It would be cool if rebels could capture few provinces and then declare independence, with all provinces they captured.
But a mercenary-turned-lord would not necessarily be recognised by anyone else as a sovereign, and so is surely best represented by the province still being part of the original nation, but rebel-controlled. If of course the rebel barons gain sufficient control to force the country to recognise them as independent, then they are well represented by a new nation. But that is covered by a nation's government falling. Of course, for those situations where just one mercenary lord manages to hold out sufficiently long to make it clear to all that he isn't about to be beaten into submission, we've got the 'province defects or declares independence after two years' thing. For those times when the country's ruler decides that it would be cheaper to just give him vassal status, we can do that. So mercenary lords are quite well dealt with in the current set up.BBBD said:I understand what you mean about mecenary bands, but if you were a mecenary captain and you were plundering a province and managed to capture the main city, wouldn't you think about a crown and subjects.
Merc leaders were always greedy and ambitious so I would think that they would be just as happy to start a kingdom, though they would just go for the nearest, richest and easiest province to capture.
A nation will also declare independence after at least one of its eligible provinces has been rebel-controlled for 31 to 43 months (depending on centralization, the longer duration for fully centralized ; maximum one declaration of independence each month).Underhand said:But that is covered by a nation's government falling.
GoblinCookie said:Proposed changes to rebels
1.Rebels no longer cross borders, they always attack provinces within their own state attacking provinces of their own culture and religion before any other provinces.
Rebel controlled provinces can still revolt and rebels formed in this way immediatly move to reinforce the nearest rebel army.
If the odds are good and there are no provinces left that they can sieze then rebels will move to help rebel fortresses that are under siege.
When a country declares independance it starts off with the equivilant of a months income in cash per province and imediatly generates as many troops as they would if their capital had revolted (any rebels already in their provinces are converted aswell).
ASAD said:Yessss,it's really annoying.
Try to conquer your neigbhours,to stop rebels crossing your borders. :rofl:
Build up fortress,good not only for rebels.![]()
I like this one. When a new country declares independence and I'm not too busy I very often open the cheat window and use "event 94037" or "event 94039" a few times to give them so hope of surviving - otherwise new nations nearly always end up accepting complete annexation within a year.GoblinCookie said:When a country declares independance it starts off with the equivilant of a months income in cash per province and imediatly generates as many troops as they would if their capital had revolted (any rebels already in their provinces are converted aswell).
Good idea, with an alteration.GoblinCookie said:How about you make it so that if a government falls then it will have DP effects as well as monarch skill effect.
The Monarch skill effect should reduce all skills toward 2, if there is an incredibly atrocious monarch 1 skill point at an ability their abilties are improved. The effects only last for 10 years after which the monarch has got used to things and things return to how they were.
I'd also like to see a change in DP in the following ways.
Serfdom is reduced 1-5 points
Mercantilism is increased 0-2 points
Centralisation is reduced 0-3 points
Innovitiveness is affected randomly by 0-2 points
Aristocracy is unnaffected, as I figured that the rebellion reflects the society in which it comes, a highly aristocratic society is likely to spawn rebellions led by aristocrats.