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Rebelious Planets
I've noticed that when planets rebel and start their own empires, they are easily destroyed. They are at a severe disadvantage. I was thinking that maybe the new empire should get any ship or station, in orbit of their new homeworld. Maybe this would give them a better change to survive. Just wanted to run this by everyone, get opinoins before writing Aaron.
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Re: Rebelious Planets
I am against this. It's better to leave it as is, as this is more balanced.
Later in the game, you can just more a ship into the system and ask for their surrender, thus gaining the world and any ships back into the empire of yours. |
Re: Rebelious Planets
a lot of people don't like it when the computer cheats, the way it is now is just fine.
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Re: Rebelious Planets
How would it be Cheating?
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Re: Rebelious Planets
because the computer gets resources that materialize out of thin air. it would be like beating down the computer and suddenly he gets 40 new ships from no where. some people don't like that. because this usually takes the place of a real AI in other games. SEIV has a pretty good AI to start with, so it doesn't need to rely on cheap tricks.
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Re: Rebelious Planets
I think that this would be a good idea. Giving the rebelling faction some ships and all. I mean what's so bad about a planet rebelling, you can just put it down. If it has ships it has some sort of chance. This would also make a good senerio. You are a rebelling planet at the edge of the empires border.
What would be even better, is if you are an unpopular leader, have whole systems rebel from you all at once. Like a coup detat. That would be even more fun because then you have another empire to deal with. Though the AI would have to be improved if the rebel empire had any chance of winning against empires like ours. And an even bigger/better idea. Civil war. Have half of your empire rebel and go to war with you. That's jut my 2 cents though. |
Re: Rebelious Planets
I think the when the planet rebels, they should get anything in orbit of the planet.
Otherwise, you would retain control of any ship in orbit, and would have an instant blockade, easily recapturing the world. |
Re: Rebelious Planets
Give unhappiness modifiers to conquered races when a planet near them rebells. n the right circumstances, it could set off a chain reaction of rebelling worlds each one making the problem worse.
------------------ Compete in the Space Empires IV World Championship at www.twingalaxies.com. |
Re: Rebelious Planets
It's not the AI getting something out of Nothing,Triumvir Emphy, I was only suggesting them getting any ships your empire had in orbit of the rebeling planet when it rebeled. How could they rebel without taking the ships in orbit anyway.
------------------ Lord Darwin, Space Empires Fan since Space Empires 2 in 1995 |
Re: Rebelious Planets
How about rebelling planets joining another race? Then they would have the resources available to actually do something. Could be a problem if a planet with a shipyard rebelled!
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Re: Rebelious Planets
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Marty Ward:
How about rebelling planets joining another race? Then they would have the resources available to actually do something. Could be a problem if a planet with a shipyard rebelled!<HR></BLOCKQUOTE> Sure. Well, at least if a) the other race is fairly close, and b) the other race accepts (if they *HATE* the empire that the rebels are leaving, they may not be in a mood to let anybody live...) They should probably get some of the owning empire's resources, anyway -- say, a percentage if there are storage facilities present, plus maybe a turn of resource production. As for ships rebelling with the planet, hrm. It's not been unusual here on this planet for land and sea rebellions to go independently; rebels could call a general strike and accept the blockade if they weren't supported by the local navy. OTOH, historically, some revolutionaries have been disgruntled warship crews... SE4 doesn't model crew loyalty, but if it did, that'd lead to very interesting possibilities. ------------------ -- The thing that goes bump in the night |
Re: Rebelious Planets
For the sake realism(since I haven't even touched the game yet so I have to base this on my own experience) if a world were to rebell they would most likly plan it out to the point where they controll the primary bases and the major centers as well as a good portion of the military. As with the french revolution, the rebels immedietly took the Basttile witch was thought to be a symobl of the kings supperior might(a big lie by the way) To make matters worse in the french revolution the main milita at the time (ironically the National Gaurd) switched sides and convince Louis to surrender to the rebels. So on an end note in the game ships witch come in contact with rebeling wolds should have a chance of switching sides or at least not like the idea of attacking the rebels(woulden't matter in an emotionless society though) and those ships may switch sides or spread unrest with 'tales' of the crushing of the rebellion.
Also considering how unforgiving humans are to their own kind now just because of nationality (I'm not pointing fingers just stating a point). How would the peoples of an empire who have no common relation to the rebbeling empire who is potitioning for membership react, especcialy if they were at war with the empire they were once attached to? My thoughts http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Rebelious Planets
Actually an empire at war with the rebels former empire would be the most logical one to accept.
They hurt the empire they are at war with and gain a base in their territory. If the base has a shipyard they can launch expeditions against their emeny. At the very least the enemy would have to divert resources to destroy/reconquer the planet. |
Re: Rebelious Planets
I don't think having the ships in orbit around a planet join a rebellion is a good idea. Take the following situation which I have in the game I'm playing now. I just got the Jhearlen (sp?) Imperium to surrender to me and I have a dozen CA's in orbit around his homeworld. His population is of course angry and likely to rebel. I want to leave the ships there for a few turns to repair and resupply. Why would these ships want to join any rebellion by this world?? The only way I can see to have ships join a rebellion is to track what world they were built on and give them a possibility to join if that world rebels.
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Re: Rebelious Planets
Think about it, if you were to rebel against a larger and much more powerful empire would you rebel with a massive battle fleet over your planet? Probably not because you would just get bombarded possably glassed. It would be more realistic if the rebels destroyed a portion of the fleet and took over the rest(3 or 4 ships depending on the population). At least thats what I would do... Bah! Either way the rebeling planet should have some chance and judging by the early responces they don't.
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Re: Rebelious Planets
Tracking the place that built the ships would be a more 'realistic' way to determine if the ships join the rebellion or not.
The StarFire based novel Insurrection gives some perspective on an interstellar civil war. Most of the fleet is crewed by frontier world personnel. The frontier leaves the federation and politicians demand a millitary solution... large numbers of ships join the rebellion (regardless of where they are). If such tracking were inmplimented and a major shipyard world rebelled it could take huge numbers of ships over to the enemy.... It would certainly make for an interesting event. In the novel whole systems rebelled, which would be harder to impliment. It would be a bit like the artificial intelligence government event in Civ call to power. |
Re: Rebelious Planets
I wasn't saying the Ships join the Rebelion becuase they are simpatatic I was saying that the people on the planet would board and take the ship that should just be part of the proccess of taking the governmental centers planet side.
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Re: Rebelious Planets
I think you are talking about two different things. When you first conquer a planet it may say the population is rioting, that is not rebellion. Rebellion, IIRC, is a separate event and usually caused by Intel operations of another nation or it could be a coup not supported by another nation.
I think the rebels should get everything there just to make things more interesting and give you something else to watch out for. |
Re: Rebelious Planets
They're not going to board self-sufficient warfleets. Not when plague bombs and planetary napalm are considered standard fare... and master computers don't need shore leave.
------------------ -- The thing that goes bump in the night |
Re: Rebelious Planets
But a Master Computer could be susceptible to a virus or an alteration of its directive files. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
Especially if the ground based revolt has access to any ground side linkups that give the orders to the AI of the computer. And if it is an AI in a computer then it could decide on its own to revolt if no safeguards. |
Re: Rebelious Planets
Well, this applies to v119, but I have seen first-hand that when the total number of empires gets low, the game tries very hard to generate new ones.
I was playing two different empires in a Small/Ancient galaxy. I was playing both of them because I wanted to see both sides of some situations, in order to answer some questions I had about, for example, the cloaking effect of nebula systems. The only other empire in the game was one neutral, making three empires total. And I saw more revolts and rebellions in that one game than in all the SE4 I had played up to that point. It really seemed like the game was intelligent to tell that there were few empires, and chose random events and such that would create more empires. This is just one more example of why SE4 is such a brilliant game, in spite of its (thankfully few) warts. |
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