Indeed.
That will probably become my default now. I dont have to wait as long to create a kingdom, nor do I have to join a kingdom, leave, and alienate all the lords.
1.5.6. kicks ass.
Indeed.
Currently, the rebels are not correctly removed when they're taken as prisoners and thus can stay in the encyclopedia and diplomacy screens. It is planned to be fixed in a hotfix.Looks like rebels need different names assigned in the scripts or we are going to have redundancy.
Rebellions should provide a new option for kingdom creation. Now just wait until a rebellion happens, take that fief, and you can start a kingdom.
Currently, the rebels are not correctly removed when they're taken as prisoners and thus can stay in the encyclopedia and diplomacy screens. It is planned to be fixed in a hotfix.
In 1.5.6 we provide a base system implementation of the rebellions. It can be expanded or improved upon based on player feedback, features such as kingdom creation are rather complex (both in terms of development and testing as it's coupled with more systems) and I believe trying to find the "ultimate" design can push deployment too far back. I am in favor of more base systems that have core functionality deployed first and improved upon player feedback and further simulation data.
Players should be able to attack and occupy a rebel held fief, meeting the "held fief" requirement to create a kingdom.
Currently, the rebels are not correctly removed when they're taken as prisoners and thus can stay in the encyclopedia and diplomacy screens. It is planned to be fixed in a hotfix.
In 1.5.6 we provide a base system implementation of the rebellions. It can be expanded or improved upon based on player feedback, features such as kingdom creation are rather complex (both in terms of development and testing as it's coupled with more systems) and I believe trying to find the "ultimate" design can push deployment too far back. I am in favor of more base systems that have core functionality deployed first and improved upon player feedback and further simulation data.
how about this: instead of how rebellions work now, a notable of a newly occupied town has a quest for the player basically offering him control of the town in exchange for him to ridd the town of its occupiers. so the player initiates a battle between the player's party + the milita vs the garrison in the streets of the town and if successful, the notables agree on making the player their king?
Or you will need to wait until you have lot of adult kids in your clan. But frankly, governors aren't good for anything at the moment. Most of my castles and towns are worse on it when I assign governors (family members due to -1 cultural difference).If I am gonna need to start appointing governors you're gonna need to give me more than 9 companions.
I usually end up dominating the entire map by the time my kids are adults, and thus start a new playthrough, i think ive done start to finish at least 10 times lolOr you will need to wait until you have lot of adult kids in your clan. But frankly, governors aren't good for anything at the moment. Most of my castles and towns are worse on it when I assign governors (family members due to -1 cultural difference).
TW should think over the governor system before they move on with rebellion. I.e. some useful perks, some meaningful governor education for family members... etc
A question I have, is it me, or when you are an independent clan that owns a settlement, but hasn't created a Kingdom, there's no way for other Kingdoms to declare war on you?
Kingdoms can't declare war on a player's independent clan. Their wars with minor factions are scripted.
I've just discovered the best way to incite a rebellion isn't to find an off-culture settlement, but just keep a town with four villages in a constant state of "Villages Looted."
I'mma bout to end Battania's whole career.
Alright, thanks!
Yeah. Also, staying in a town and buying all of their food supplies works as well.
Keep your subjects happy or expect a rebellion soon!
just noticed this, I love how developers believe in Soon™ as well