Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Only survived the minister of internal affairs going traitor due to a random event. Tie eliminating courtiers to the bounty hunter event? More money for killing somebody specific/of a higher rank?
Can't recall any visible effects from traitorous admirals.
Include "reason and impact" in the statements that traitors make? A high loyalty courtier that betrays you due to their traits should shove that in the player's face. Also could give the player another angle on replacing traitorous ministers. A corrupted minister might be open to a bribe to switch sides, etc.
Separate message for losing/gaining planet vs. rebels as opposed to aliens? I don't mind planets flip flopping back and forth but It hides the impact aliens are having during the rebellion.
You can always check (subscribe to/follow) one of those, I always post announcements there as well:
https://discord.com/invite/Xs6x7qj
https://www.facebook.com/SilverLemurGames
https://twitter.com/SilverLemur
Confirmed bug. Fixed in upcoming v0.78. Thanks!
Treachery from admirals is not implemented yet.
As for courties showng up and speaking up about their loyalty/treachery yeah... But I wonder how much bigger the rebel first turn audience will be there (definitely scrolling needed)... Would it be bad?
A thought: Maybe all ministers show up and then you have a costly option to remove such minister (but then, it's kind of inconsistent with not being able to fire minister otherwise during a rebellion)...
Alternative option: "Fire all ministers" options. But then you would need an option to appoint ministers during rebellion? Hmm...
Another concept: Maybe at SECOND audience of rebellion, you have an option to "enable firing ministers"? So you would have to get over having traitors for one audience and then can start replacing them.
You could reserve the first rebellion meeting for the noble houses. Have the spymaster ask the player what sort of weak links they should look for first. Then the second audience gives you a shot at ministers/admirals/governors that fit that profile. The idea is that everybody is solidly on board with the rebellion at first. But over time they start feeling nervous/guilty/etc. and looking for an exit.
I think limiting firings to an audience is fitting. The rebellion means that it is much more difficult to influence the cabinet. But if the ruler wants somebody dead and is willing to pay enough time and credits...
Assassinating (or even better arresting) such a person feels better. Still, they must be somehow guarded and not that easy to target I guess?
Anyway, this still leaves the question of replacing (vacant) ministerial positions during rebellion...
Also, waiting for more feedback about rebellion. Does something need to be changed/flashed out? Something missing? Or maybe you feel it's all right the way it is now?
Trying to start a rebellion in a game with half rebel power needed and failing. How much does a noble house need to hate you to support the rebels? I've got a noble house that has Desires the Throne, Feud with the Royal Household, and 350 relations. They are still not supporting the rebels.
Basically the same question as above :)
I know the noble house priorities aren't implemented yet. But that whole complex of things should make it much trickier to keep turn over turn rebel numbers in the single digits.
But rebel generation needs to improve. At +5 or so a turn I can't imagine the game running long enough to see a rebellion unless I intentionally choose all the +rebel events.
On further review I have been taking the +2 loyalty starting trait. Perhaps it would be better to replace that with a competence or charisma trait?