XML Tags

All changes marked in Assets\XML\GameInfo\CIV4CivicInfos.xml and CIV4GameInfoSchema.xml with:
Revolution Mod Start
Revolution Mod End

Many thanks to DPII for setting up the format. To customize the effects for this mod, you only need to edit CivicInfos and change the ~17 settings for each civic. The defaults don't appear to be working, so you have to specify the values (mostly 0) for all fields for each civic.

Per turn Revolution index effects

RevIdxLocal Integer, defaults to 0, affects each city's local rev index. Negative for decrease rebelliousness. Positive numbers double if there's a much better LaborFreedom or DemocracyLevel civic the civ can do of same civic option type.
RevIdxNational Integer, defaults to 0, affects national rev index. Same as above.
RevIdxHolyCityGood Integer, defaults to 0, subtracted from each city with state religion when you own state religion holy city.
RevIdxHolyCityBad Integer, defaults to 0, added to each city with state rel when heathens own state religion holy city. Sum of this for civs civics must be > 0 to produce a request for Crusade.
One-time revolution index effects
RevIdxSwitchTo

Integer, defaults to 0, when switching civics, (newCivic - oldCivic) is added as a one-time penalty/bonus.  Revolution index modifiers (effect = (1+mod)*base)

RevIdxNationalityMod  Float, defaults to 0.0. Civ gets sum of effect for all civics.  Affects non-state nationals in cities.
RevIdxBadReligionMod Float, defaults to 0.0. Civ gets sum of effect for all civics.  Affects cities with different religion from state religion.
RevIdxGoodReligionMod Float, defaults to 0.0. Civ gets sum of effect for all civics.
RevIdxDistanceMod Float, defaults to 0.0. Sum again.  Based on distance from capital.
  Revolution violence modifiers (violent threshold = (1+mod)*base):
RevViolentMod Float, defaults to 0.0. Negative for more likely violent, positive for less. Civ gets sum of effect for all civics.
Settings determine which civics rebels will ask for, special requirements for certain types of requests specified. Generally, rebels ask for highest level possible for civ, and except where noted will only ask for something with level > 0. Theses are intended to apply one level to one civic option type. Will function if applied to two, but you will only see request for changes inside option type.

Levels (default to 0)

iRevReligiousFreedom Int, (religious civics) negative bad, positive means more free. Switch from (Theocracy) < -5 to anything better. Switch to Freedom of Religion (> 5) from anything negative.
iRevLaborFreedom Int, (labor civics) negative for slavery, positive for freedom. Switch from Slavery < -5 to anything > +2 higher. Switch from anything < 0 to Emancipation > 5.
iRevEnvironmentalProtection Int, positive means better for environment. Slightly different. Will ask for switch to if difference is > +2.
iRevDemocracyLevel Int, (gov't civics) positive for more democratic, use negative for oppressive. Switch from < 0 to > 0. Universal Suffrage > 9.

Booleans (default to false)

bIsCommunism Bool, for communist civic
bIsFreeSpeech Bool, for free speech equivalent
bCanDoElection Bool, does this civic allow elections. If any of civilization's current civics have this true, then they can.