial Loyalty

The Territory Provincial Loyalty modifier is additionally scaled according to the relative Population.png population size of the territory (compared to the population of the province as a whole) before being applied to the overall Province loyalty loyalty of the province. This means that, roughly, each pop in a province has roughly the same effect on territory loyalty before considering political weight; it is therefore often best to focus on the unrest and happiness coming from Territory city.png cities, as it is not only easier to appease the population by raising happiness (and over the longer term, assimilation and conversion) through city buildings, but cities also usually have more pops, and especially more upper class pops, which amplifies the effects of increasing their happiness. A relatively content city can often anchor an unhappy countryside and prevent the province from becoming disloyal.

In general, appeasing unhappy pops in a territory, whether by directly increasing their happiness or through the longer term processes of conversion, assimilation, and integration, is usually the best way to deal with unrest. Each Fortification.png fort point in a province also decreases the unrest in every owned territory in the province by Unrest.png -0.25, which can be another way to control unrest in a province if the country is willing to pay the maintenance costs.

Province loyalty

主条目:Province loyalty

Each province has a Province loyalty provincial loyalty value representing how willing it is to accept its owner's rule and obey orders from the capital. A province is considered disloyal if its loyalty goes below 33, at which point many interactions with the province will become unavailable, including building construction and manual pop movement.

Province loyalty is primarily decreased by Unrest.png unrest in its territories, weighted according to their population, as well as governor Corruption.png corruption. Besides addressing the main sources of discontent, province loyalty can be increased by appointing a more Loyalty.png loyal governor, building certain buildings in cities, using the Harsh treatment.png Harsh Treatment governor policy, and through certain ideas, Invention.png inventions, and deities. Menu government.png Monarchs may also use the Anabasis Anabasis action while in command of an army at a provincial capital to increase province loyalty.

A province's loyalty reaching 0 is the main trigger for a rebellion.

Rebellion mechanics

A rebellion will occur when the Province loyalty loyalty of a unoccupied province reaches 0. When that happens, the province will declare independence, either creating a new country with the name of the province or reviving a previously existing country in the area that was annexed. The rebelling nation will then either declare war with its former owner using the Independence wargoal for its province, which requires the revolt to retain control of its entire province in order to gain ticking warscore (the defending former owner must instead control at least one of the rebellion's territory to gain ticking warscore), or join an existing war of independence if another province of the same culture is already in revolt. For player-controlled nations, this can lead to a growing cascade of rebelling provinces if there is widespread discontent and falling Province loyalty provincial loyalty across the board, though AI-controlled countries get a boost of Province loyalty +30 province loyalty when a rebellion occurs that will generally prevent them from falling apart too quickly.


参考资料


国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置