Greetings Warriors of Calradia.
In this post, we explain our new feature and provide a follow-up to our previous post about Loyalty and Security.
Rebellions are instantaneous map events that occur after a build-up of resentment to the current owner of the settlement.
The purpose is to punish poor management and challenge over-expansive conquest and simulate the realities of governing settlements.
The rebellion based on the following assumptions.
Conditions
Currently, the rebellions only occur in towns and checks for the following conditions:
If the conditions are met, a rebellion is started with some chance. This has quite a lot of effects which we explain below.
Effects
When conditions hold and a rebellion starts few things happen in the town.
Rebel Clan
The rebel clan is the new clan formed by the prominent figures of the rebellion. While they take over the settlement's control, they have not established their legitimacy at this point.
A rebel clan is very similar to a normal kingdom clan with few key differences.
When rebel clans are created they start with a very low relationship with the faction they rebelled against and a very high relationship with their settlement culture and will probably defect to their original faction when they become normal clans after some time. Of course, it is not hardcoded and these clans (as any other) can be persuaded to join other factions. If the clan has rebelled against its own culture's faction then they will hate their own culture's faction(s)
Countering Rebellions
Rebellions is a future that would make large empires be wary of their over-expansive policies. Expanding very fast without keeping necessary garrisons until the land is healed can lead to rapid rebellions when conquering foreign lands. However, there are ways to counter rebellions. A town can be kept in check in many ways which we list a few below.
Keep your subjects or happy or expect a rebellion soon!
In this post, we explain our new feature and provide a follow-up to our previous post about Loyalty and Security.
Rebellions are instantaneous map events that occur after a build-up of resentment to the current owner of the settlement.
The purpose is to punish poor management and challenge over-expansive conquest and simulate the realities of governing settlements.
The rebellion based on the following assumptions.
- Garrisons are always loyal to the settlement owner.
- The militia on the other hand can defect as they represent the will of the people. The militia is the main force of the rebellion
Conditions
Currently, the rebellions only occur in towns and checks for the following conditions:
- Loyalty of the town is very low.
- Strength of the militia is a lot higher than the strength of the garrison.
If the conditions are met, a rebellion is started with some chance. This has quite a lot of effects which we explain below.
Effects
When conditions hold and a rebellion starts few things happen in the town.
- The owner of the settlement loses all control of the settlement.
- The garrison is destroyed. Some of them end up in prisons and others are killed.
- A portion of the militia is lost in the uprising and the rest is converted to the garrison.
- A new rebel clan is created. This clan has newly generated members representing charismatic or influential people who lead the rebellion.
- The new clan is immediately at war with the original settlement owner's faction.
- The loyalty of the city will get a temporary boost.
Rebel Clan
The rebel clan is the new clan formed by the prominent figures of the rebellion. While they take over the settlement's control, they have not established their legitimacy at this point.
A rebel clan is very similar to a normal kingdom clan with few key differences.
- They cannot join factions.
- They cannot marry other clans.
- If they lose their original settlement, they cease to spawn and eventually destroyed.
- If they manage to hold onto their settlement for some time, they will become a legitimate clan and can join, leave, marry, and perform other actions that a normal clan can do.
When rebel clans are created they start with a very low relationship with the faction they rebelled against and a very high relationship with their settlement culture and will probably defect to their original faction when they become normal clans after some time. Of course, it is not hardcoded and these clans (as any other) can be persuaded to join other factions. If the clan has rebelled against its own culture's faction then they will hate their own culture's faction(s)
Countering Rebellions
Rebellions is a future that would make large empires be wary of their over-expansive policies. Expanding very fast without keeping necessary garrisons until the land is healed can lead to rapid rebellions when conquering foreign lands. However, there are ways to counter rebellions. A town can be kept in check in many ways which we list a few below.
- Appointing a culturally appropriate governor to reduce cultural penalties.
- Resolving issues that have negative loyalty effects.
- Improving permanent projects that increase loyalty gain.
- Doing daily projects which would give loyalty boosts.
- Defending villages and allowing them to heal would curb loyalty penalties from starvation.
- Going after bandits and hideouts to increase security and loyalty.
- Passing faction-wide policies that improve loyalty.
Keep your subjects or happy or expect a rebellion soon!