im interested about irduin’s economy under de idre. my question is how profitable current arrangements are from economical standpoint for de idre. are they doing what they are doing because they believe it will make them more profit in long run or for some more morale reason.
and for example if de idre was replaced with normal aristo house who embraced hegemony’s normal practices like calling theurge’s for harvest not spending money at inn not cooperating with merchant to help youmen would they be expected to make more profit?
Yes, sorry-- I haven’t rolled that out properly yet, both in terms of carryover from Uprising and effects from Irduin. Pls ignore for now.
Others have noted (and I’m sure you also got) why the latter is the default, but I agree that someone who’s doing a helot-yeoman run should get the chance to win the yeomen back. I’ll look at that.
Good call, will definitely add this.
There’s an achievement for that.
I definitely want this to be a plausible read, but maybe not the only possible one.
If you could hold it, it would be – but I don’t think we’re at that stage yet. If it’s just sacked or temporarily empties because of the rebellion, that’ll be in line with a number of other villages in the Rim, including Haldine Attwell’s.
It’s certainly nothing like as short-run profitable as it would be for them to be more like their lowland neighbor Ueron Lemouratou, boosting their harvests and not spending on mollifying the helotry and yeomanry. And they’re certainly also doing it for moral reasons.
But they also believe it’s long-run more profitable, because it saves them the costs of repression and hedges against the risk of rebellion, assassination, and the brake that inter-class hostility puts on the good running of their demesne.
Once the rest of the game is written maybe you can see if you can make it so you can reload from a checkpoint in the stats menu like some other games. It would make both playtesting and normal replaying a lot easier especially with how big your games get.
I haven’t tested the savegame feature of cogdemos.ink yet, but I think it’s working? That should be good for playtesting purposes. Look for the saved games button alongside all the stats, menu, etc. ones. I’m not going to install anything else that might choke in cogdemos.
The final published game will have checkpoint saves, but I don’t have them enabled yet, because I test in CSIDE and (as far as I’m aware) CSIDE still doesn’t recognize the checkpoint commands.
That would be excellent. The yeoman are the class that my arrogant aristo and my helot are both most interested in getting on side. I also think that the aristos and helots have diametrically opposed interests, so any base of support is ultimately going to have to be at the expense of one of those two groups.
Caroline doesn’t care about helots (started thinking her attitude is kind of like a Roman popularis where the concern is for non-senators and non-equites, but not slaves) and dislikes merchants. Her goal is to get aristos and yeomen together and that’s going to be the coalition.
My second character, Cenred the helot, hates nobles and is going to go Jacobin on them. Also doesn’t like ecclesiasts. They and the nobles are going to be toast, but every other class is welcome in the tent (including diakons).
Loved how natural the new chapters feel for both these characters when I play them. It’s really impressive how a radical egalitarian and another character who’s frankly very reactionary in many ways both work as MC’s.
Interestingly, Alya’s strategy is the opposite. Make enough concessions (translation: bribes) to the helots to get them to back a change, give a similar bribe package to the yeomanry (if she must, ideally the class wouldn’t exist) and the merchants, and focus on the clergy and aristocracy who will build her road to the throne. In short, a basically conservative rebellion. Of course, this relies on the helotry being willing to continue meekly accepting their fate at the Harrower.
In short you’ll change nothing worthwhile, just the size of the realm and the faces at the top. In terms of (re)distribution everything starts with land reform, which is why it is vital for my mc to get the yeomen on board who comprise a lot of the skilled farmers. Of course the nobles will never allow meaningful land reform plus with my mc being a former helot himself it is utterly pointless to even try to placate that bunch of quislings and sellouts to the Hegemony who comprise most of the so-called “nobility” anyway.
Anyway next playthrough this weekend I am going to try the just laying low variant with my mc mostly trying to connect with the merchants to practice his disguise as a skilled free person in order to better blend in when the time comes to move to Grand Shayard maybe with some getting to better know the yeomen on the side too as by this point my mc is reasonably confident his rebellion’s selling points to former helots are increasingly obvious at this point and his efforts right now are better spent in preparation for winning over more yeomen and merchants and learning to better blend in with the latter group.
Let the Hegemony itself or, should it extend that far already shortly after he leaves, the main body of his own rebellion do the heavy lifting of breaking Irduin out of the complacent fantasy the de Irde’s are set on peddling.
Yeah, my MC’s program is just lop off the Karagond administrative layer so people like her can have those top jobs, things get a bit better for other “free folk” but the basic structure stays the same.
At the end of the day, the fact that the helots are literally assets on the nobles’ balance sheets means they have diametrically opposed and irreconcilable interests. The helots want to not be ruled and oppressed by the nobles and the nobles want to rule and oppress the helots.
Of course I will. I’ll clear out the layers of encrusted Alastor corruption and build state capacity within the new Hegemony, as well as providing greater avenues for advancement to the deserving! The blood of the fallen will serve a purpose!
And start fresh with new enforcers who will become just as corrupt very quickly. So long as you’re going to let them treat some people like cattle you’ll keep attracting the worst kinds of sadist to the job and it is already plenty difficult to weed out the bad apples when you do nothing to encourage their worst tendencies. Slavery basically demeans everyone and the entire society it is a cancer that needs to be excised root and stem.
The purpose of elevating your mc and his/her friends.
I think my main MC is starting to go a Muad’dib route. His academic appreciation sacrifice theurgy is combined with inner voice heresy is becoming a theological conviction. @Havenstone I might be doing something wrong but I can’t seem to get an inner voice start even trusting Brenden with a 2 Int 1 Cha character. I’d like to be able to test that if possible.
Hey Havie. I just wanted to say, my game suddenly finishes when the meeting with the Savior of Sojourn is about to conclude. I tried several variants and it didn’t work, so I checked the code. Apparently all responses to Harne lead to “settlein”, which offers a fakechoice, and then finish. I would assume this is a bug, but I haven’t seen anyone else get it, so it may be an issue on my part? I am using the christmas link. Thank you for reading.
Thanks, Naro. It’s a bug with cogdemos, not with XoR, I’m afraid. I suspect something has gone oddly wrong around it trying to remember where you were in your game, where it then has trouble adapting to updated files. Anyway, a lot of the gamebreaking bugs seem to be at the seams of files, where it can’t figure out what comes next or chokes on something that was defined in an earlier scene.
You could try crumpers’ fix or just start fresh in an incognito browser window each time.
Hi! That fix didn’t work, but I restarted the whole game, got to the same scene, and it let me through (after loading for a few seconds). Interesting. The issue may be that your file is so big it takes too long for it math some of the internal links? Or it has problems recognizing things like chapters starting and ending and achievements? Do you reckon this site isn’t as good as previous ones were? Either way, thank you a lot for answering. Really hyped up to get to Vigil, whatever that place looks like!
I do wonder, If we get Irduin to rebel, what’re they going to do after? Like are they going to link up with our rim rebels? How are hundreds of people going to get to the rim without being wiped out? We know we are going to Grand Shayard after this, so we can’t facilitate their movement to the rim. Idk, I feel like we’re dooming the Irduin rebels to death.
They’ll link up with your lieutenant and the rest of your rebels, no? Basically pack up and follow the backways towards where your army is encamped, like the retreat to the wilds in the first game after the prologue.
How are they going to do that? The way I understand your deputies coming to see you near Irduin is that they come in small groups and hide in plain site essentially. Having hundreds (I think the helots alone are described as 200) of rebels move as one group without a theurge wiping them out from the air or being hunted down by Phalangites doesn’t seem plausible.
If you look at where Irduin is on the map and where the Whendward pass is it’s a long long way. Like for our rebels to move to the brecks in the last game was already a risky operation. And going to the Owlscap pass took weeks for our rebels.
The best case scenario that I see is the Irduin rebellion becomes its own independent thing. But then again, who’s going to lead it? Who’s going to keep it together and ensure they survive like we did?