Crazy rebellions like this happen not only in 1.5. Also, check the country on your left bottom screen last picture. Those spots, are probably rebellions.
Rebellions in 1.5
Rebellions in game version 1.5 are either broken or very poorly designed. I believe the rebellion mechanic itself is fine, as it is realistic to need to leave garrisons in conquered territory and sometimes conquered areas become unruly if left unattended. However, nearly always these provinces are rebelling to nations that have nothing to do with that province, never have owned it, sometimes are not even close to it.
For example:
Here a province that rebelled and went to my ally, who is very far away and I don't even share a border. Nor has he ever been to that part of the map.
Here are provinces rebelling and going to another player with whom I share a border but who has never owned said provinces. Now I have unattackable provinces in the middle of my territory.
This can't be working as intended.
5 Replies
I have another criticism of Rebellions in v1.5. Namely, the strong effect of distance from capitol, and the way this further skews the game against players unfortunate enough to be in the Americas. These countries were always at a certain disadvantage, but now it is nearly impossible for them to win unless they team up with players in the Eastern Hemisphere. The reason for this is that there are not enough points available in the Americas to win a map, so they need to expand very far from their capitols, and these new lands will be plagued by low morale the entire game. I know capitols can be moved, but this comes at a cost, in various forms. In contrast, a player in the Eastern Hemisphere can win the map without ever venturing across the ocean.
These desperate, dead country rebellions should not join real countries.
IMO the 2nd best solution (the 1st being, stop the stupid rebellions) is a rebel faction:
https://forum.callofwar.com/index.php?thread/34180-rebel-faction/
Stop giving rebelling provinces to random countries.
It's bad for realism, it's bad for game play, it's just *bad* period.
I agree. I think the fact provinces can rebel is fine but that they go to countries that have nothing to do with the conflict is ridiculous. There should be an anarchy AI that is at war with everyone, always and: collects no resources, builds nothing, produces nothing. It simply is. Provinces rebel and become a part of this โpartisanโ nation. When there is a rebellion it should automatically creates a militia unit (or random infantry unit) for that province. It would mean taking it is not as easy as simply sending a scout through to get it again but you actually have to plan for a fight. Only this fight wonโt require you to declare war on an otherwise peaceful nation like the current mechanics. There are a lot of things to consider in this scenario but it would be more realistic as Iโve never heard of a rebellion joining another random nation in history. Also it would improve gameplay as a rebellion against you would not be sending your captured resources to another player or nation but simply lost altogether. I would also suggest a mechanic basically the reverse effect of a capital, provinces bordering these rebel lands will have a negative influence on their morale making them more likely to rebel too. Caveat, there needs to be a cap on this effect so the whole world doesnโt rebel. Perhaps this effect could be a one time hit to morale. For example: a province rebels; neighboring provinces all get a -5 to their morale. This could cause them to be at risk of rebelling too. Provinces controlled and with good morale will be marginally affected but provinces already at risk will be more impacted and more likely to rebel too. Since these rebellions occur at day change you have 24 hours to react to the rebellion. I also feel there should be a check in place so the first thing a rebellion would do is rejoin their core country. So hereโs the test, if the core country is still alive (not completely conquered) AND is the occupying country at war with the core country? If yes to both the rebellion results would be to rejoin the core country. If no, create a partisan province as described above.
faunt7 wrote:
Rebellions in game version 1.5 are either broken or very poorly designed. I believe the rebellion mechanic itself is fine, as it is realistic to need to leave garrisons in conquered territory and sometimes conquered areas become unruly if left unattended. However, nearly always these provinces are rebelling to nations that have nothing to do with that province, never have owned it, sometimes are not even close to it.For example:
Here a province that rebelled and went to my ally, who is very far away and I don't even share a border. Nor has he ever been to that part of the map.
Here are provinces rebelling and going to another player with whom I share a border but who has never owned said provinces. Now I have unattackable provinces in the middle of my territory.
This can't be working as intended.
I pretty much agree. Also, I don't even think that provinces should rebel, unless its morale plummets to 20%. This is how it works in C.O.N. It is a lot easier conquering a country, without having to commit too many units too stop PROVINCES from revolting, and just having to just worry about the CITIES.
In the Historic World War map, there are too many cases of border gore because people cannot afford to place units in every, single, damm province. Plus, you can't possibly spend like 50,000k cash on just Propaganda Offices. Too expensive. Provinces should only rebel when a rocket had been fired at it or something. But to be fair, you may be lucky sometimes for a province not to rebel. That's IF you are not expanding your territory so often.
It needs to be revamped. 
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