RPP Revolts
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.
RevoltsCausesSeveral 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 UprisingsA 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.
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
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilization V: Brave New World
Revisions:
Old revisions of this mod are available below. Click the link to download.