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\"put down rebellions,\"
From the description of SEIV at GameFront.
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Re: \"put down rebellions,\"
I've had it happen on occasion. Mostly from puppet political parties intel projects, but occasionally a "natural" rebellion...
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Re: \"put down rebellions,\"
If only REBELLIONS were a real threat aside from INTEL projects.
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Re: \"put down rebellions,\"
Oh they can be... make a few dozen copies of a rebellion event, and you get lots more of them. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: \"put down rebellions,\"
I know. But to bad the politcal or Intel system is not in place to use the rebellion system correctly. You know you, where you specifically SEND agents to X planet to intice rebellion and your oponent sends in counter intel agnets to stop you.
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Re: \"put down rebellions,\"
What irritates me is early (i.e. less than ten turns in), a colony spontaneously revolts, long before anyone has intel and forms a little splinter colony.
Grr. Guess I need to put away the whip. Wildcard [img]/threads/images/Graemlins/icon46.gif[/img] |
Re: \"put down rebellions,\"
Events. Those pesky events files.
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Re: \"put down rebellions,\"
You should have taken over my Empire in Adamant 012 Atrocities; you would have the pleasure to *attempt* putting down a rebellion. The rebellion of one of my homeworlds in fact; good luck for retaking a world with 12 billion inhabitants and 2,500 militia units. That should fit the bill for your revolt needs. http://forum.shrapnelgames.com/images/smilies/wink.gif
This aside, it is true actual rebellions usually do not matter. What does matter is the slow slide from Jubilant to Angry and then to Rioting, but that probably does not qualify as being rebellions. |
Re: \"put down rebellions,\"
I remember I took over an empire in one of the Dark Nova PBW games and found that I was powerless. When even your own homeworld has an indifferent attitude your screwed.
Say that brings to mind a couple of questions? 1. Can a home world rebel? 2. Does the disposition of the population effect production? I know that if they rebel you get no production, but if they are just indifferent, does that decrease your production? If in SE V the attitude of the population had an effect on the production then maintaining positive moral would be that much more important than it is currently in SE IV. |
Re: \"put down rebellions,\"
I have an interesting question. To my knowledge I have never had a planet rebel against me (probably because I place military police everywhere) but If they did I'd either drop more troops on them or just nuke the population if they cause trouble. If I bomb or "Deathstar" the rebels does my Empire's happines drop because my own people take damage or go up becuase I have defeated another empire?.
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Re: \"put down rebellions,\"
1) Your homeworld cannot go below Angry. If you are playing with more than one homeworld, the others might riot, or not. I am not too sure here.
2) Happiness is the main factor to determine production. Jubilant gives +20% to production, Indifferent gives nothing (which could be argued to be a loss compared to Jubilant), and Angry gives -20% to production. So going from Angry to Jubilant increases the production of this planet by no less than 50%, and going down from Jubilant to Angry decreases your total production by one third. And obviously, once you are Angry, the massive riotings are waiting for you. Your happiness is, to the best of my knowledge (the happiness.txt file) not affected by glassing enemy planets or destroying Empires. Even if you have lost one of your planets, glassing it will decrease the happiness of the player currently holding the planet, and not yours. Capturing a planet increases your happiness, however (and lowers the happiness of the other Empire). |
Re: \"put down rebellions,\"
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Re: \"put down rebellions,\"
Glassing is always a good alternative though. It feels so good to bLast the population of your enemies strait to hell where they can be sorted out by whatever paigon god they worship. http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: \"put down rebellions,\"
Glassing also makes it easier to bring the other side down to full rioting (you only need to glass five planets per turn to reach the happiness loss cap, assuming the enemy has UPCs III everywhere; six planets or seven if they have some troops on all their planets), but it will be difficult to actually use this advantage in diplomacy.
"Our direct assaults against enemy colonies are indeed not crimes against alienkind; instead, we were following a rational decision to maximise the impact on the enemy, thus bringing a swifter end to the colony. The fact that one billion aliens died in the process is irrelevant." Somehow, I have the feeling this declaration will not convince your outraged allies. You need to capture nine planets per turn to reach the happiness loss cap (with only UPCs III everywhere), and the figure will be increasing with enemy police troops. Since I am such a lazy leader, I seldom capture planets myself; building nine troop transports and their reinforcements doesn't have the same subtle implications as using a Battlemoon filled with Planetary Napalm (with the Planetary Core mount). Dashing nice 960,000 damage points per turn on their planet (for a fully filled Battlemoon) is so nice; it is also quite useless, except as a display of your Imperial Ego. |
Re: \"put down rebellions,\"
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Re: \"put down rebellions,\"
I wish we get more diplomatic options in SE5.
Granting independance, real rebellions, as in civil wars, with half your fleet going over the rebels, political simulation, with everything from political parties, dinasties, castes, megacorporations buying politicians and mining in non-controlled space, independent colonists, random pirates, trade lines, letters of privateer, and so on. I can see myself passing laws against independent colonization. http://forum.shrapnelgames.com/images/smilies/laugh.gif I wish we could influence, and define an empire, by passinf laws. That would be awesome. If our world today is politically complicated, imagine an Space Empire with 100 planets. I can see certain colonist exterminating the local predators, while a animal rights group on the Homeworld trying to get to goverment to stop them, not to mention colonists getting in trouble with local primitives, and local primitives buying a nuke from some gunrunners, and nuking the colony, and full out war, and at Last when the goverment intervine it actually tries to separate the sides, but the colonists see that as treason from the gov., as siding with aliens, and so on, and so on. Heck, I'm dreaming too much today. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: \"put down rebellions,\"
Come on Atrocities, fess up, where'd you get that image?. Is it perchance a secret SEV still?.
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Re: \"put down rebellions,\"
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Re: \"put down rebellions,\"
/me steals AT's DOGA.
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Re: \"put down rebellions,\"
I highly doubt it. AT simply rendered a planet and then changed the angle on his ship models, looks like either the starwolf or pandoran, and then added some laser beams. Nothing related to SEV.
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Re: \"put down rebellions,\"
No Comment phase 2. http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: \"put down rebellions,\"
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Re: \"put down rebellions,\"
I remember when I started a game, and within two turns my planet core went bad. I posted about this. (1.49)
Then in a PBW game, my homeworld core went bad around turn 60 or so. That ended poorly as well. |
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