To be frank, Rebellions lack oomph. They are a nuisance rather than a tangible threat in their current implementation.
They are also always spurred forth from clashing cultures and lack of food, which is brought forth because AI Kingdoms
would gladly sacrifice loyalty gains so the ruler can receive 500 extra denars per day and they need their 5% extra tax dammit.
They also almost always immediately crushed, and what clans survive just usually go on to become vassals in another Kingdom.
Rebellions need sustainability and a global impact to be an in-depth mechanic rather than an annoyance.
So here's some ideas on how that could be accomplished:
1) Rebellions should be a people's movement
"We rebelled against our tyrannical overlords, btw I'm declaring myself Emperor"
Rebellions should be as their namesake describes, rebellions against society structures and the power imbalances. It should be a peasant led movement against the Kings and lords of the land making their lives miserable. Rather than simply adopting the indigenous culture and creating a new clan, Rebellion clans should be unique in their structure.
2) Should be openly hostile against all Kingdoms
Its silly how the AI never declares war against a rebelling clan and simply leaves them be. Rebellions undermine their entire societal structure and should be squashed by any existing Kingdom on the threat they provide. When a settlement rebels, it should reject all forms of vassalage and be openly hostile to all Kingdoms.
3) The rebellion should spread to nearby settlements
When a settlement rebels, it should incur a penalty on all neighboring settlements for loyalty, security, prosperity, militia and recruitment. Lords will have a hard time gathering commoners for their command when a nearby settlement is in open rebellion. If the rebellion lasts long enough, these settlements might join up in arms with the rebellion. They wouldn't create a new minor faction, but join the existing rebelling clan with new leaders.
4) Unique non-noble party compositions
Part of the problem when rebellions occur is that their forces are simply no match and I've never seen them gather armies. I propose instead that rebellion clans spawn with a large army of militia/mercenaries at their command when they spawn. Their only strength being the sheer number of them. Nearby bandits and looter parties will slowly join up with rebellion armies as they share a somewhat similar goal.
5) Allowing the player to stop the rebellion as it occurs
If a rebellion is imminent, if your party is waiting inside a settlement, you can fight the rebellion as it occurs. Similar to Gang fights, the player and his party will spawn in the streets and have to fight off the horde.
6) Clans with low loyalty settlements should support policies that raise it
"Well my town has only rebelled 3 times, but it'll be a cold day in hell before I lose 5% production"
Highest I've ever seen for policies like Forgiveness of Debt or Trial by Jury is 7% in a 10 clan kingdom. What is wrong with these people?!
They will gladly give up 30% of their income to the King but the idea of money go down is universally reviled no matter how much it would benefit
them in the long run.
Thanks for Reading and let me know what you think about rebellions!
They are also always spurred forth from clashing cultures and lack of food, which is brought forth because AI Kingdoms
would gladly sacrifice loyalty gains so the ruler can receive 500 extra denars per day and they need their 5% extra tax dammit.
They also almost always immediately crushed, and what clans survive just usually go on to become vassals in another Kingdom.
Rebellions need sustainability and a global impact to be an in-depth mechanic rather than an annoyance.
So here's some ideas on how that could be accomplished:
1) Rebellions should be a people's movement
"We rebelled against our tyrannical overlords, btw I'm declaring myself Emperor"
Rebellions should be as their namesake describes, rebellions against society structures and the power imbalances. It should be a peasant led movement against the Kings and lords of the land making their lives miserable. Rather than simply adopting the indigenous culture and creating a new clan, Rebellion clans should be unique in their structure.
2) Should be openly hostile against all Kingdoms
Its silly how the AI never declares war against a rebelling clan and simply leaves them be. Rebellions undermine their entire societal structure and should be squashed by any existing Kingdom on the threat they provide. When a settlement rebels, it should reject all forms of vassalage and be openly hostile to all Kingdoms.
3) The rebellion should spread to nearby settlements
When a settlement rebels, it should incur a penalty on all neighboring settlements for loyalty, security, prosperity, militia and recruitment. Lords will have a hard time gathering commoners for their command when a nearby settlement is in open rebellion. If the rebellion lasts long enough, these settlements might join up in arms with the rebellion. They wouldn't create a new minor faction, but join the existing rebelling clan with new leaders.
4) Unique non-noble party compositions
Part of the problem when rebellions occur is that their forces are simply no match and I've never seen them gather armies. I propose instead that rebellion clans spawn with a large army of militia/mercenaries at their command when they spawn. Their only strength being the sheer number of them. Nearby bandits and looter parties will slowly join up with rebellion armies as they share a somewhat similar goal.
5) Allowing the player to stop the rebellion as it occurs
If a rebellion is imminent, if your party is waiting inside a settlement, you can fight the rebellion as it occurs. Similar to Gang fights, the player and his party will spawn in the streets and have to fight off the horde.
6) Clans with low loyalty settlements should support policies that raise it
"Well my town has only rebelled 3 times, but it'll be a cold day in hell before I lose 5% production"
Highest I've ever seen for policies like Forgiveness of Debt or Trial by Jury is 7% in a 10 clan kingdom. What is wrong with these people?!
They will gladly give up 30% of their income to the King but the idea of money go down is universally reviled no matter how much it would benefit
them in the long run.
Thanks for Reading and let me know what you think about rebellions!