May I ask what the chance is? How likely per day is it?If the conditions are met, a rebellion is started with some chance.
That's a weird way to describe as an exploit because I also read that devs new players would do so and approved.We noticed that some players are using rebelled settlements as an exploit. Capturing the rebelled settlement, allows player to have the settlement without war consequences to previous owner, do you think this exploit is something we should try and fix or it is good as it is?
While implementing rebellion we discussed with @lottendill and @SadShogun (who implemented that feature) this (players to capture rebel towns) will be the common case in future. I think its good to have this because otherwise player need to attack kingdoms which are generally stronger than rebels to take their initial fiefs which can cause problems for them, when player take a fief from a kingdom kingdoms come back with strong armies to take it back. So rebellions are good for players especially starting their kingdoms to get a new property without being enemy to kingdoms. When you do this you do not be enemy to old owner of that town but actually that kingdom lose a town to player. Maybe player can lose relation with king of old kingdom in this scenario but this case is not enough for starting a war.
My choice is 2. I don't like 3 because it's the same as just taking a fief without the rebellion. I would also support other ideas that are distinct and new challenges. Such as, what if after refusing to give it back, at some point the original owner will launch a 1 time effort to reclaim it with their clan. Not a normal war, but 1 event where you must defend your fief. It could maybe have other alternative ways to solve it too.@AnandaShanti actually last week @SadShogun and @lottendill told me capturing rebel towns is started to be common player tactic and it can be good to add a new rule there. We made some discussion and cannot decide what is best for game. So I adviced to ask players and collect information. We have 3 choice :
1- Leave like current state, not asking player anything and no penalty with old owner
2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement
3- Asking player to keep or give fief back, if player keeps start war with previous owner of settlement
It seems my choice is 2 but not sure still. However it is good to collect what players think. What is best for gameplay?
In my opinion choice 2 is the best, it won't outright punish you with an instant war against a bigger power but will give you a relationship penalty which is fair.@AnandaShanti actually last week @SadShogun and @lottendill told me capturing rebel towns is started to be common player tactic and it can be good to add a new rule there. We made some discussion and cannot decide what is best for game. So I adviced to ask players and collect information. We have 3 choice :
1- Leave like current state, not asking player anything and no penalty with old owner
2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement
3- Asking player to keep or give fief back, if player keeps start war with previous owner of settlement
It seems my choice is 2 but not sure still. However it is good to collect what players think. What is best for gameplay?
Don't know if relationships affect chance for war declaration right now but if yes would be good to give a penalty in relationship with the faction (or ruling clan if it's that relationship that matters) of the previous owner of the fief too so they would have increased chances of declaring war on the player but give you a bit of time to prepare for it.
Oh that would be great then! since monarchy is a more personal kind of government it would make sense that relationships have more effect on wars, would be cool to see monarchs that hate each other guts warring much more frequently than with others they have more friendly relationshipsYes it effects. However effect is less currently, actually while offering option-2 I said them I can increase effect of relationship on wars also.
My choice is “2” with this effect. There will be always the possibility of war because of this behaviour. (capturing rebel towns)I said them I can increase effect of relationship on wars also.
I would support 2 as well but I also like the idea of paying reparations either from the previous owner if the player decides to return the town or from the player to the NPC if the player decides to keep the town. If payment is made and accepted then there should be no relation loss.@AnandaShanti actually last week @SadShogun and @lottendill told me capturing rebel towns is started to be common player tactic and it can be good to add a new rule there. We made some discussion and cannot decide what is best for game. So I adviced to ask players and collect information. We have 3 choice :
1- Leave like current state, not asking player anything and no penalty with old owner
2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement
3- Asking player to keep or give fief back, if player keeps start war with previous owner of settlement
It seems my choice is 2 but not sure still. However it is good to collect what players think. What is best for gameplay?
I agree.We should also have an option to return the fief to its original owner after defeating the rebels, with a big money and relation reward
2 but player should get relation gain with previous owner as well if they give the fief back2- Asking player to keep or give fief back, if player keeps relation loss with previous owner of settlement
1- Leave like current state, not asking player anything and no penalty with old owner