hey gorg! just wanted to fill you in on how rebellions work. a city (or cities) will rebel and form a new kingdom when their village’s trust level is low. you can view this number in the village list in the kingdom menu. things that make a village’s trust level low: the king’s stewardship (makes the amount of villages it can govern higher. if a kingdom has more villages than it can handle, every village’s trust level will go down a lot) a city’s distance from the capital city if the city’s population is greater than the population of the capital village leader or king has low diplomacy traits of the people in a village compared to the capital if a city is larger (in tiles/zones) than their capital, they will have less trust value if villages in the same kingdom have separate cultures when there is no king/when the king dies when the kingdom’s capital is taken before assigned a new one note: units of different races also affect stewardship. for example, humans can govern more cities *on average* than orcs. because they’re… orcs i guess there’s many factors that decide whether a kingdom has a rebellion. i suggest doing off or on camera experiments with how they work
i agree with you on leaving out orcs. whenever i do stuff like this i tend to find that on larger maps orcs just steamroll everyone when they get to a higher poulation. BUT on the other hand on smaller maps because elves populate quickly they just flood enemy kingdoms with their massive army.
@Flasher Studios i think its because their ai is programed to think that anything that isn't an orc is an hostile creature and they cant settle near hostile creatures and until they settle other rases are considered hostile
might I recommend turning army numbers on? It's easier to tell whats happening and how powerful an army is, especially when they're all clumped up in that platoon formation
Video idea: Four kingdoms fight on many islands and whoever wins will have to fight a fifth, isolated kingdom in the center that has multiple good traits and so they kinda evolve peacefully while others are fighting or trying to expand.
It kind of felt like this gamemode just beats up the people who are already down, since half the time the disasters were because of a king dying on the losing side of a war. Still fun to watch, but had a few ideas how it could be balanced a little. An interesting catchup mechanic idea would be that if the king dies, it's the people that killed them that get the penalty instead of the kingdom whose king died; if they die of natural causes, it's as if their own kingdom failed and killed them in a sense. Right now the games feel set up to drastically snowball out of control whenever someone gets an advantage, and this would apply some amount of counterbalancing so the winner isn't apparent before the fighting even begins. And if a king dies from a player-caused disaster, no additional penalty is applied as it was already the will of the world's god that the new king died. Another idea would be to scale the size of the disaster to the kingdom's population, territory, or ranking. Say a king dies and you roll a bomb of some variety. Small, weak kingdoms get the bowling ball, while one that controls half the map gets the tsar bomba. Or just multiples of the same bomb or event, like a volcano for every so many tiles of land controlled. As an aside, for the orcs, have you considered giving them debuffs off the bat, like slow and ugly? Would mean they can't be applied later, but they could at least be a decent attempt at balancing the orcs a bit and having a fourth species added back in.
“If fighting is sue to result in victory then you must FIGHT!”Sun Tzu said that, and I think he knows a little more about fighting the you do pal cause he INVENTED IT!
One thing you could do is make a second wheel that has the location you’ll use the bad effect on. Like “largest city, capital city, smallest city.” That way it’s not a random spot.
Rebellion kinda balances out the Orcs I think because they are OP in battle, but they are a less diplomatic and power hungry, so I bet with rebellion ON Orcs would fight each-other a lot more than human, elf and dwarven kingdoms do. At least that is what would make sense from fantasy lore point of view, there is a reason Orcs never achieve great kingdoms.
You could spawn dragons every time a king dies. The first time a king died, you spawn 1 dragon. The second time a king dies, you spawn 2 dragons. So on and so forth. By the end you'll be adding like 15 dragons, I think it could be a lot of fun. :)
Gorg, The rebellions work as if you go to the kingdom and view the villages with rebellion on then it will show the likeness of the kingdom from that village and the likeness if determined by like 10 factors example being how far the village is from the capital and if the village leader is doing well and if they like the king and how he’s running the kingdom and the least they dislike the kingdom the lower the likeness will go and can even go into the Negatives then eventually they will rebel and create their own country For Simplification, go view the villages under the kingdoms if they how low likeness or I’m negative then more likely to rebel and determined by different factors
The Elves be like: "If we had a nickel every time someone named us after rodents, we would have two nickels. Which isn't a lot but it's weird it happenned twice"
When it said "Use our tail in life" I was thinking of a creature with a prehensile tail as prehensile tails act as another arm. Tamanduas would've worked as they're quite militant towards ants and termites as they annihilate colonies like nothing. Or the prehensile-tailed porcupine with its prickly armor.
A small Flaw with adding weak traits to them (like weak trait or ugly trait) is that they get Scar of divinity. That makes them have more hp. So when you give a kingdom a bad trait it makes them a little bit stronger.
Hi Gorg I was wondering if you could do the Mojave from Fallout New Vegas or The Commonwealth super mutants can be orcs elves can be the legion Humans the NCR and Dwarves the Enclave/B.O.S EDIT:you can give the orcs stupid trait to balance
If you implemented it as a mod, rebellions could be useful. Otherwise, you're gonna be tracking a whole bunch of kings constantly dying and losing power as their kingdom gets taken over.
love you're vids man maybe a good idea to do a Greek vs spartan map with additional traits or just the world simulation with additional traits, Keep on going
agree, wheels add more random stuff in the game which makes it more unpredictable and fun. but i would suggest not to use the selective breeding mod because it reduces the RNG stuff of the game. nonetheless, its fun.
maybe have 4 human kingdoms each with a different trait that are about equal in power to make t even, and then do the "If a King Dies, I Spin the Wheel of Doom" thingy. or humans vs. orcs and humans have twice the population.
Pretty cool! I suggest for next series (maybe?) that every king gets great buffs. And I mean every. If one dies, next king gets same buffs. And another would be to have event portal where you spawn stuff like tornados, demons, zombies and stuff. And dude that kills a king also gets buffed.
The race balance also comes down to how fast they can populate, Dwarves stand with the slowest population raising, followed by Elves and Humans who are tied for second, and Orcs with the fastest population rates I belive Dwarves also progress faster than the other races in terms of technological advancement, but it doesn't really mean much when the Orcs or Elves steamroll them with like, 3 times their entire population in their armies alone
I believe that humans won because they expanded quickly and they had a lot of land to colonize at the top right of the map, while as you said dwarves were unlucky with aliens and the elves didn't have much land to expand since they had no land to the left and to the right they were limited by dwarves
Wow. Humanity in this video has more plot armour and brain (probably) than Hollows from "No game - no life"! On my maps they're almost always dead from the start.
For the first time I'm glad you didn't include the Orcs. Because I'm 1000% sure I would have to watch them get hit with a Tsar Bomb instead of the Elves lol.
Here's some stats: Humans: good at advancing and populating Elves: like humans but just weaker Dwarves: like humans just a bit more good at weapons Orcs: just really really strong
Wow, I know you have used this idea before but it is still entertaining. (Also haven't been able to view you latest video I was in Australia and managed to break my phone :( so I had to get a new one)
how rebelions work (in my experience): when theres a diff culture then the country that owns an area its more likely to rebel and if not they mostly rebel from taxing due to them needing money to pay for stuff
huh, never heard of a crystal biome before when you were talking about the worst place to put humans and you chose the desert I was thinking "the frozen wasteland in the middle is probably the worst"
I have an idea that uses a wheel so the idea is you have four kingdoms (or three) and you let them grow and evolve but every time something big happens (wars, alliances, rebellions, etc. ect.) you spin the wheel until one kingdom ultimately (ultimately?) wins
I love the tumor and growth type disaster so much. I would wonder what would happen if you left a bunch of cybercores or pumpkins in one continent and let a race develop in another, and then connect it to see who wins
I personally wish that general dwarf lore had more secrecy and power to it. Like, what if they could willingly go into a rock-like statis like Warcraft, but a dwarf was required to awaken them. Then you could have generations upon generations of experts awaiting revival to teach the young masters of the age. This would obviously apply to mostly crafting, but dwarves are always experts at crafting and invention when they exist.
I think your underrating the elves a bit they have 20 more health than the humans but they’re damage is 8. Although they have quick speed and agility they attack faster they are good with an army of bowman. Also most of the time I use elves they conquer half the earth and they’re population is over 1000.
I once had a human and elf Kingdom both with a population of 2,500 and a bunch of empire skills like adamantine gear and offensive tactics go up against an Orc kingdom of around 400 who didn't even have swords, as well as a Dwarf kingdom with 300 population and about the same technology as the Orcs, maybe less even. Only 63 Dwarves survived, but 250 Orcs made it through the war. The human population was around 2,300 and the Elf one at 1,900.
Idea The botw map again but instead of the kingdoms being towers you could do the 5 races Hylians-humans Zora-elves with water/ice traits Gorons-dwarves with fire traits Rito-humans with air traits Gerudo-elves maybe some heat traits?
4:30 rebellions mostly happen after a king dies since the new update. Sometimes a new village leader will attempt to rebel when he gets elected. They only do large rebellions where half the kingdom splits away when they are over their capacity for towns, and the king dies. The update called it a "succession crisis"
Would've been nicer if the human disasters were more spread out. They are too focused on just their capital city, when the human realm is so big. Volcano should have been on the eastern continent or in the crystal biome. Also, enjoyed the concept, you can probably use this one again. It's good.
Not sure if it's too gimmicky but a kingdom war between the main / DiversityBox civs on medium sized islands (like Dwarves in Crystal, Bug in Candy, Goblins in a Savannah with abandoned buildings and a dock, Orcs not in the game, etc.) but every X years two kingdoms chosen by roulette have to swap places (magnet grab the populations and switch them). Probably the fairest fight the Goblins are going to get without a rework. If the same civ is rolled twice? I dunno. A dragon? An antimatter bomb over their army because the world divided by zero)