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  #21  
Old December 15th, 2003, 09:16 PM
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Default Re: Exploit: create other breathing population

Quote:
Originally posted by Slick:
Just lower your happiness in your empire setup, research troops early. Obviously you have to be planning to do this during empire setup.
Lowering your happiness won't make your people angry, they just became happy slower. I know it, I play always with 51% happiness and I've never encountered problems (bigger than usual ).
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  #22  
Old December 15th, 2003, 10:10 PM
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Default Re: Exploit: create other breathing population

Hmm... it might have been an earlier Version, or just from a random event... I can not seem to get a 21st empire to form from PPP right now. Or maybe it has something to do with allowing more neutrals to form if there are less than 20 normal empires, but up to 20 total including neutrals.
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  #23  
Old December 15th, 2003, 10:33 PM

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Default Re: Exploit: create other breathing population

I'm pretty sure that I've had a game where there were more than 20 empires after rebellions. But it was quite a while ago and one of the patches may have taken care of that particular instance.
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  #24  
Old December 15th, 2003, 11:41 PM
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Default Re: Exploit: create other breathing population

Quote:
Originally posted by Asmala:
quote:
Originally posted by Slick:
Just lower your happiness in your empire setup, research troops early. Obviously you have to be planning to do this during empire setup.
Lowering your happiness won't make your people angry, they just became happy slower. I know it, I play always with 51% happiness and I've never encountered problems (bigger than usual ).
Verrry interesting. Good to know for max/min. I did not know that. Maybe there is no way to make your people unhappy (as if that was a good thing). Maybe there is no real exploit here. Maybe picking "Neutral"...

Slick.
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  #25  
Old December 15th, 2003, 11:58 PM
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Default Re: Exploit: create other breathing population

This is all very interesting, but why I never saw "atmosphere conVersion" ? And I witnessed dozens of rebellions in my games Every time I see a rebellion (due to PPP or random event) the population retains the atm. type. What the hell you are all talking about ?
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  #26  
Old December 16th, 2003, 04:24 AM
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Default Re: Exploit: create other breathing population

OK. I tested it. Now, I used the Puppet political parties project to cause an enemy planet to rebel. Their description said that their home atmosphere type had changed from carbon dioxide to none. During ground combat, the planet was domed, and after combat they were CO2 breathers again.

Now, I don't know what would have happened if rebels had colonized other planets. And we still don't know if there is a method for causing your own planets to rebel.

But it's not as easy as Slick thought when he first worked it out.

[ December 16, 2003, 02:25: Message edited by: Arkcon ]
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  #27  
Old December 16th, 2003, 05:17 AM
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Default Re: Exploit: create other breathing population

Geo, I have had this happen to me-- a planet riot then rebel-- in single player games.

You can get a total of more than 20 different empires by the end of the game, but not all at the same time. Once there are 20, one must be eliminated before another can appear. When you look at the Score screen when victory is declared, you can see more than 20 empires.
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  #28  
Old December 16th, 2003, 05:42 AM
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Default Re: Exploit: create other breathing population

Quote:
Originally posted by Arkcon:
OK. I tested it. Now, I used the Puppet political parties project to cause an enemy planet to rebel. Their description said that their home atmosphere type had changed from carbon dioxide to none. During ground combat, the planet was domed, and after combat they were CO2 breathers again.

Now, I don't know what would have happened if rebels had colonized other planets. And we still don't know if there is a method for causing your own planets to rebel.

But it's not as easy as Slick thought when he first worked it out.
Agreed that it's not as easy as I first thought. I initially thought that setting happiness to < 100% during empire setup would eventually be less than the "natural" happiness increase [decrease?] and so you could create an empire that got unhappier over time. But this is not the case. There are other happiness-lowering events in happiness.txt that could possibly be used, though. I think this needs a little more testing. Hopefully I am wrong that this could be a realistic exploit.

I think a rebelled population should not change atmosphere breathing.

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  #29  
Old December 16th, 2003, 08:28 AM
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Default Re: Exploit: create other breathing population

Maybe you can ask one of your allies to PPP your planet to make this happen?
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  #30  
Old December 16th, 2003, 09:15 AM
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Default Re: Exploit: create other breathing population

"Hi, can you please steal one of my planets?"
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