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December 15th, 2003, 07:04 PM
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Shrapnel Fanatic
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Re: Exploit: create other breathing population
Rebellions can create in excess of 20 empires.
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December 15th, 2003, 07:37 PM
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National Security Advisor
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Re: Exploit: create other breathing population
Has anyone actually seen a planet rebel after rioting? I've had test games with planets rioting for decades that never rebelled. I have never seen a planet rebel other than intel, except for the very occasional rebellion that seemed to be the random event because in the couple cases where it happened the planet wasn't even unhappy.
I know this used to happen quite often in SE3, and I know it's in the files for SE4, but I believe it has never worked.
Geoschmo
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December 15th, 2003, 07:41 PM
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National Security Advisor
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Re: Exploit: create other breathing population
Quote:
Originally posted by Imperator Fyron:
Rebellions can create in excess of 20 empires.
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I don't think this is correct. It seems I rememeber trying this and once I got to 20 empires the PPP projects would always either fail entirely or the planet switched sides. Prior to 20 you would get the occasional planet that would rebel but not join your empire.
Geoschmo
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I used to be somebody but now I am somebody else
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December 15th, 2003, 07:46 PM
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Colonel
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Re: Exploit: create other breathing population
Quote:
Originally posted by geoschmo:
Has anyone actually seen a planet rebel after rioting?
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Yes. It has happened to me in the past when I neglected Intell production. The best example would be your Awakening scenario. I could just about hold the AI back, but I would start losing colonies eventually. I must try to deliberately do what Slick suggests when I get home.
[ December 15, 2003, 17:46: Message edited by: Arkcon ]
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December 15th, 2003, 08:00 PM
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Lieutenant Colonel
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Re: Exploit: create other breathing population
Quote:
Originally posted by geoschmo:
quote: Originally posted by Imperator Fyron:
Rebellions can create in excess of 20 empires.
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I don't think this is correct. It seems I rememeber trying this and once I got to 20 empires the PPP projects would always either fail entirely or the planet switched sides. Prior to 20 you would get the occasional planet that would rebel but not join your empire.
Geoschmo That's right. The game keeps track of every race created in the game, and there is a maximum of twenty races. A planet rebelling effectively creates a "new" race (even though the only thing different is the name). Once 20 is reached, there can be no more (even if some were destrroyed/reabsorbed).
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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December 15th, 2003, 08:15 PM
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National Security Advisor
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Re: Exploit: create other breathing population
Quote:
Originally posted by Arkcon:
quote: Originally posted by geoschmo:
Has anyone actually seen a planet rebel after rioting?
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Yes. It has happened to me in the past when I neglected Intell production. The best example would be your Awakening scenario. I could just about hold the AI back, but I would start losing colonies eventually. I must try to deliberately do what Slick suggests when I get home. You misunderstood my question. I was asking if anyone has ever seen a rioting planet rebell, that was NOT caused by intel.
[ December 15, 2003, 18:15: Message edited by: geoschmo ]
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I used to be somebody but now I am somebody else
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December 15th, 2003, 08:16 PM
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Captain
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Re: Exploit: create other breathing population
Quote:
Originally posted by Slick:
Just lower your happiness in your empire setup, research troops early to keep your selected planets happy. Set up a protected system with all the other planet types, colonize and let them riot and rebel. Then make them surrender. Then eat your cheese.
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But how you can make your population riot unless you take heavy combat losses? Remember the natural decrease.
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