Better rebellions
I do find it's very annoying that if you turn on this rule, it becomes impossible for any kingdom to grow and even if they're on a war they get cities revolt against them.
Suggestion: give ability to choose custom cap for max cities where no loyalty debuff is applied
And
Set default cap based on the size of the world (big world = big cap, 12-16)
Also royalty could be based on number and population of other kingdoms on a map, thus amount of kingdoms will be balanced
Comments: 17
Oldest
•
Newest
•
Most likes
•
Fewest likes
-
01 Jul, '22
Shock_WaveHighlighted comment
I would like it if instead of one city rebelling on its own cities could rebel in groups so the rebelling cities would be able to overthrow superpowers and not fight each other. -
05 Dec, '21
Gen.FredrickoTHIS, so many times 5 rebelelions are happening at the same time in a given world and it frankly gets overwhelming, I just zoom out and start loosing the narrative I was enjoying previously. There was a mod for this, but it hasn't been updated in months. Hopefully the devs see how valuable this ability would be or even just calling the cap to the world size. Even with a knowledge that expands it, it isn't powerful enough.
-
06 Dec, '21
HalixI like how rebellions can lead to the fall of kingdoms over time. I've seen kingdoms rise to a peak of 5000 population only to collapse once the immortal king dies. I'm not sure I like the idea of making it harder for rebellions to happen unless we're give a slider that allows us to set how big we think kingdoms should be.
-
06 Dec, '21
Dorian RandallCultures can improve their governance level. I don't think it needs to be less. Just look at the history of Rome, most of it was spent fighting itself. I think the rebellions need to just be more tied to the world and the kingdoms.
What if rebellions had to gain steam as a faction within a kingdom first, then once it got past a certain size, it evolved into a rebellion. The scale of the rebellion would correlate with the size of the faction, and there could be levels of rebellion. It would start as a simple district revolt, evolve into a city rebellion, and then a coup de Etat. The speed of this progression would be tied to the skills of the faction leader. To help with narrative linearity, it would be awesome if the name of the rebelling state would be derivative of the parent kingdom, city, or culture it was born from. ie "The Council of Thelos rebelled from the Thelos Imperium.' 'The village of Mero is in revolt' -
11 Dec, '21
nathangun1yea I agree the stewardship thing of a king is a good system but they end up having way more cities than they can manage every time. They should be more generous with this like maybe if a king has 10 they can manage 20+ cities, if they have 20 they can manage 40 and if they have it high enough there is no debuff on city amount.
-
26 Dec, '21
BadOmenI need this one so much! I would love to have bigger cities, but that doesn't mean I want to turn off rebelions. Good idea for sure.
-
25 Mar, '22
Aya!Yeah, also would like to suggest having a diplomatic "rebellion", which for example, is like Canada and the UK.
-
30 Apr, '22
AritonYes! The rebellions sometime happen just way too much. Ability to set the loyalty debuff cap would be nice.
-
27 May, '22
NovosOnce the empire reaches a certain population, say like 6000, they should make it so that theres a really high chance of a revolt happening, and for it to get progressively higher as the empire gains more population
-
24 Jul, '22
slowatplayei think its fine, and plus just give your king traits that incread stewardship so it can support more cities
-
08 Aug, '22
PaprusIt's also very annoying how sometimes a city leaves and isn't at war with the empire who it rebelled from. It's infuriating!
-
21 Sep, '22
NobodyYeah and also maybe there can be a stat called "Rebellion spirit" when you click on villages and there is a chance that the same kingdom will rebel and maybe the village will split up in many pieces.
-
26 Nov, '22
ryttyrPersonally I think the current system is fine. Kingdoms rise and kingdoms fall, it's the nature of things. If a king with high stewardship dies and their successor isn't as good it makes sense that the successor can't rule the kingdom as well and that unreat would start to stir.
The only thing I don't like about the current system is how kingdoms will keep founding new villages even when they're at their village cap. Okay, it would make sense for an ambitious or greedy king to do this but it's annoying when a perfectly sensible king sends out new settlers to found a new village that will destabilise the kingdom. -
12 Feb, '23
Error 404this is good, but i think they should add the giant revolts that happen naturally (like you can make them happen)
-
07 Apr, '25
Sand RentalI don't think this is a good idea. The current functioning of rebellions is perfectly balanced, and it's normal for oversized kingdoms to collapse if they do not have the military power to stop rebellions. It makes perfect sense for a giant kingdom at war to collapse if it's suddenly forced to juggle rebellions as well as invaders.
-
07 Apr, '25
Sand RentalAlso I agree with @ryttyr the only change that's really needed is for non-greedy kings or non-expansionist cultures to avoid excessive kingdom expansion.
-
04 Jun
Asher123456678Billy Jean is not my lover She's just a girl who claims that I am the one (oh, baby)
But the kid is not my son (hoo)
She says I am the one (oh, baby)
But the kid is not my son (hee-hee-hee, no-no, hee-hee-hee, hoo)