hey gorg! just wanted to fill you in on how rebellions work. a city (or cities) will rebel and form a new kingdom when their village’s trust level is low. you can view this number in the village list in the kingdom menu. things that make a village’s trust level low: the king’s stewardship (makes the amount of villages it can govern higher. if a kingdom has more villages than it can handle, every village’s trust level will go down a lot) a city’s distance from the capital city if the city’s population is greater than the population of the capital village leader or king has low diplomacy traits of the people in a village compared to the capital if a city is larger (in tiles/zones) than their capital, they will have less trust value if villages in the same kingdom have separate cultures when there is no king/when the king dies when the kingdom’s capital is taken before assigned a new one note: units of different races also affect stewardship. for example, humans can govern more cities *on average* than orcs. because they’re… orcs i guess there’s many factors that decide whether a kingdom has a rebellion. i suggest doing off or on camera experiments with how they work
i agree with you on leaving out orcs. whenever i do stuff like this i tend to find that on larger maps orcs just steamroll everyone when they get to a higher poulation. BUT on the other hand on smaller maps because elves populate quickly they just flood enemy kingdoms with their massive army.
@Flasher Studios i think its because their ai is programed to think that anything that isn't an orc is an hostile creature and they cant settle near hostile creatures and until they settle other rases are considered hostile
might I recommend turning army numbers on? It's easier to tell whats happening and how powerful an army is, especially when they're all clumped up in that platoon formation
Video idea: Four kingdoms fight on many islands and whoever wins will have to fight a fifth, isolated kingdom in the center that has multiple good traits and so they kinda evolve peacefully while others are fighting or trying to expand.
“If fighting is sue to result in victory then you must FIGHT!”Sun Tzu said that, and I think he knows a little more about fighting the you do pal cause he INVENTED IT!
It kind of felt like this gamemode just beats up the people who are already down, since half the time the disasters were because of a king dying on the losing side of a war. Still fun to watch, but had a few ideas how it could be balanced a little. An interesting catchup mechanic idea would be that if the king dies, it's the people that killed them that get the penalty instead of the kingdom whose king died; if they die of natural causes, it's as if their own kingdom failed and killed them in a sense. Right now the games feel set up to drastically snowball out of control whenever someone gets an advantage, and this would apply some amount of counterbalancing so the winner isn't apparent before the fighting even begins. And if a king dies from a player-caused disaster, no additional penalty is applied as it was already the will of the world's god that the new king died. Another idea would be to scale the size of the disaster to the kingdom's population, territory, or ranking. Say a king dies and you roll a bomb of some variety. Small, weak kingdoms get the bowling ball, while one that controls half the map gets the tsar bomba. Or just multiples of the same bomb or event, like a volcano for every so many tiles of land controlled. As an aside, for the orcs, have you considered giving them debuffs off the bat, like slow and ugly? Would mean they can't be applied later, but they could at least be a decent attempt at balancing the orcs a bit and having a fourth species added back in.
Gorg, The rebellions work as if you go to the kingdom and view the villages with rebellion on then it will show the likeness of the kingdom from that village and the likeness if determined by like 10 factors example being how far the village is from the capital and if the village leader is doing well and if they like the king and how he’s running the kingdom and the least they dislike the kingdom the lower the likeness will go and can even go into the Negatives then eventually they will rebel and create their own country For Simplification, go view the villages under the kingdoms if they how low likeness or I’m negative then more likely to rebel and determined by different factors
You could spawn dragons every time a king dies. The first time a king died, you spawn 1 dragon. The second time a king dies, you spawn 2 dragons. So on and so forth. By the end you'll be adding like 15 dragons, I think it could be a lot of fun. :)
One thing you could do is make a second wheel that has the location you’ll use the bad effect on. Like “largest city, capital city, smallest city.” That way it’s not a random spot.
A small Flaw with adding weak traits to them (like weak trait or ugly trait) is that they get Scar of divinity. That makes them have more hp. So when you give a kingdom a bad trait it makes them a little bit stronger.
Rebellion kinda balances out the Orcs I think because they are OP in battle, but they are a less diplomatic and power hungry, so I bet with rebellion ON Orcs would fight each-other a lot more than human, elf and dwarven kingdoms do. At least that is what would make sense from fantasy lore point of view, there is a reason Orcs never achieve great kingdoms.
When it said "Use our tail in life" I was thinking of a creature with a prehensile tail as prehensile tails act as another arm. Tamanduas would've worked as they're quite militant towards ants and termites as they annihilate colonies like nothing. Or the prehensile-tailed porcupine with its prickly armor.
The Elves be like: "If we had a nickel every time someone named us after rodents, we would have two nickels. Which isn't a lot but it's weird it happenned twice"
If you implemented it as a mod, rebellions could be useful. Otherwise, you're gonna be tracking a whole bunch of kings constantly dying and losing power as their kingdom gets taken over.
The race balance also comes down to how fast they can populate, Dwarves stand with the slowest population raising, followed by Elves and Humans who are tied for second, and Orcs with the fastest population rates I belive Dwarves also progress faster than the other races in terms of technological advancement, but it doesn't really mean much when the Orcs or Elves steamroll them with like, 3 times their entire population in their armies alone
maybe have 4 human kingdoms each with a different trait that are about equal in power to make t even, and then do the "If a King Dies, I Spin the Wheel of Doom" thingy. or humans vs. orcs and humans have twice the population.
agree, wheels add more random stuff in the game which makes it more unpredictable and fun. but i would suggest not to use the selective breeding mod because it reduces the RNG stuff of the game. nonetheless, its fun.
I personally wish that general dwarf lore had more secrecy and power to it. Like, what if they could willingly go into a rock-like statis like Warcraft, but a dwarf was required to awaken them. Then you could have generations upon generations of experts awaiting revival to teach the young masters of the age. This would obviously apply to mostly crafting, but dwarves are always experts at crafting and invention when they exist.
I once had a human and elf Kingdom both with a population of 2,500 and a bunch of empire skills like adamantine gear and offensive tactics go up against an Orc kingdom of around 400 who didn't even have swords, as well as a Dwarf kingdom with 300 population and about the same technology as the Orcs, maybe less even. Only 63 Dwarves survived, but 250 Orcs made it through the war. The human population was around 2,300 and the Elf one at 1,900.
Pretty cool! I suggest for next series (maybe?) that every king gets great buffs. And I mean every. If one dies, next king gets same buffs. And another would be to have event portal where you spawn stuff like tornados, demons, zombies and stuff. And dude that kills a king also gets buffed.
I believe that humans won because they expanded quickly and they had a lot of land to colonize at the top right of the map, while as you said dwarves were unlucky with aliens and the elves didn't have much land to expand since they had no land to the left and to the right they were limited by dwarves
Hi Gorg I was wondering if you could do the Mojave from Fallout New Vegas or The Commonwealth super mutants can be orcs elves can be the legion Humans the NCR and Dwarves the Enclave/B.O.S EDIT:you can give the orcs stupid trait to balance
love you're vids man maybe a good idea to do a Greek vs spartan map with additional traits or just the world simulation with additional traits, Keep on going
I love the tumor and growth type disaster so much. I would wonder what would happen if you left a bunch of cybercores or pumpkins in one continent and let a race develop in another, and then connect it to see who wins
You see, the reason why humans, when not rivaled by a more superior species like the orcs, they naturally like to expand and explore, giving them a geological advantage, bringing even more advantages in the future
Idea The botw map again but instead of the kingdoms being towers you could do the 5 races Hylians-humans Zora-elves with water/ice traits Gorons-dwarves with fire traits Rito-humans with air traits Gerudo-elves maybe some heat traits?
Wow. Humanity in this video has more plot armour and brain (probably) than Hollows from "No game - no life"! On my maps they're almost always dead from the start.
So pretty much this is the perks of each race, the dwarves have a really good ore deposit so having weak armor/weapons isn’t a problem. Elves have very long life span and also reproduce very quickly. The humans have the most power kingdom building because not only do they spread quickly, but they also have FIVE rare knowledges instead of usually 3-4. Finally the orcs have brute strength that make them almost OP. Now that you know their strengths, time for their weaknesses. The dwarves reproduce slowly, so they mostly ALWAYS have the lowest population. The elves even though good at living naturally, they are weak at fighting. Humans don’t have any special abilities usually, so they don’t always win easily. Next you might think, “Oh the orcs have nothing wrong,” yet your wrong, out of all the kingdom building, they can only have THREE rare knowledges, and they also are aggressive so they declare lots of wars and it backfires on them if they don’t use their strength.
The map is actually a distorted version of Earth and its continents. If you look closely you can see the forest biome as North America, the grass biome as a large part of South America. While the top and bottom include Antartica.
Humans are and always will be the strongest, because they learn the fastest because they die the fastest. They also repopulate the fastest, so they’re best at wars of attrition… they’re relatively strong while also being relatively nimble, and they’re so diverse that you never know what to expect when you see a human.
I think your underrating the elves a bit they have 20 more health than the humans but they’re damage is 8. Although they have quick speed and agility they attack faster they are good with an army of bowman. Also most of the time I use elves they conquer half the earth and they’re population is over 1000.
Here's some stats: Humans: good at advancing and populating Elves: like humans but just weaker Dwarves: like humans just a bit more good at weapons Orcs: just really really strong
Would've been nicer if the human disasters were more spread out. They are too focused on just their capital city, when the human realm is so big. Volcano should have been on the eastern continent or in the crystal biome. Also, enjoyed the concept, you can probably use this one again. It's good.
Dwarves are probably the weakest of them all because they repopulate so slow and space out their houses a lot more than humans and elves. And elves can be pretty strong once they get bows, they tend to wipe half an invading army before they can actually reach them in my games.
4:30 rebellions mostly happen after a king dies since the new update. Sometimes a new village leader will attempt to rebel when he gets elected. They only do large rebellions where half the kingdom splits away when they are over their capacity for towns, and the king dies. The update called it a "succession crisis"
how rebelions work (in my experience): when theres a diff culture then the country that owns an area its more likely to rebel and if not they mostly rebel from taxing due to them needing money to pay for stuff
Not sure if it's too gimmicky but a kingdom war between the main / DiversityBox civs on medium sized islands (like Dwarves in Crystal, Bug in Candy, Goblins in a Savannah with abandoned buildings and a dock, Orcs not in the game, etc.) but every X years two kingdoms chosen by roulette have to swap places (magnet grab the populations and switch them). Probably the fairest fight the Goblins are going to get without a rework. If the same civ is rolled twice? I dunno. A dragon? An antimatter bomb over their army because the world divided by zero)
For the first time I'm glad you didn't include the Orcs. Because I'm 1000% sure I would have to watch them get hit with a Tsar Bomb instead of the Elves lol.
I have an idea that uses a wheel so the idea is you have four kingdoms (or three) and you let them grow and evolve but every time something big happens (wars, alliances, rebellions, etc. ect.) you spin the wheel until one kingdom ultimately (ultimately?) wins
rebellions only happen when the kingdom is unhappy, so let's say they don't have enough food for everyone, the people will become unhappy, rebel into a new kingdom and usually become happier
Maybe the humans got stronger faster because they were able to pass on more beneficial traits faster as well? If you want to see that mod completely break throw in that magic mod that can make people nearly indestructably powerful, everyone ends up with god spells and the whole world fills with ghosts
hey gorg! just wanted to fill you in on how rebellions work.
a city (or cities) will rebel and form a new kingdom when their village’s trust level is low. you can view this number in the village list in the kingdom menu.
things that make a village’s trust level low:
the king’s stewardship (makes the amount of villages it can govern higher. if a kingdom has more villages than it can handle, every village’s trust level will go down a lot)
a city’s distance from the capital city
if the city’s population is greater than the population of the capital
village leader or king has low diplomacy
traits of the people in a village compared to the capital
if a city is larger (in tiles/zones) than their capital, they will have less trust value
if villages in the same kingdom have separate cultures
when there is no king/when the king dies
when the kingdom’s capital is taken before assigned a new one
note: units of different races also affect stewardship. for example, humans can govern more cities *on average* than orcs. because they’re… orcs i guess
there’s many factors that decide whether a kingdom has a rebellion. i suggest doing off or on camera experiments with how they work
I hope he sees this!
I think area is the number of tiles a city owns, if one city is bigger than the capitol city by physical size its trust in the king will decrease
@@Toyota--Camry that makes a lot of sense! i’ll edit my comment
And the kings ability of ruling also impact rebellion
@@friend610 Another thing different races can govern different amounts of villages. So like a basic human can govern 7 and a orc i think 3.
i agree with you on leaving out orcs. whenever i do stuff like this i tend to find that on larger maps orcs just steamroll everyone when they get to a higher poulation. BUT on the other hand on smaller maps because elves populate quickly they just flood enemy kingdoms with their massive army.
That was elves before the owerpowered elves now They Are just trash
@Flasher Studios i think its because their ai is programed to think that anything that isn't an orc is an hostile creature and they cant settle near hostile creatures and until they settle other rases are considered hostile
I tend to isolate them. Keep them on seperate islands, and force them to develop.
@@ultramarinescaptain3840 same
I disagree it annoys me
Actually, Orcs have the shortest life span, being only 60 years, so they’d be perfect for this video 😂
The stronger you are the shorter you live
might I recommend turning army numbers on? It's easier to tell whats happening and how powerful an army is, especially when they're all clumped up in that platoon formation
Video idea:
Four kingdoms fight on many islands and whoever wins will have to fight a fifth, isolated kingdom in the center that has multiple good traits and so they kinda evolve peacefully while others are fighting or trying to expand.
I do that all the time but I give the king really good traits and the rest not as good traits but still good traits
"Your king has died"
"Dear God"
"There's more"
*"NO!"*
the humans and the dwarves every time in this, probably
I see you everywhere lol
@@Vize_David0404 that means you’re everywhere too
rest in peace rick may.
“If fighting is sue to result in victory then you must FIGHT!”Sun Tzu said that, and I think he knows a little more about fighting the you do pal cause he INVENTED IT!
But wait. There's more!!!
This guy is absolutely underrated
Rick astley????
We're no strangers to love
You know the rules and so do I
@@BillClinton1977 say goodbye
@@BillClinton1977 ruclips.net/video/-2ySzV-HGxM/видео.html
Wait until you hear about gregdudeguy
It kind of felt like this gamemode just beats up the people who are already down, since half the time the disasters were because of a king dying on the losing side of a war. Still fun to watch, but had a few ideas how it could be balanced a little.
An interesting catchup mechanic idea would be that if the king dies, it's the people that killed them that get the penalty instead of the kingdom whose king died; if they die of natural causes, it's as if their own kingdom failed and killed them in a sense. Right now the games feel set up to drastically snowball out of control whenever someone gets an advantage, and this would apply some amount of counterbalancing so the winner isn't apparent before the fighting even begins. And if a king dies from a player-caused disaster, no additional penalty is applied as it was already the will of the world's god that the new king died.
Another idea would be to scale the size of the disaster to the kingdom's population, territory, or ranking. Say a king dies and you roll a bomb of some variety. Small, weak kingdoms get the bowling ball, while one that controls half the map gets the tsar bomba. Or just multiples of the same bomb or event, like a volcano for every so many tiles of land controlled.
As an aside, for the orcs, have you considered giving them debuffs off the bat, like slow and ugly? Would mean they can't be applied later, but they could at least be a decent attempt at balancing the orcs a bit and having a fourth species added back in.
plus he dropped the antimatter on the side of the elf but with humans he drops everything center
😊
p😅😅😊😊😅
Maybe you could add rebellions to the list of disasters. You can cause one manually, and a village revolting is sure to cause problems
Bro. The Queen died. God save England from Gorg the God
Gave us covid
* two years ago
@King_baldwin_the_4th_fanyeew
*crys tea tears*
God bless me 💞💞
Gorg, The rebellions work as if you go to the kingdom and view the villages with rebellion on then it will show the likeness of the kingdom from that village and the likeness if determined by like 10 factors example being how far the village is from the capital and if the village leader is doing well and if they like the king and how he’s running the kingdom and the least they dislike the kingdom the lower the likeness will go and can even go into the Negatives then eventually they will rebel and create their own country
For Simplification, go view the villages under the kingdoms if they how low likeness or I’m negative then more likely to rebel and determined by different factors
You could spawn dragons every time a king dies. The first time a king died, you spawn 1 dragon. The second time a king dies, you spawn 2 dragons. So on and so forth. By the end you'll be adding like 15 dragons, I think it could be a lot of fun. :)
You like Dragons?
An island: *exists*
Also dragons: "And I took that personally..."
That'll be boring cuz they all die quickly.
One thing you could do is make a second wheel that has the location you’ll use the bad effect on. Like “largest city, capital city, smallest city.” That way it’s not a random spot.
“The humans got lucky” *proceeds to take every chance to make the other countries’ disasters hit the humans* 😂😂😂
You need to scale up the amount of each disaster as time goes on, increase the amount of each as the nations grow
Everytime a country declares war spin for a debuff and every time a country makes peace spin for a buff
Other way round my guy.
"The best time to do something was a long time ago, but the second best time is right now." Legitimately inspiring.
A small Flaw with adding weak traits to them (like weak trait or ugly trait) is that they get Scar of divinity. That makes them have more hp. So when you give a kingdom a bad trait it makes them a little bit stronger.
Spin wheel idea: whenever a kingdom expands to a new biome you can spin a wheel to give them a trait, natural disaster etc
Rebellion kinda balances out the Orcs I think because they are OP in battle, but they are a less diplomatic and power hungry, so I bet with rebellion ON Orcs would fight each-other a lot more than human, elf and dwarven kingdoms do. At least that is what would make sense from fantasy lore point of view, there is a reason Orcs never achieve great kingdoms.
When it said "Use our tail in life" I was thinking of a creature with a prehensile tail as prehensile tails act as another arm. Tamanduas would've worked as they're quite militant towards ants and termites as they annihilate colonies like nothing. Or the prehensile-tailed porcupine with its prickly armor.
My lord, when do we launch the nuclear attack?
scorpion
@@dizzymiller5546my thought exactly
The Elves be like: "If we had a nickel every time someone named us after rodents, we would have two nickels. Which isn't a lot but it's weird it happenned twice"
Very much appreciate that the first king the Bow Bros appointed after being given their name was Ashe.
really interesting how when the first few kings die the whole kingdom enters a downward spiral of death
I hear you bumping that Song of Storms chill remix in the background. Zelda and chill is the playlist for anyone trying to find it.
If you implemented it as a mod, rebellions could be useful. Otherwise, you're gonna be tracking a whole bunch of kings constantly dying and losing power as their kingdom gets taken over.
The race balance also comes down to how fast they can populate, Dwarves stand with the slowest population raising, followed by Elves and Humans who are tied for second, and Orcs with the fastest population rates
I belive Dwarves also progress faster than the other races in terms of technological advancement, but it doesn't really mean much when the Orcs or Elves steamroll them with like, 3 times their entire population in their armies alone
Elvs live for 300 years
maybe have 4 human kingdoms each with a different trait that are about equal in power to make t even, and then do the "If a King Dies, I Spin the Wheel of Doom" thingy.
or humans vs. orcs and humans have twice the population.
agree, wheels add more random stuff in the game which makes it more unpredictable and fun. but i would suggest not to use the selective breeding mod because it reduces the RNG stuff of the game. nonetheless, its fun.
BRUH! Graphiti Kingdom music!!!!
You sir, are a high class gamer.
I personally wish that general dwarf lore had more secrecy and power to it. Like, what if they could willingly go into a rock-like statis like Warcraft, but a dwarf was required to awaken them. Then you could have generations upon generations of experts awaiting revival to teach the young masters of the age. This would obviously apply to mostly crafting, but dwarves are always experts at crafting and invention when they exist.
I love how he said it was so stupid when the meteorite killed the human king though he sent it directly on him😂
I once had a human and elf Kingdom both with a population of 2,500 and a bunch of empire skills like adamantine gear and offensive tactics go up against an Orc kingdom of around 400 who didn't even have swords, as well as a Dwarf kingdom with 300 population and about the same technology as the Orcs, maybe less even.
Only 63 Dwarves survived, but 250 Orcs made it through the war. The human population was around 2,300 and the Elf one at 1,900.
the meeting:
human: oh, we are the bow bros
elves: the rats. what about you dwarves?
dwarves: do you like dragons?
Proof that a good idea is more important than a personality on RUclips.
*drops meteorite on king*
CORG: how did he die? Well guess I'll do another one.
Whenever humans win in a video I feel a sense of pride deep in my bones
Legends say that alien ship is still flying over the dwarfs
4:31 have had this happen before. Always cool when the little kingdom just turns into the giant
The reason the dwarves hide in the sand is because they're afraid Anakin will mistake them for younglings.
Every time the king dies, the *other two* kingdoms get a disaster. That should be more balanced.
“What if the rebellion take over the main kingdom” That is actually a thing, and that’s why I turn rebellions of.They can be very annoying
Why is this man using Terraria music in the background lol
I love it
The villages rebel if they have bad releationship with the kindom,like if the king is bad or if they are far away from the kingdom
Or if the kingdom is too big
@@rennoc6478 you can check in the kingdom menu how much loyalty there is the lower the loyalty the more likely they are to rebel
Also depends on the village leaders
Pretty cool! I suggest for next series (maybe?) that every king gets great buffs. And I mean every. If one dies, next king gets same buffs. And another would be to have event portal where you spawn stuff like tornados, demons, zombies and stuff. And dude that kills a king also gets buffed.
Also, are you using "rude buster" in background?
I believe that humans won because they expanded quickly and they had a lot of land to colonize at the top right of the map, while as you said dwarves were unlucky with aliens and the elves didn't have much land to expand since they had no land to the left and to the right they were limited by dwarves
Hi Gorg I was wondering if you could do the Mojave from Fallout New Vegas or The Commonwealth super mutants can be orcs elves can be the legion Humans the NCR and Dwarves the Enclave/B.O.S
EDIT:you can give the orcs stupid trait to balance
Try animals too like, Deathclaws (Giant Alligators), Yaoguais (Giant Bears), Mirelurks (Giant Mad Crabs), Super Mutant Behemoth (Giant Mad Orc). great idea btw
@@donnieeckman32 thank you I'm making a map
The fantasy races vs the indomitable human spirit
14:55 that mountain range looks like a minecraft lama
I think it would make more sense to roll for their opponents when their king dies, or give them positive bonuses.
I think your placement of the volcano could have slowed the progression if placed on a choke point.
You throw the meteorite on the Human King and killed him yourself, the Vulcan was definitively not earned
He created a fantasy world where if your kingdoms king dies your kindgom gets havoc on the kingdom, could inspire some fantasy stories!
3:10 sooo basically Tokay geckos xD those little maniacs are cute little psychopaths xD
love you're vids man maybe a good idea to do a Greek vs spartan map with additional traits or just the world simulation with additional traits, Keep on going
I’ve only recently watched your videos but I can already tell that they are top notch quality
Gorg: what their new king just died!?
Me: YEAH CUZ YOU DROPPED AN EFFING METORITE ON HIM!!!
I love the tumor and growth type disaster so much. I would wonder what would happen if you left a bunch of cybercores or pumpkins in one continent and let a race develop in another, and then connect it to see who wins
Each kingdom is unique. You could do this scenario again with new results.
You see, the reason why humans, when not rivaled by a more superior species like the orcs, they naturally like to expand and explore, giving them a geological advantage, bringing even more advantages in the future
Idea
The botw map again but instead of the kingdoms being towers you could do the 5 races
Hylians-humans
Zora-elves with water/ice traits
Gorons-dwarves with fire traits
Rito-humans with air traits
Gerudo-elves maybe some heat traits?
Uh oh, looks like England's in trouble....
dwarfs: its ok guys, we can recover, this isnt the en-
dark wizard: *SHADOW WIZARD MONEY GANG*
Wow. Humanity in this video has more plot armour and brain (probably) than Hollows from "No game - no life"! On my maps they're almost always dead from the start.
So pretty much this is the perks of each race, the dwarves have a really good ore deposit so having weak armor/weapons isn’t a problem. Elves have very long life span and also reproduce very quickly. The humans have the most power kingdom building because not only do they spread quickly, but they also have FIVE rare knowledges instead of usually 3-4. Finally the orcs have brute strength that make them almost OP.
Now that you know their strengths, time for their weaknesses. The dwarves reproduce slowly, so they mostly ALWAYS have the lowest population. The elves even though good at living naturally, they are weak at fighting. Humans don’t have any special abilities usually, so they don’t always win easily. Next you might think, “Oh the orcs have nothing wrong,” yet your wrong, out of all the kingdom building, they can only have THREE rare knowledges, and they also are aggressive so they declare lots of wars and it backfires on them if they don’t use their strength.
The map is actually a distorted version of Earth and its continents. If you look closely you can see the forest biome as North America, the grass biome as a large part of South America. While the top and bottom include Antartica.
Dwarves and Elves: Get pulverized Antimatter bombs, Alien Invasions, and Dragons
Humans: The Acid Rain "Definitely will maybe kill someone"
Humans are and always will be the strongest, because they learn the fastest because they die the fastest. They also repopulate the fastest, so they’re best at wars of attrition… they’re relatively strong while also being relatively nimble, and they’re so diverse that you never know what to expect when you see a human.
3:22 kangaroos was a good one 😅
BRO THIS DOESN'T GO WELL FOR ENGLAND LMAO KING CHARLES HAS SOMETHING COMING TO HIM.
Orcs wouldve made the wheel spin too often due to low lifespan so good choice (it wouldve been like bombing cockroaches)
Idea: have orcs in your next worldbox disaster when x happens video... but orcs get 2 disasters!
I think your underrating the elves a bit they have 20 more health than the humans but they’re damage is 8. Although they have quick speed and agility they attack faster they are good with an army of bowman. Also most of the time I use elves they conquer half the earth and they’re population is over 1000.
Gorg: "less of a chaotic video without the orcs"
me: NOOOOOOOOOOOOOOO
If the only interesting thing in the world is an evil mage fight, zooming out so u don't even know if he's dead is stupid. Just like dwarfs
Here's some stats:
Humans: good at advancing and populating
Elves: like humans but just weaker
Dwarves: like humans just a bit more good at weapons
Orcs: just really really strong
elves are slightly more agresive with their armys tho
Would've been nicer if the human disasters were more spread out. They are too focused on just their capital city, when the human realm is so big. Volcano should have been on the eastern continent or in the crystal biome. Also, enjoyed the concept, you can probably use this one again. It's good.
'the humans r lucky'
also you: destroys their capital thirty times
Dwarves are probably the weakest of them all because they repopulate so slow and space out their houses a lot more than humans and elves. And elves can be pretty strong once they get bows, they tend to wipe half an invading army before they can actually reach them in my games.
I've been subscribed since you only had 2,000k subscribers and know u have almost to 200k your channel grew fast keep it up dude
Random wheel idea: every 5 years, any village with more than 100 people gets something from the wheel of pain.
4:30 rebellions mostly happen after a king dies since the new update. Sometimes a new village leader will attempt to rebel when he gets elected. They only do large rebellions where half the kingdom splits away when they are over their capacity for towns, and the king dies. The update called it a "succession crisis"
dude i love your content keep it up! (also please use bombs more)
how rebelions work (in my experience): when theres a diff culture then the country that owns an area its more likely to rebel and if not they mostly rebel from taxing due to them needing money to pay for stuff
Not sure if it's too gimmicky but a kingdom war between the main / DiversityBox civs on medium sized islands (like Dwarves in Crystal, Bug in Candy, Goblins in a Savannah with abandoned buildings and a dock, Orcs not in the game, etc.) but every X years two kingdoms chosen by roulette have to swap places (magnet grab the populations and switch them).
Probably the fairest fight the Goblins are going to get without a rework. If the same civ is rolled twice? I dunno. A dragon? An antimatter bomb over their army because the world divided by zero)
Bro this perfectly portrays how humans took over Earths land and resources lol
“Look at this guy beating a kid with a stick. What’s wrong with you man?” 😂
For the first time I'm glad you didn't include the Orcs. Because I'm 1000% sure I would have to watch them get hit with a Tsar Bomb instead of the Elves lol.
You've become way better at commentary from a long time ago Congrats bro
The queen:Your king is dead.
The citizen of the kingdom:No that's the 4th one this week😭
I have an idea that uses a wheel so the idea is you have four kingdoms (or three) and you let them grow and evolve but every time something big happens (wars, alliances, rebellions, etc. ect.) you spin the wheel until one kingdom ultimately (ultimately?) wins
You're blessed with the gift of Tutorialism!
gorgs channel is growing so fast
You should add orcs but give them bad traits at the start
The Terraria music in the background, I love it
I really want you to do another cinematic video, I rlly enjoyed watching those.
rebellions only happen when the kingdom is unhappy, so let's say they don't have enough food for everyone, the people will become unhappy, rebel into a new kingdom and usually become happier
Maybe the humans got stronger faster because they were able to pass on more beneficial traits faster as well? If you want to see that mod completely break throw in that magic mod that can make people nearly indestructably powerful, everyone ends up with god spells and the whole world fills with ghosts
Its funny what names the worldbox weapons can have.