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  #21  
Old January 23rd, 2004, 09:44 PM

Paul1980au Paul1980au is offline
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Default Re: Puppet Political Parties

Try targeting individual planets instead with the PPPs
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  #22  
Old January 23rd, 2004, 10:06 PM
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Fyron Fyron is offline
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Default Re: Puppet Political Parties

Quote:
Originally posted by Paul1980au:
That said more weak planets (outer empire low pops) tend to rebel a lot easier than core planets that are big in terms of population - i think weakly defended planets are a lot more likley to rebel and those that are unhappy (so cause economic and specific planetary intel attacks first make the pops unhappy then they will be easier attacked by PPP
Rebelling and PPP are two wholely separate affairs. PPP does not change the planet's happiness levels at all, and as far as I know is not dependant on happiness levels. Rebelling can happen naturally when you leave a planet at rioting happiness for a long enough period, but then it forms its own empire.

With PPP, don't planets have a 50/50 chance of joining you or forming their own empire? Are you seeing the PPPs fail outright, or maybe some of them are causing the planets to form their own empires? I am pretty sure it tells you if the planet formed its own empire, rather than reporting it as a failed project.
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  #23  
Old January 23rd, 2004, 10:25 PM
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Parasite Parasite is offline
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Default Re: Puppet Political Parties

In my specific case, all the planets he has are in the homeworld system (FQM Thanks Fyron ) The first one I got with PPP had troops on it, but no WPs or satellites. The one from the second try I am not sure about. They haven't rebelled yet, just come over to my side.
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  #24  
Old January 24th, 2004, 10:55 PM
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Roanon Roanon is offline
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Default Re: Puppet Political Parties

PPP does not cause rebellion, the targeted planet just joins you. Rebellion does not have anything to do with PPP (though there are other intel projects that may cause it). Whatever is on the planet - troops, WPs, facilities - does not make any difference for the chance to succeed once counterintel is passed.

50% failure despite counterintel is documented, I also had more like 30% success, so it may be a bug in program or documentation. There are two different sets of Messages, one for the 50% (?) failure, one for projects stopped by counterintel.

Also, counterintel stops projects in the order they are entered, so if you have a successful project, and then a stopped project, it was NOT the counterintel. They are also listed in the turn results in that order, though inverse, with the projects stopped by CI listed Last.
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  #25  
Old January 25th, 2004, 05:27 PM
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Greybeard Greybeard is offline
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Default Re: Puppet Political Parties

Wow! Both of my PPP intel projects were successful this turn.
That makes 2 sucessful and 11 unsuccessful so far in this game. Also, none were stopped by counter-intel....Greybeard
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