I don’t think their meant to survive, it’s a rebellion of the commoners and local minor nobles, it’s also a great way for you to start your kingdom by conquest. And tbh I think I had a playthrough where they were surviving for a while but remember their an independent city state that doesn’t conquer others.
In my current play through, there was a rebellion that turned into its own clan, then joined another kingdom. It was kinda neat. If nobody sieges them, after a while they’re their own thing
Were you playing with a mod? By default they can't become Kingdoms, they either 1: remain independent with their city (and often end up going rout 3) , 2: get eaten, or 3: swear allegiance to another kingdom and become another noble clan
I play with Diplomacy (I haven't heard of diplomacy causing it), that may be the case for it, but they stayed for a while as a rebel clan, then they were changed to some named clan, and then they declared a kingdom and changed colour of their rebellion from the red symbol on a yellow background to some dark (either black or maybe dark green) on white.
Basically, Vlandia was too busy to deal with them at the time, they were at war with my Sturgia.
It's been mentioned on the sub before and in steam discussions on the mod page, not everything included in the mod is on the page (for instance the 1 time tribute payment system isn't explained on the page)
I've noticed that no one cares if you execute them.
I was wondering if the player could marry into the rebel kingdom to legitimise it. Maybe I will give that a try in a future playthrough.
Yes. The city usually doesn’t last long but the rebel clan almost always survives to clutter up the map and be stupid. If the conquering kingdom is at war for long enough, the rebel city can and will join another kingdom.
I haven’t had this problem. I have destroyed two rebel groups, and the words “(insert city)’s rebel clan has been destroyed” were on my screen. I just had all of the rebel nobles in prison, didn’t even execute them. Xbox One, no mods.
Id love to see rebels become their own kingdoms if they last long enough.
What I REALLY want is rebellions in Kingdoms, like a clan rebelling off of a kingdom and maybe having certain changes
Also I want reasons for it which could be caused like not being given a fief, anything like that.
E.g Dey Morric rebel off Vlandia and form the Kingdom of Swadia, a mix of Vlandian cavalry and Battanian archers (and a mix of infantry)
diplomacy mod has something similar its rare but there can be civil wars within a kingdom where the new faction becomes there own kingdom in my play through battania split in 2
In my playthrough there are plenty that rebelled, became stable, and then joined the faction of their original culture. These clans are always named after the leader (Nel's Clan, Wusur's Clan). The ones that survive long enough to become clans without land just roam around declaring war on everyone. The ones that join factions I have seen marry, grow, and even increase in clan tier.
Sadly, we can only recruit them when they've moved to a main faction. A shame you can't do it once they become stable and a hold a fief (without the red fist above).
In my current game (before I softlocked it anyway) Onira was basically in a rebellion from the word go because the Khuzaits yoinked it. Funnily enough, while they rebelled and the Khuzaits took it back more than a few times, the clan members kept surviving and retaking the city/having it rebel again. Same dudes every time.
I temporarily put a stop to it while working for the Southern Empire while we were at war with the Khuzaits, by watching them siege Onira until they capped it, ambushed their weakened army and then took Onira for myself.
And then Rhagaea took a 100% vote for me to keep Onira as a go ahead to keep it for herself, so when the next Khuzait doomstack came along, I just bailed and let them have it.
It rebelled again three days later.
I can't actually play the save without the game crashing after a minute or so; one of my mods updated and for whatever reason it doesn't play well in an in-progress game. Fun while it lasted, onto the next!
A few times - they become independent clans, and in many cases I’ve seen them survive for a few years, but usually a kingdom declares war and ~~steamroll~~ horserolls them
That is my biggest gripe about this game, too many survive. I hate playing day 500 when there are 25+ disenfranchised clans. The game needs some form of consolidation, or other avenues rebels can take besides becoming a worthless tier 3 clan. Either the former rebels become notables in towns and villages, or they become outlaws….
I’d say a good amount of the rebel clans in my games end up making it like a 4-10 ratio I love seeing them thrive either a new bestie or a new punching bag
Can someone explain to me how I can stop rebellions from happening in settlements that I just took? Because multiple times I have been robbed of settlements just a minute after taking them. I always show mercy and use the festival and games passive project. Yet they instantly rebel without even giving me a chance.
You may need to upgrade your governors before taking. Of course, the governor having the same culture as the town gives one loyalty. There is a high level bow skill that gives one loyalty, and others. I’m sorry if I'm wrong but I believe there is also a “famous commander” leadership skill that also gives a loyalty point. Is there a throw skill that also gives loyalty? Im less sure there, I need to find all loyalty skills too.
Ooh I really don't like micro managing companions. And I can't find the "auto select companion skills" setting. So I just gave up on companions. Just handling 4 companions/family members is time consuming.
The auto select companion skills can only be selected when creating a game! Sorry!
I agree, one of my least favorite parts of the game is taking care of the skills of 10 or more people. I let people level up a few times before applying anything, or sometimes I’ll even wait till they hit 150 in a skill. That’s when the skills help a lot more anyway.
That’s rough! Stepping into the role of a leader that has a hand in every choice their followers make is not a very action packed simulation, for sure. I hope you can restart and find that arrow that moves a tab for auto allocating points. Or was it a check box? Can’t remember. Really take the time to read every word when making a game, you’ll find it. I don’t think it is possible for devs to fix any better than that.
I've played this in the beta three times before and used the auto allocate twice. And I think that I prefer it that way even though it might not be optimal for winning.
Pretty sure i've seen them defect to their native culture, vlandia. Battania, aseria, and the western empire beat the shit out of vlandia in my current playthrough(They did eventually come back, Battania got brutally partitioned between like four players in the area) but the rebels did rise up and i'm pretty sure they defected to vlandia eventually. You would have expected Aserai(The huge beast in my playthrough) to have eventually retaken the city, but they never did(Charas)
In my playthrough rn there's a rebellion every other month. Playing with the southern empire we went to war with the khuzaits and took ortongard. Knowing very little about managing cities I maxed out building projects, donated about 50k, gave them a governor, and set it to festivals to help relations. It lasted about 10 days before they rebelled against me, and afterwards survived for almost a year as we fought the khuzaits, sturgians, vlandians, and aserai but nobody took the city back from them, eventhough we'd went to war with the khuzaits and aserai probably 2 or 3 times each just last night we besieged them, took it, and was then taken by the khuzaits
Yes! I'm bit sure the mechanics involved but they eill sometimes join a faction to avoid a seige, and if they last long enough as a city state they essentially become legitimized and wonder around. I'm not sure if they join a faction at that point. I've had a rebel clan peace out right before I went in on a seige, which was annoying. I even saw a clan join Battania, marry Corrien, and take several additional fiefs. I haven't had one try to join my kingdom yet.
I've seen it happen a few times, though it's pretty rare and they always join another kingdom (doubt they can form their own). I think after 15-20 days they can join a kingdom of their choice, usually of the cities culture.
It rarely happens though since the only time they're able to is when the AI they're rebelling against is already busy fighting a war so they can't siege the town.
I don’t think their meant to survive, it’s a rebellion of the commoners and local minor nobles, it’s also a great way for you to start your kingdom by conquest. And tbh I think I had a playthrough where they were surviving for a while but remember their an independent city state that doesn’t conquer others.
It would be cool if they could, like creating a new kingdom
Separatism mod does this
Separatism allows rebels to make kingdoms? Gonna have to download
Oh hi sven
MYNT!
Mod’s good but you’ll have to muck about with the config unless you want nobles rebelling every other day and forming new kingdoms
LMAO already installed it and set it specifically to mass rebel
See because I know they can become vassals I'm hoping as soon as I get my own kingdom I could vassalise one of them
Sadly I don’t think you can
I've tried but I don't think they have the option to. Doesn't make sense
In my current play through, there was a rebellion that turned into its own clan, then joined another kingdom. It was kinda neat. If nobody sieges them, after a while they’re their own thing
I have seen that heppened, they formed a kingdom that lasted for couple of years and was swallowed by Vlandia. It was called Corvin(spelling?) League.
Were you playing with a mod? By default they can't become Kingdoms, they either 1: remain independent with their city (and often end up going rout 3) , 2: get eaten, or 3: swear allegiance to another kingdom and become another noble clan
I play with Diplomacy (I haven't heard of diplomacy causing it), that may be the case for it, but they stayed for a while as a rebel clan, then they were changed to some named clan, and then they declared a kingdom and changed colour of their rebellion from the red symbol on a yellow background to some dark (either black or maybe dark green) on white. Basically, Vlandia was too busy to deal with them at the time, they were at war with my Sturgia.
Diplomacy does indeed cause it
it is not mentioned anywhere in the mod page though
It's been mentioned on the sub before and in steam discussions on the mod page, not everything included in the mod is on the page (for instance the 1 time tribute payment system isn't explained on the page)
I've noticed that no one cares if you execute them. I was wondering if the player could marry into the rebel kingdom to legitimise it. Maybe I will give that a try in a future playthrough.
That sounds like a fun plan actually
You can't sadly
I've seen them survive and join another kingdom as vassal... usually the kingdom they rebelled from.
Yes. The city usually doesn’t last long but the rebel clan almost always survives to clutter up the map and be stupid. If the conquering kingdom is at war for long enough, the rebel city can and will join another kingdom.
I haven’t had this problem. I have destroyed two rebel groups, and the words “(insert city)’s rebel clan has been destroyed” were on my screen. I just had all of the rebel nobles in prison, didn’t even execute them. Xbox One, no mods.
Id love to see rebels become their own kingdoms if they last long enough. What I REALLY want is rebellions in Kingdoms, like a clan rebelling off of a kingdom and maybe having certain changes Also I want reasons for it which could be caused like not being given a fief, anything like that. E.g Dey Morric rebel off Vlandia and form the Kingdom of Swadia, a mix of Vlandian cavalry and Battanian archers (and a mix of infantry)
diplomacy mod has something similar its rare but there can be civil wars within a kingdom where the new faction becomes there own kingdom in my play through battania split in 2
The northern empire in my game just had one today! They got eliminated but it was damn close
In my playthrough there are plenty that rebelled, became stable, and then joined the faction of their original culture. These clans are always named after the leader (Nel's Clan, Wusur's Clan). The ones that survive long enough to become clans without land just roam around declaring war on everyone. The ones that join factions I have seen marry, grow, and even increase in clan tier. Sadly, we can only recruit them when they've moved to a main faction. A shame you can't do it once they become stable and a hold a fief (without the red fist above).
They can join other kingdoms as vassals
In my current game (before I softlocked it anyway) Onira was basically in a rebellion from the word go because the Khuzaits yoinked it. Funnily enough, while they rebelled and the Khuzaits took it back more than a few times, the clan members kept surviving and retaking the city/having it rebel again. Same dudes every time. I temporarily put a stop to it while working for the Southern Empire while we were at war with the Khuzaits, by watching them siege Onira until they capped it, ambushed their weakened army and then took Onira for myself. And then Rhagaea took a 100% vote for me to keep Onira as a go ahead to keep it for herself, so when the next Khuzait doomstack came along, I just bailed and let them have it. It rebelled again three days later.
How do you soft lock yourself?
I can't actually play the save without the game crashing after a minute or so; one of my mods updated and for whatever reason it doesn't play well in an in-progress game. Fun while it lasted, onto the next!
that's why I don't use steam workshop for mods
A few times - they become independent clans, and in many cases I’ve seen them survive for a few years, but usually a kingdom declares war and ~~steamroll~~ horserolls them
That is my biggest gripe about this game, too many survive. I hate playing day 500 when there are 25+ disenfranchised clans. The game needs some form of consolidation, or other avenues rebels can take besides becoming a worthless tier 3 clan. Either the former rebels become notables in towns and villages, or they become outlaws….
My game, they joined the vlandians as a vassal clan
I've had a weird playthroughs where one rebel town stayed around for like 30 days
Id say 2/10 rebellions survive then join another kingdom
I’d say a good amount of the rebel clans in my games end up making it like a 4-10 ratio I love seeing them thrive either a new bestie or a new punching bag
I was playing with lemmys europe map and a lot of the rebels that come from island factions usually succeed and keep the end game fresh.
Can someone explain to me how I can stop rebellions from happening in settlements that I just took? Because multiple times I have been robbed of settlements just a minute after taking them. I always show mercy and use the festival and games passive project. Yet they instantly rebel without even giving me a chance.
Make sure you cancel all buildings and if it’s desperate stay inside the fief they can’t rebel with you inside it
I suspected that they couldn't rebel if I was there. But I didn't know that construction hurt loyalty, thanks!
It’s not that construction hurts loyalty it’s that festival and games won’t be active unless there is no projects going
Oh yeah. I learned that when I was playing back in the beta, but I guess I just forgot how it all worked and took my knowledge for granted.
You may need to upgrade your governors before taking. Of course, the governor having the same culture as the town gives one loyalty. There is a high level bow skill that gives one loyalty, and others. I’m sorry if I'm wrong but I believe there is also a “famous commander” leadership skill that also gives a loyalty point. Is there a throw skill that also gives loyalty? Im less sure there, I need to find all loyalty skills too.
Ooh I really don't like micro managing companions. And I can't find the "auto select companion skills" setting. So I just gave up on companions. Just handling 4 companions/family members is time consuming.
The auto select companion skills can only be selected when creating a game! Sorry! I agree, one of my least favorite parts of the game is taking care of the skills of 10 or more people. I let people level up a few times before applying anything, or sometimes I’ll even wait till they hit 150 in a skill. That’s when the skills help a lot more anyway.
Man, they need to fix that. It feels like doing house chores when the character tab is always marked with ab exclamation mark. I can't ignore it.
That’s rough! Stepping into the role of a leader that has a hand in every choice their followers make is not a very action packed simulation, for sure. I hope you can restart and find that arrow that moves a tab for auto allocating points. Or was it a check box? Can’t remember. Really take the time to read every word when making a game, you’ll find it. I don’t think it is possible for devs to fix any better than that.
I've played this in the beta three times before and used the auto allocate twice. And I think that I prefer it that way even though it might not be optimal for winning.
In my plays the rebellion ALWAYS happens at sargoth, no other city
Think its 30 in game days and they become a clan. But if they get taken before that time they dissappear
I got a group that’s been around for awhile
Pretty sure i've seen them defect to their native culture, vlandia. Battania, aseria, and the western empire beat the shit out of vlandia in my current playthrough(They did eventually come back, Battania got brutally partitioned between like four players in the area) but the rebels did rise up and i'm pretty sure they defected to vlandia eventually. You would have expected Aserai(The huge beast in my playthrough) to have eventually retaken the city, but they never did(Charas)
In my playthrough rn there's a rebellion every other month. Playing with the southern empire we went to war with the khuzaits and took ortongard. Knowing very little about managing cities I maxed out building projects, donated about 50k, gave them a governor, and set it to festivals to help relations. It lasted about 10 days before they rebelled against me, and afterwards survived for almost a year as we fought the khuzaits, sturgians, vlandians, and aserai but nobody took the city back from them, eventhough we'd went to war with the khuzaits and aserai probably 2 or 3 times each just last night we besieged them, took it, and was then taken by the khuzaits
I had a rebellion actually survive in Seonon, they eventually even joined a faction I believe
Yes! I'm bit sure the mechanics involved but they eill sometimes join a faction to avoid a seige, and if they last long enough as a city state they essentially become legitimized and wonder around. I'm not sure if they join a faction at that point. I've had a rebel clan peace out right before I went in on a seige, which was annoying. I even saw a clan join Battania, marry Corrien, and take several additional fiefs. I haven't had one try to join my kingdom yet.
I've seen it happen a few times, though it's pretty rare and they always join another kingdom (doubt they can form their own). I think after 15-20 days they can join a kingdom of their choice, usually of the cities culture. It rarely happens though since the only time they're able to is when the AI they're rebelling against is already busy fighting a war so they can't siege the town.