Songs of Syx

Songs of Syx

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i keep having provinces rebel despite 100% loyalty/order v60
as title suggests, i thought at first it must have been just below 100% the first few times, but now im convinced of a conspiracy against my kingdom as one that im sure was 100% still rebelled, and id invested so much admin. garrison? gone. tax settings/infrastructure? gone.

its really bumming me out
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Showing 1-15 of 27 comments
Gamatron  [developer] Dec 20, 2021 @ 5:58am 
Should be a 5% chance per year of an uprising in a non-capitol region. Does that sound correct?
Inquisitor Poe Dec 20, 2021 @ 7:20am 
That sounds about right if I think about it, best is to annihilate them and then absorb their population into your own.
Dracupuncture Dec 20, 2021 @ 8:02am 
Originally posted by Gamatron:
Should be a 5% chance per year of an uprising in a non-capitol region. Does that sound correct?
yeah that sounds about right. didn't realize this was WAD
UltimateTobi Dec 20, 2021 @ 12:09pm 
So you shouldn't have provinces at all?
Inquisitor Poe Dec 20, 2021 @ 12:34pm 
You can have provinces, but after a while they just get irritating. Entirely up to you. preferably I like being the only one on the map. Alternatively you can station armies at each state which boosts the loyalty of that state quite a bit and I believe stops rebellion.
Gamatron  [developer] Dec 21, 2021 @ 1:18am 
IDK, I thought that would be nice, spice it up, having a small chance of a rebellion regardless. Will always be some dude conspiring against you. It's set to 5%/year now, although I can set it to 2.5% or remove it, up to you guys.
UltimateTobi Dec 21, 2021 @ 3:13am 
Maybe have a warning that people are conspiring to rebel when you're at high loyalty/happiness (simulating that people are happy with you and warning you something's going on). So you have some preparation-time to send an army or what have you to deal with rebels.
Molay Dec 21, 2021 @ 10:52am 
I think having player decisions being the deciding factor in whether rebellions can happen or not is key for satisfying gameplay.

A player should be able to entirely remove the risk of rebellions from occuring if he sets out to do so - at a cost (military cost or admin cost).

The easy solution is that stationed troops prevent rebellions.

Though I'd also like to see a more hands-off approach; investing admin to build up law and prosecution infrastructure, that once high enough eliminates rebellion chance (suppression by local justice). Or investing in infrastructure that benefits the people, making them happy enough that they wouldn't rebel in the first place. (could be more costly to attain a 100% safe province).

Another idea is it being event driven and micromanagey; your agents discovered potential rebels and notify of an upcoming rebellion, and you get a chunk of time (more time than needed to get an army there) to send troops over and meet the rebels in battle. Perhaps the rebel army could be a hidden force that grows over time, and at some point if not fought will be big enough to properly rebel and take the province from you. If you get troops there early, they'd fight the rebels in a weak state. If you take a long time, they'll already have amassed a sizeable army. You won't know for sure how big they are when you get there.

What I'd like out of the province system is a passive background income personally, not an overly active part requiring my attention. If army's are the chosen system to deal with rebels, I'd much appreciate if you could set armies to "suppress rebel activity" and have them move about the map from rebel to rebel on their own.

It takes away from my enjoyment when the rebellions happen, as it feels out of my control (or I just don't understand it well enough, perhaps).
sztripi Dec 21, 2021 @ 1:03pm 
I second Molays opinion. Rebellion for rebellion sake is stupid. If the people are happy and loyal why would they rebel? It is also frustrating and tiresome as well. Any solution is good as long as you have solution to prevent rebellions. It could be terror or it could be diplomacy (admin, infrastructure, army stationed, ect.) just please for love of god PLEASE not random...
Big Dog Dec 21, 2021 @ 8:44pm 
Why are people complaining about free slaves?

The real problem is

1. The region falls with no fight, no delay, no nothing.
2. You have to manually reput in the admin points and also send your army to siege the city back every time.

I suggest if you have a garrison in the region it should siege as normal not autofall.
Gamatron  [developer] Dec 21, 2021 @ 11:25pm 
All right, I'll remove it for now then.
Dracupuncture Dec 22, 2021 @ 1:29am 
thanks for being a kickass dev. its refreshing and wonderful.
Molay Dec 22, 2021 @ 1:51am 
I think temporarily removing it is a good call. There is definitely something great do to with rebellions, in a more fleshed out system in the future, and I'm looking forward to see what you come up with! I'm sure it'll be just great :) Hope my comment was not perceived as merely negative; I do appreciate the idea behind rebellions, just not the current no-player-agency implementation of it.

Cheers, and thanks for your outstanding work
mikeydsc Dec 22, 2021 @ 9:55am 
I would just ask -
Show me one civilization that was happy that rebelled?
I cant think of any....
DirtyPotter Dec 22, 2021 @ 4:38pm 
is it complicated to make the percentage an option with 0 being deactivated?
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Date Posted: Dec 20, 2021 @ 3:37am
Posts: 27