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InfiltratorCentral
So, you think of rebellion, hmmm? You want to get rid of your ruler, change the government and lead the realm by your own? Here it is: "A Revolutionist's Handbook", some hints that can help you achieve your goal. What you need is lots of gold and lots of combat strength behind you. The rebellion is won by those who have more combat strength in capital (militia stays indifferent.). You will have to keep this advantage by even five turns. Can you afford it? If your answer is "NO" then the rebellion is not a way to solve your problems.
As a rebel you will not be allowed to visit banks or shops etc. You have to do it before the rebellion starts.
Note: You will have no access to any of realm informations nor receive taxes. Are you ready?
Think again about what you are going to do, this is a last chance to return. You decided to continue. You (or a person that you've chosen to be a leader) started the rebellion and in a passionate speech you presented your arguments. Now all your supporters have to join the rebellion (being in an underground doesn't mean that they automatically are rebels). All troopleaders of your realm are from now divided in three groups: 'Rebels' (it means you and your friends, and those who are brought to your side by your speech), 'Loyalists' - the ruler and his loyal troopleaders, and 'Undecided' who are expected to make the decision and join one of the sides. The only thing that matters now is Combat Strength. Each turn the CS of Rebels and Loyalists units is counted and compared and with some probability the rebellion can be solved or continued (it would be good if you could to log in at each turn change and check the current situation). The Loyalists have an advantage that they receive taxes and can recruit to enlarge their units while you don't. However, they have to reach the capital first to recruit. It takes at most five turns for the rebellion to be solved: failed or successful. You can do nothing but wait. You can spend this time trying to convince the Undecided to join you. Good news: as a rebel you cannot be banned nor kicked out. The old ruler or judge cannot hurt you, you're safe till the end of rebellion. Rebellion failed
I am talking of the failure first because it's short and simple: the rebel leader is banned and as rogue can be easily captured then executed. The only rescue is immediate escape or emmigration. All rebel commanders are removed from their positions. Other members of a failed rebellion are watched by the secret police and the ruler or judge will have to decide on their fate, either to kick them out or not. As former rebels they still cannot visit bank nor recruit - nobody trusts them. Rebellion succeeded!
You will see you name on the first page of all newspapers: "Rebel forces have stormed the palace in capital and proclaimed a new era. Rebel leader has taken control of the realm and abolished the old government." The rebel leader is a new ruler now. First things to do is to proclaim new government system (republic, monarchy etc.) and to ban the most dangerous of your opponents. The old ruler overthrown by a rebellion is automatically banned and kicked, you don't have to worry about him anymore. Even more, there is a chance that your patrols will capture him and then you can execute him. Sweet revenge after all those days of his terror. Dangers
Good Luck! I also believe am not sure you get a 50 % bonuses on cs if you are the rebels (Poonis) Unfortunately, it's not true (Anna) Wrong it is true if in the capital (Poonis) And have you ever tried to rebel somewhere else than in the capital? (Anna) When talking amost your rebel selves, come up with nicknames or some way of distigusting between your messages. If any of my (almost) fellow rebels read this, then know that the realm will be liberated and (T)hat (K)nave will have (J)ustice done. -1206 TKJ? Is that you TK Jones? Depends whos asking. Who is asking BTW? -1206 Just an old loyal subject;-) Created by: last modification: Tuesday 23 of November, 2004 [14:38:04 UTC] by Tom
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