Choice of Rebels Part 1 WIP thread

@Havestone I was thinking why instead give my money to helots. Why cant use it to smuggle mulow with Merchants. Or hire a bard? I mean give to helots seem a waste or maybe teach my group to read?dunno something that improve my guys instead feed random slaves i dont care

Because if you want to buy weapons and establish merchant contracts about the most you can get is with the options to do so already present? Remember, it’s extremely dangerous for anyone to do business with a gang of rebels even if they were both fabulously wealthy and friendly to those interests (which, granted, does kinda resemble my noble-friendly group post flawless Architelone raid). When the revolutionary chances for us look less dysmal then we’ll probably have all sorts of folk eager to relieve you of the accumulated cash that might otherwise have been wasted on the help.

@Sid, have you yet taken INT (reading & reasoning) as your high stat? If so, it may become clearer what Blood measures.

WulfyK: as long as the parents live. Noble orphans will have a patron who looks after their interests until the age of 20; after that point, they’re free to dispose of their own affairs. If there are no children, all a household’s property is disposed of by will; in the absence of a will, it will likely be claimed by one or another law-wielder (Ecclesiasts, aristarchs, Alastors… whoever’s strongest locally). In the case of illegitimacy within a single social class, only the second sentence of my reply to Sneaks is relevant.

Mara, you can always try hanging on to your cash until you’re in a place to spend it on something you believe in. Or – when I next update Ch 2 – buy yourself some rusty maces. (Should I just change the name of that stat from Arms to Rusty Maces?)

MOARR Maces!!! Mara happy =)) Also like I have only 53 in the group @Havenstone there could be something I could do to up my win chances? Like I have less men, but also I have more time to train each soldier not only in weapons. They could be better than average soldiers from players than having 300. They have to buy 300 maces I only 40 could I spend all money on better armor, weapons than people that have to equip an entire army? Also, could I follow guerilla tactics better due more mobility?

I need some help lol, :wink:

Mara, your chances are a lot better than you think. Don’t forget that all of your 53 are adults and fighters; the other players don’t have to buy 300 maces, because they’d have to find most of them in kiddy or junior size.

And yes, as you’ll see when we get to Chapter 4, there are significant tactical advantages that come from not having to look after a whole village. Don’t stress. :slight_smile:

Oh \m/ better I though their 300 where their fighters not the global. Anyway I’m happy don’t deal with death weight of families.

@poison_mara I have to agree with Havenstone here. I think a small group of people could be a much greater advantage later on, as you could more easily pack up camp and run if you needed to. Also you might avoid being seen by a passing Theurge.

@Havenstone I have a new idea. Maybe you could have a part where if you have fewer than like 100 people a Theurge doesn’t spot your camp (or maybe he does and tells a local garrison of Alastors, only to find that you’ve packed up camp and left); whereas if you have more he spots you and tells the Alastors (who attack shortly after you are spotted), but because you have so many followers, you couldn’t move in time. Then those traps end up coming into play. If you didn’t set any, they attack you with full force. Something along these lines. I think it could be very interesting and fun.

This would also shows the players that there are advantages to having a small group, but then again there could be other things that reassure the player it is also helpful to have a larger group. You know, to make it fair. lol.

Just an idea, Havenstone. :stuck_out_tongue:

@Havenstone Okay, so aristo cred will be carried with penalties if it was more gained through the more prickly side of nationalism. How will that be determined? Will it be based on having a certain level of the nationalism stat, or will picking particular choices set off some sort of flag for later? If it’s the latter one, would you plan on editing this into the earlier chapters or would this solely be in use later on, where we’re more likely to have access to the more prickly side of nationalism for options?

Thanks for taking the time to answer so many questions, though I fear we might be throwing you behind time. :stuck_out_tongue:

@Golgot I believe it’s the only reason he hasn’t finished it. lmao.

Oh no. :slight_smile: There are a lot of reasons for that.

I won’t answer anything in detail at the moment, 'cause I’m hip deep in writing Platon and Linos dialogue; but maybe tomorrow on a commute I’ll have time that I can’t readily use for more coding.

One note which should further encourage Mara. As I’ve been modelling the demography of Rim Square, I think a viable helot population will be even more kid-heavy than I’d earlier suggested.

So if you’ve got a population of 300 helots, you’d actually expect around 190 to be kids under 14, 45 to be 14-20, 45 to be 20-29, 15 to be 30-39, and 5 to be “elders” of 40 and over. (Within this population, Harrowings will claim on average 7-8 helots per year).

I’ll be revising the text to take these demographics into account… but yes, stopping the Harrowing in Rim Square will get you a bunch of fighters who come attached to a LOT of kids. Depending on the strategy you choose for your rebellion, this could be crippling.

@Havenstone Will these new helot children be romance options?

I have a serious question. At the first screen could you just put a note about further background information being available on the stat screen instead of having to click through it?

@Havenstone Great, but I could use the kids for forced labor if I stop Harrowing? :wink: Nope, Elery dead is really better for me, I don’t want any helot charismatic in my group that later on backstab me. Also I could turn people suspicions against Breden soon she is so annoying and stupid and a danger I don’t want

@friendzone

“Will these new helot children be romance options?”

What? /:slight_smile:

@Sneaks, friendzone was joking/bringing a disagreement from another thread onto mine.

@Golgot, it’ll just be based on having a certain (high) level of the nationalism stat. Other aristos have no problem with you being moderately Shayard-loving, but past a certain point it becomes threatening.

@friendzone, I’m going to see whether it’s possible to get it to pop up when the app first opens and not thereafter.

So it’d be possible to talk up a storm about the Shayard’s rights with the Shayardene aristocrats so long as one also balances it out with a good number of more multicult decisions, too? That’s good to know, thanks!

Absolutely. As you can hopefully imagine, that’s exactly the kind of patriot who won’t be threatening to outsiders – one whose love of country is tangibly balanced with concern for others’. There will however be Shayardenes (of all classes) who are less inspired by that sort of leadership than they are by a narrower nationalism.

So there will maybe be a bit of a hit to the cred of the Shayardene aristos (and I guess the other Shayardene ckasses, so this means that there’ll also be foreign helot and merchant cred later as well then since some sort of differentiation is around?) with that check or else you will throw a few options that would make the nationalism way too high to take it down enough in time for the comfort of the foreigners but forgoing those options will result in not getting as much credibility from the Shayardenes, yes?

@Havenstone Will there be advantages, as well as drawbacks, to playing an ultranationalist?

Shayard’s egalitarian past could also make playing a Helot nationalist an interesting possibility - especially if they’re able to portray even the remnants of the Shayardene nobility as foreign interlopers.

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I think I found a bug in the game I could be wrong.
So I smuggled some goods for my party. When I was done it said I founded food and 100 money in the game. Then I stole from the tax collector and got what they had. After all that I end what I was going to do for a lower anarchy. Then it said that I had just 76 or something like that of the money in the game. Is this me and I just did not read something that said I spent some money or is it a bug?