Rebellion does reset loyalty to max. They defiantly don't all get rebellions and many are stable with alien rulers for a long long time.tbf i prefer the chance of rebbelions being lower since every town that was conqured getting one seemed to extreme (and it would reset loyalty) so at times towns got stuck in a cycle of rebel get sieged rebel get sieged unless the orginal owners come and take it back
ive seen it be the opposite where its just rebellion after rebellion in the same city (this is on 1.5.9 by the way)Rebellion does reset loyalty to max. They defiantly don't all get rebellions and many are stable with alien rulers for a long long time.
@SadShogunIt is currently 25% per day if the conditions are satisfied.
All conditions should be satisfied, this includes militia as well. After all of the conditions are satisfied, a 25% chance to start a rebellion is checked daily.@SadShogun
If it says "High risk of rebellion" is that a 25% chance OR can is say "High risk of rebellion" but really the militia needs to build up higher before there is any chance?
Khuzait memes will never get old[...] before Monchug showed up.
Just re-take the town. The rebels will disappear after a few weeksHow do you resolve rebellions? The game won't let me do anything to "resolve" a rebellion?
I just saw it happen to Varnovopol, it didn't revert to original owner but to one of my clans.Idduno, I though it was interesting, anyone else see stuff like this?
I just saw it happen to Varnovopol, but it didn't revert to original owner but to one of my clans.
Remember the fun combat though.Just a useless or bad implemented feature, In a recent game the defeated rebel faction went to live with two parties in my castle, and they stayed there indefinitely, without any kind of interaction. I even wanted to invite them to be my vassals, but there was no chance, no diálog, nothing.
Yes to all three. It was a Sturgian clan (Isyoraoving). I have fiefless clans running around long after their rebelling town was taken. And I've seen those clans go on to join main factions while fiefless then be given fiefs.Was your clan a Sturgian one?
There have been some strange goings on mid to late game - I have rebel factions that haven't disappeared when they should still on the map after 10 years.
I also have a former rebel faction that seems to have joined a main faction (the empire) after they lost their city, but before they disappeared, and they now have been given castles - and their lord still joins battle in toga
We destroy rebel clans if their leader dies. This is only the case for rebel clans (i.e. the 30 day period is not yet expired)@SadShogun I just had weird occurrence in 1.5.10, had a new rebellion pop up (Baltakhand) so I attacked 1st rebel party I saw, the leader died in combat, then the other 3 rebel NPC died immediately after the battle and the town instantly went to the Khuzaits, who were not the previous owners of the town.
I think I saw the problem of the clan dying out when they leader dies reported as a bug already, but is the rest supposed to happen? I guess it does kinda make sense, if the rebels are eliminated by a 3rd party the town may want instantly go back under it original owner.
Idduno, I though it was interesting, anyone else see stuff like this?
If a rebel faction manages to stay and defend their settlement and or their leader for 30 days, they are legitimized as normal clans and can stay and join other factions even if they lose their original settlement or leader. This is intended (if the conditions hold of course).Yes to all three. It was a Sturgian clan (Isyoraoving). I have fiefless clans running around long after their rebelling town was taken. And I've seen those clans go on to join main factions while fiefless then be given fiefs.
The latter two might be intended behavior but the way the entire clan poofs if one goes down should not be.
I have some additional strangeness in that a rebellion clan lost their town after becoming independent but declared war on a main faction (not one they rebelled from) and maintained that war even as they joined the Vlandians.
Got you.We destroy rebel clans if their leader dies. This is only the case for rebel clans (i.e. the 30 day period is not yet expired)
Currently, we return the settlement to the nearest faction (calculated by the average distance to the all of a kingdoms settlements). This is the default behaviour for factionless clans. I think if it was given to the faction it rebelled against it would be better though.
If a rebel faction manages to stay and defend their settlement and or their leader for 30 days, they are legitimized as normal clans and can stay and join other factions even if they lose their original settlement or leader. This is intended (if the conditions hold of course).
Or simply make it reverse back to its default culture/faction?We destroy rebel clans if their leader dies. This is only the case for rebel clans (i.e. the 30 day period is not yet expired)
Currently, we return the settlement to the nearest faction (calculated by the average distance to the all of a kingdoms settlements). This is the default behaviour for factionless clans. I think if it was given to the faction it rebelled against it would be better though.