Choice of Rebels Part 1 WIP thread

I go for noble, because it is harder for me to get into the mindset of a literal chattel slave tearing the whole system down in blood. Too bad you cannot pick to be from the yeomanry. Ah well.

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If Havenstone ever does a spin-off game, perhaps one set in the same world, but from a different character’s perspective, it would be interesting to play as a Kryptast. Do you support the current system, or try and bring it down without being led to the Harrower yourself?

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My mistake. I guess that leaves the Fourth Harrowing and now I am curious whether the scene in Chapter 4 looking out from Egyn’s Pike at the approaching Hegemony army is the same across all playthroughs. Is that scene different for the very small Bands that have drawn less attention? I’m guessing yes but if not that might be a good scene to pick.

Unfortunately I failed to make note of the precise details for this bug immediately, but perhaps someone else will recognize and realize the conditions behind it. When selecting then backing out of and then reselecting a grain barn raid (I can’t recall whether it was a tithe barn or a noble barn), the game says something like “it is a pity you don’t have any free mules” even if there are multiple mules free. The time it happened to me, I believe I had 30 mules total all available for use and 21 or so were free with the rest assigned to the sick. The game then told me it was a pity I had no mules free but interestingly the amount of grain brought back looked correct for the amount of mules that were actually free. So I think the amount of grain liberated was calculated correctly but the text to give flavor to the raid had a minor bug.

If a noble MC raids the noble house during the winter and executes the nobles without burning the place, the MC is still told during the sheep raid in Chapter 3 that the MC burns noble houses.

A skeptical MC supposedly swears by “Rhupos” instead of Xthonos but when talking to Kalt on the sheep raid even a skeptical MC still swears by Xthonos.

“Xthonos… I’m so sorry,” I breathe, trying to imagine myself trapped in anything like the same morass of shame and fear.

I forget why I was looking at this part of the source code, but I have a question about what may or may not be a bug. I only recently tried playing a hidden wisard (using wizardry covertly over the winter) and when I do that Yebben never asks to be trained even though I have made all other choices (except the temple raid) the same as when I play an overt wizard. There is text in the source code for Yebben recognizing a hidden wisard but it never triggers for me and I didn’t see any bugs in the source code so I was curious whether anyone else sees Yebben ask for training when playing a hidden wisard and whether I was supposed to see that text as well.

The quote below is from Chapter 1 depending on choices.

“You don’t have to feign the concern in your voice. For many years now, you’ve felt stomach-sick during every Harrowing, fearing that Joana Orchard would be one of the sacrificed. The helot elder is one of the few people who will still freely reminisce with you about your mother, who treated Joana more like an aunt than a field servant.”

The quote below is from right before the food poisoning in Chapter 4, depending on the MC’s choices.

“Maybe it seemed that way to you, Captain,” the old helot says wryly. “But… aye, I was a friend to her. And she never hated your father, however much he deserved it. That compassion that let her treat a helot like a sister? It meant she’d never have given up on saving him.”

So the text in one should maybe get changed to match the other so either “treated as a sister” or “treated as an aunt” but perhaps not both.

On a non-bug note, the game talks at one point about ordering more grain from the fences to keep the fences happy and if I recall correctly that text appears on week 5. But my bands never order any grain past week 3 since from that point on my bands have enough mules and free leaders to hit grain barns whenever needed. We don’t buy arms until the end of chapter 2. An INT 2 MC that had chosen to teach the Helots to read talks about knowing the importance of being able to read. I would still like the ability to order books from my fences along the lines of “the pen is mightier than the sword”. Teaching as many as possible to read and having them read books supporting the MC’s choice of philosophies would seem to me to mesh well with how an INT 2 MC could view the MC’s rebellion. My MC views the rebellion as a battle for hearts and minds more than territory so increasing the number of literate representatives of the MC’s philosophies would be appealing.

The other outlaws quickly haul you up until you can once again get your footing. A blaze of pain in your leg tells you that one of the white-bees has found you; you crush it and drag yourself away from the thrumming cloud below. Even when you rejoin your little party, none of you speaks for several minutes until you’re sure you’ve climbed out of earshot of the destroyed hive.

The swelling on your leg feels on fire. But you’ve killed last Plektos and its Theurge.

That should be killed the last Plektos.

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I haven’t done any code crawl, but I did have Yebben ask me to teach him, even when I went with the ‘secret theurge’ route. However, this happened if I did a lot of magic work during the winter…such as using both my own blood, and some of the phials.

Yebben talked about 'coincidences no on else seems to have figured out by now."

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My MC used one phial on either the Alastor raid or the Architelone raid depending on the week of the Architelone raid and then used the MC’s blood both at a tithe barn and in the other raid. I think I also tried using a second phial raiding the noble house but I still haven’t seen Yebben’s scene trigger for a hidden wisard so I was curious.

Here is the source code for the Yebben requesting wisardry training scene.
*label yebcheck
*if (((theurgy > 2) and (theurgy != 11)) or ((zvad > 10) and (elezvad > 6))) and (yebben > 0)
  *set theu_spread +5
  *if ((zvad > 10) and (elezvad > 6))
    *page_break
    Later that day, you find Yebben Skinner at the venison drying racks.  He raises his head as you approach, nods to himself when you shoo away the children nearby.  
    *if rad_mutiny
      "Same question as last time, ${addressu}?"
      
      You almost manage a smile.
    *if not(rad_mutiny)
      "I was sorry to hear the news, ${addressu}.  We'll all miss him."
      
      "But you could have gone with him." You're desperate for some reassurance after Zvad's desertion.
      *if strategy != 1
        Whether he admits it or not, you can't escape the conviction that he left to save his own life.
    "Why did you stay?"
    
    Yebben mutters a couple of numbers to himself, then steps away from the dried meat and turns his full attention to you.  "These are my people, who I've known since I was born.  And I'm their quartermaster.  A damned good one.
    
    "Zvad's a fine man, but... to be frank, ${addressu}, he doesn't quite know what to do with me.  In his band, I'd just be Elery Skinner's blind brother.  Treated like a child or an old man too frail to cut his own meat."
    *if (theurgy < 3) or (theurgy = 11)
      He smiles wryly toward you. "By everyone but Elery, anyhow. I'd rather stay where I'm known."
      
      "You think we're going to survive?"
      
      "Angels, ${addressu}, I don't know."  Yebben's face twists with something like pain.  "But I reckon there's a chance.  And a better one with Elery here.  It's a shame she couldn't convince Zvad, too. But here we are."
      *page_break
      *goto lastspend
    He pauses, moistens his lips nervously.  "And I know I can be more.  More than quartermaster, even."
      
    "Go on," you say, curious.
  *if (zvad < 11) or (elezvad < 7)
    *page_break
    Late in the afternoon one day after camp has been set up, Yebben finds his way to your tent and hovers in the entry flap. "Trouble with the food stocks?" you query, drawing him in.
    
    "No, no, all's well," Elery's brother assures you as he lowers himself to the floor.  He pauses, moistens his lips. "In truth, ${addressu}, there's something else I'd wanted to talk to you about."
    
    "Go on, ${addressm}," you offer, sitting next to him.
  *comment endif
  
  Yebben's voice takes on a faraway tone. "Have you heard tales of Salareo of Aveche, ${addressu}?  From the last great Halassurq War before our current one.  Salareo Mage-Bane, who once killed more than a dozen magi of Halassur in a single great battle."
  
  "Of course. The Blind Theurge." As soon as the epithet has left your tongue, you 
  *if theuknown < 5
    fall silent.
    
    A faint smile bends Yebben's mouth.  "I've listened to many stories of your raids, ${addressu}. Of odd things that have befallen our enemies when you were in the lead.  Some say it's luck, or Angels.  And before you say the same, consider: maybe Salareo knew something that gave him an advantage over magi who could see.  Maybe I could learn as he did, and even the odds a little."
    *choice
      #"Wait, wait -- you think I'm a [i]Theurge[/i]?"  I break out laughing.  "I'm sorry, Yebben, but whatever stories you've been hearing..."
        *set yebben 8
        Yebben rises; his smile broadens, but his voice is pained. "Of course.  Forgive my foolishness, ${kuria}."  He pauses at the tent flap. "You may be relieved to hear that, as far as I am aware, no one else in the band has come to the same mistaken conclusion as myself.
        *if el_here
          Not my sister, in particular.
        *if bred_here
          Not Breden.
        I'll do my best to keep anyone else from sharing my folly."
        
        *goto lastspend
      #"I barely know what I'm doing myself," I say quietly. "I can't teach you.  I can only ask for your absolute discretion."
        *set yebben 9
        "You have it, ${addressu}," Yebben says at once. "No one else suspects, as far as I can tell.  All I ask, in return, is that if you ever think you might teach anyone... please, ${addressu}, think of me on that day."  He rises and leaves you in silent turmoil.
        
        *goto lastspend
      #After several minutes' silence, I finally say, "There are some exercises I can teach you.  Mental reflections."
        Tears spring to Yebben's unfocused eyes.  "Thank you, ${addressu}."
        
        *goto yebscroll
  recoil in realization. "So."
  
  "It must be possible, ${kuria}."  Yebben's mouth parts in the broad, fixed smile that seems to reflect merely intense rather than positive emotion. "Maybe more than just possible.  Perhaps Salareo knew something that gave him an advantage over magi who could see."
  
  "He was a Hegemonic hero.  Whatever he learned, it's presumably taught in the Lykeion of Aekos these days."
  
  "Perhaps.  And of course it might not have been a matter of his blindness at all."  The young man dismisses his own speculations with a wave. "But whether or not I can even the odds against a pack of Theurges... I [i]can[/i] learn, ${addressu} ${fname}.  Maybe not the same way you do it, but if Salareo could do it, so can I."
  *choice
    #I start teaching him the mental exercises that I discovered in Rim Square.
      *label yebscroll
      *set yebben 10
      Where you found memorizing the exercises from Ganelon's scroll both challenging and tedious, Yebben rapidly commits them all to memory and spends hours a day practicing them.  You share with him
      *if horthe > 0
        much of what you and Horion guessed regarding telos, as well as
      your experiences as a ${wisard} so far. "I see things before I Change them -- most of it's a blur, but what I see with clarity, I can change.  If I were blind, I wouldn't even know where to begin.  It must be possible, as you say.  But completely different."
      
      "But sometimes you see [i]through[/i] other things, ${addressu}?" Yebben's head is tilted toward you, ear-first, in his equivalent of an intense stare.  "Like a knife through a sheath, or people through their clothes?"
      
      "I see the elements that make them up, not their..."  You clear your throat uncomfortably.  "Yes.  But only if I know that what I'm 'seeing' is there.  And not through anything more than a finger's width thick.  I can't see through walls."
      
      "At least, not yet." Yebben gives a single, sharp 
      *if horthe = 0
        nod and returns to his contemplations.
      *if horthe > 0
        nod.  "So you can sense the telos of something you can't see.  As long as you know it's there and you understand it..."
      *page_break
      *goto lastspend
    #If we survive the summmer, then I'll teach him.
      *set yebben 9
      "I can wait, ${addressu}," Yebben beams.  "And I... well.  Thank you, ${addressu} ${fname} -- thank you so much."
      
      "Wait to thank me until you know we've both survived," you say grimly.
      *page_break
      *goto lastspend
    #Absolutely not.  I want to be the only ${wisard} in this rebellion.
      *set yebben 8
      "It's dangerous work, Yebben -- and I'm not sure where I'd start teaching you, when you can't see.  Yes, it's possible.  Salareo shows that.  But he learned from masters, not from a self-taught
      *if aristo
        backwater noble."
      *if helot
        helot."
      You shake your head.  "I have to say no."
        
      Yebben nods, disappointment stark on his face.  "Will you teach others, ${addressu}?  Can't I sit in?"
        
      "Until I know who almost got you killed in Rim Square, I'll not be teaching anyone."
      *page_break
      *goto lastspend
    #I need more time to think about it.
      "It's no easy choice, Yebben, and I won't make it lightly.  Let me consider it some more."
      
      "Aye, ${addressu}," your young quartermaster says, trying to mask the disappointment in his voice.
      *set yebben 9
      *page_break
      *goto lastspend
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@Havenstone, I’m not sure the game is supposed to jump to first person like this:

Your followers gather up all the coin and whatever else is light and robust enough to survive a rapid drive back to the Whendward on the Architelone’s sixteen mules. Anything else, you trample into the mud, break, or burn. I glance at the helpless guards and order my outlaws to:

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One minor thing. In ch. 4, if you accuse Breden of being a Kryptast, and drove her away…de Firiac acts like you are still in a relationship with her.

I have no problem with de Firiac not necessarily wanting to be in a relationship, but if they believe in the “one soulmate” thing, that might be a better angle to do a rejection of…even if the person fled, that wouldn’t change the nature of their partnership.

Also, minor editing suggestion. In this sentence:
“Let her be.” You cut off the rising chorus of protest with a sharp, “For now. We’ll have more questions for her later. For now, we’ve lives to save in the band, if we still can.”

You use “For now” twice. There is nothing grammatically wrong with it, but you might switch one out for a synonym of some kind.

Done a lot more work on bug-fixing and conforming the draft to CoG standards on things like italics and using words rather than numerals for numbers. As part of it, I’m combing the last couple weeks’ posts for bug reports etc.

Absolutely. You should be able to be a heretic of various kinds.

No, it doesn’t – it says his ambushes fail to stop another mule train. That’s not the same as avoiding all contact:

“Hector does try to ambush you again, more than once. But this time, thanks to your precautions, his attacks fail to cut off your food supply or stop even a single mule train. Over several small clashes, your followers manage to injure at least two noble veneurs – at the cost of another ${cas} outlaws dying.”

As for the 3 dying in winter, just to check… they didn’t die hunting bear, did they? That can kill 3 of your gang.

@Lys, in the final version you’ll no longer be able to become a folk hero by returning yeomen the grain you stole from them, alas.

I still think that even an enthusiastic or skeptical MC will want to hear more before letting the whole band know. It’s a big shift in mindset, all on the basis of one conversation with a sketchy stranger.

I intend Breden to be counted among your followers – I’ve tried to tweak the math to make that clearer.

Despite seeing the rebellion as “a battle for hearts and minds more than territory”? It depends on whose hearts and minds, I suppose, but low anarchy will win a lot of them.

I don’t think there will be – it would detract from the mood of that last passage. You’ll leave it in a cache which may be re-accessible in later games.

Oy. Fixed.

It’s consistent for you to have perceived your mother treating her as an aunt while Joana perceived it as like a sister.

And finally,

I think it will be from the perspective of a Plektos (human). But that’s a long way off if ever.

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Heh, it did seem to be like a reverse Robin Hood moment…win the hearts and minds of people by stealing from them, and then giving a little back :wink:

If you still intend to do a final update on the public version, I will hold off then since at the moment, especially spelling errors, etc. I don’t know if something was reported twice or not.

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Hey, @Havenstone, just a question: has it been decided if Calea will be a helot-only romance or if Prince Nippletwister will be aristo-only or something like that?

No I never go against bear it has no sense being less 50 rebels. Text says something like you have no sick 3 rebels die during the week.

I normally have Calea control Hector so that time without her I select trying to avoid hector. text was confusing.

But there’s also the plektoi at the end too. Having a plektoi in a rampant position facing the viewer, or perhaps facing a pair (one male, one female) of slaves (wearing broken chains) or perhaps the plektoi is facing one slave and one noble instead, would be a good visual to draw eyes and motivate sales. The harrower is an interesting idea and very apropos, but I agree with those who believe it would take more artistic skill to pull off. Images of monsters and human beings draw human eyes more readily than inanimate objects.

@Havenstone: Either way, given all of the time that has been invested into this magnum opus of yours, I seriously suggest finding someone other than CoG’s usual artist(s) to do the artwork. I don’t mean to be rude here, just honest. Higher quality cover art would easily more than pay for itself with respect to sales, especially for a game with this sort of depth.

I strongly disagree with this. Nationalism is not necessarily xenophobia. An MC who takes the reigns of a young nationalist movement should have a great deal of freedom to shape it, to sideline the extremists that inevitably pop up while maintaining the support of the masses, and to get to know potential allies who are non-Shayardenes. Valuing your nation’s cultural heritage and language does not have to mean supporting Brown Shirts. Shayard needs allies. Going it alone and not paying attention to its neighborhood is how Shayard lost the first time around. And even after Karagond is broken, there is still the Halassurq Empire as a threat to justify maintaining the union. If the wall turns out to be too much of an extravagance to maintain without harrowings, then it would be much better to have the depradations of war with Halassur occur in Errets which is more easily defensible, or even better yet, in Halassur, than in Shayard. It’s also better to fight Halassur with allies, than by ourselves.

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Letting the Band know is different from immediately trying to convince them to move into the Xaos lands en masse. The way it reads now, the MC is concealing potentially vital intelligence information from the Band. The MC could instead present that information with caveats about how scouts will need to verify things first. It is indeed a big shift in mindset and such shifts take time which is all the more reason to start the process early. The stranger is of questionable veracity, but most of the remaining information on the Xaos lands comes from the Hegemony whose truthfulness is even more doubtful depending on the MC’s views. The MC might also choose to convey Horion’s tale of the Xaos lands for a slightly more detailed briefing to the band. I do not mean to make light of the dangers of the Xaos lands which both stories emphasize in horror, but the MC must weigh those dangers against Theurges armed with oil of vitriol flying overhead.

Feel free to correct me if I’m wrong, but I was under the impression that phials of aetherial blood are probably the most valuable items in the band other than possibly the enchanted spears for very small bands. It seems to me that any remaining phials could be dealt with at the same time that the MC hands over the MC’s weapons. Some wisard MCs might prefer to hide remaining phials for later personal use while other wisard MCs might want to entrust them to Yebben where they might be of use if needed while the MC is away. It just feels like a rather important oversight to never mention what becomes of such valuable items when (depending on choices) Horion mentions that aetherial blood cannot be carried across a Xaos ward.

At the start of Chapter 4, we have the option to spend wealth to win over the Yeomanry but that option is not currently present at the end of Chapter 2. I suggest that if it is not too much trouble, the option to win over the Yeomanry should also be present at the end of Chapter 2. As someone who has played the game many times, I know to save funds at the end of Chapter 2 for Yeomanry public relations in Chapter 4 but that would not be obvious to someone playing for the first time.

I always play an INT 2 MC but I only recently played a hidden wisard. So I only recently actually earned the “Stand and Fight” achievement. Having earned that achievement, I would say that the bigger achievement was killing the Theurges in the tent all at once followed by destroying the Phalangite supply train. Both of those felt like important victories but standing and fighting after that just felt like a mistake even though we won. I suggest that there be an achievement for destroying the Phalangite supply train and possibly one for killing the Theurges.

I nominate destroying the Phalangite supply train and killing the Theurges as other candidates in the threat perception category. Using the “trick” on the sheep raid in Chapter 3 might also be worth a small bump to threat perception considering that the MC fielded over 100 “bandits” several days into open grasslands who then all slip away so far as we are told.

EDIT: The History section of the World Index addresses whether the first Thaumatarch actually discovered Theurgy.

On a purely cosmetic note concerning the 10 weeks of winter in Chapter 2, I suggest that the main screen for each week should indicate the week number at the top. If you lose track of the week, then I am unaware of a way to find it out during the week so you run the risk of assigning scouts to missions that won’t complete before the end of winter.

Also, if you get the chance, I still suggest that the text should be changed regarding how a wisard MC feels about the Tagmatarch with the permanently enchanted blade. The Theurges are the true threat since if not for them, a wisard MC could lift and then drop the Tagmatarch.

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On another note, I do hope later sequels will allow an MC, if successful, to rub it in the faces of naysayers, and detractors.

A good example is if Zvad leaves because you take on the Phalangites head-on (unless you are a Charismatic Eclect). Getting told you “You will die, and I want no part of it…” well…I could see other members of the band now viewing him as a coward.

Heh, for that matter, taking Sybla down a peg or two would be fun…

And I admit, I would be interested to see what Calea would say to her cousin, a noble MC for actually pulling it off. Of course, if Calea fed you info, she would take some credit for it as well.

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I sympathize with Zvad. He joined the band as a result of coincidence and convenience, he certainly didn’t sign up to throw himself at Phalangites. I don’t blame him for leaving.

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@Havenstone Check and double Check in two playthroughs.

I don’t raid I don’t do anything aggressive. I have so much food that it rottens. And they are fat.

I have no ill people.

However, no matter what In four week three people die always without reason at all. This is the text I always get.
You set your 5 remaining followers to practicing with their bows. By the end of the week, they feel slightly better prepared for the attack you all expect.

At the end of the week, your food train returns, adding around 4 bushels to the 13 in your stores.

By the end of the week, your well-fed raiding parties have managed to keep illness at bay.

When all is said and done, you now have 40 followers (down by 3 who have died in the past week) to be deployed as you and Zvad see fit.

And I always manage my raid due Zapdos is stupid and start creating havoc by himself.

Seriously, I should have an achievement called Winter wonderland. You manage to not lose people in the winter.

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@Havenstone Another Breden ghost scene . I this time around Said Horion and the cousin Go in peace I wouldn’t harm you both but without invited them. Well After that Breden appeared very pissed about it.

Another one stats says at the end that Zpados is dead And he is not he is my deputy

Heh, for me that is what gives my mc his relentless drive to see that system torn down, since he has ample experience at being on the very bottom of it himself.[quote=“Norilinde, post:7659, topic:1601”]
An INT 2 MC that had chosen to teach the Helots to read talks about knowing the importance of being able to read. I would still like the ability to order books from my fences along the lines of “the pen is mightier than the sword”.
[/quote]

Would be nice, but maybe save the schooling for a future game, a camp in the soggy winter woodlands is a horrifically bad place for books and paper after all.

Probably intentional, although most real life revolutions arise out of the middle or even upper middle classes, it would make for more boring gameplay.

True, my mc wants to seek out those communities of people living and farming there himself first. To see if they can be recruited and in due time perhaps incorporated into his own new state.

Hey, that’s essentially politics, the game of give and take.

True, a good professional cover artist of the sort who do all those beautiful covers for sci-fi and fantasy works would probably be a good investment here.

If you define nationalism at its heart as being an imagined community then even my mc is still a nationalist, just one who seeks to built a new “imagined community” across most of the former Hegemony and integrate all of that into a new, overarching nationality, much like what eventually happened in the US. Of course that is a multi-generational endeavour at best and in the meantime he certainly isn’t fond of the more bigoted and narrow-minded Shayardene nationalism and its connections to the old monarchy and the organised Xthonic religion.
Of course all of the current super-large provinces ought to be broken up, so there will be no unified Shayard and Erezza left as such and preferably broken up in such a way that every new province or territory, aside from the capital province with the canal zone is not economically self-sustaining to force them to interlink with the other parts.

A distasteful if expedient tactic, though in case it is necessary, my mc would focus more on denouncing certain “barbaric” Hallasurq practices, chief among them their use and tolerance of slavery than outright demonizing every person from Hallasur. After all, for all their difference, my mc would still have much more in common with (former) Hallasurq slaves then he would with nobles from his own “homeland” of Shayard.
In the end my mc would rather that the new state be based on a more positive vision then the constant threat of war to unify it and keep it together.

True, although in the helot’s case they don’t know all that much about it to begin with and my mc certainly isn’t set on re-educating them in the old Shayardene values, some of the nobles and yeoman are a different story of course, but they’re not really in the majority here and my mc will find a way to bring them around.
In any case my mc personally does not value Shayard’s cultural heritage all that much since what he knows of it seems to consist of it being the birthplace of the Xthonic religion, the very thing he is fighting against and the old monarchy, which is a system he has absolutely no desire to see return.

I’m not so certain, after all my mc would likely eventually want to make parts of Erreza (Avezia and its surroundings) into his own capital, their mineral resources are absolutely vital for an industrial(ising) economy and lastly it contains the entirety if his proposed canal zone. I think for my mc Erezza may well become the most important zone and the core of his new state. So winning them over would be doubly important and if that means repudiating the current, narrow-minded and highly monarchical and religious Shayardene strain of nationalism, then so be it.

Far better would be to make sure we somehow don’t have to fight them at all, which is why my mc would be willing to agree to minor border adjustments in their favour and let them claim “victory” over the Hegemony.
If my mc wants to use the threat of Hallasur at all it will chiefly be in pointing out that the so-called Laconniers are nothing but Hallasurq stooges who seek to oppress the (former) helots and yeoman of Shayard in much the same way the Hegemony did.

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I would imagine that it would be entirely possible to support both classes at the same time, perhaps allowing local nobles to fight rebellious helots without the help of the state or whatever you set up then march in and put whichever side is left standing to the sword.

Obviously this would leave an extremely depopulated world.

However with the remaining balance a new, loyal world could be created…that does leave the problem of the.extra dimension though.

Additionally, a failed PC rebellion might make things worse… Or Better .
Perhaps it will inspire for example.

Playing through the game once again to test it out and see if I can provide some tips, and I started thinking about one thing. The charisma/combat/intellect stats? I don’t think there is any opportunity to increase or decrease any of those beyond the very beginning, at least not in this game, so why not just describe those with a sentence rather than a number?

Quick examples:
“You are very charismatic, able to convince most…” (Charisma: 2)
“You are incompetent in personal combat, and you lack any sort of tactical skill…” (Combat: 0)
“You can read and write, and you have a basic understanding of many subjects of importance…” (Intellect: 1, for an Aristo at least)

Just some thoughts, I will see if I can provide any other feedback shortly.

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