I know that everything fell apart on the relavant thread
http://www.freeorion.org/forum/viewtopic.php?f=5&t=2075&start=360 and it got closed and that's a shame. Basically speaking in my opinion a civilization game needs a happiness system yet an overly mechanical seeming system is just an annoyance.
Given the way the interface works at the moment happiness/unhappyness is a basic way to overcome the basic sense of coldness which the numbers based interface and the scale of the game (star systems, endless millions of people) imposes on the game. The problem as I analyse it is that everybody got confused with the details and lost track of what they were actually trying to achieve. This was started because the argument began and continued on the basis of whether they should have two variables or not and then spiralled out of control into confusion because everyone was arguing about what they meant while trying to add new values etc. I'll focus on the political side of things and leave the actual mechanics to be discussed.
Why two values are neededTwo values are needed because it is needed to accurately reflect the nature of the way that unhappyness leading to rebellion can take two causes. We shall call them ultras and revolutionaries. Both are quite seperate rebel factions which are at war with eachother as well with the government. If one side captures the capital it becomes the government, but it does not gain control of the planets controlled by the other faction.
Allegiance and Happiness explainedBoth of these come in both - and + scores.
Allegiance positively represents to what extent the world affirms the legitimacy of the present system and ideology. And negatively it represents to what extent the world's revolutionaries seek to seperate from being part of that empire.
Happiness positively represents how happy the world's people are with the present rulers. And negatively it represents the commitment of the world's people to resist and overthrow the present rulers.
Some happiness factors.
+ The governments succeeds in it's goals, especially in relation to extreme slider values.
+ The planet's material needs are met.
+ Buildings that increase happiness (religion, entertainment).
+ Building things on the planet
+ A rebel planet being conquered by external force sets negative values to 0.
- The government fails in it's goals, especially in relation to extreme slider values.
- The planet has Allegiance below 50
- The planet has negative Allegiance.
- The planet is controlled by rebels.
- Spies, either from rebels or enemy civilizations.
- Devestation in war and destroyed buildings (particularly if done by the government)
- Rebellion in neighboring worlds particularly of the same civilization and race.
Some allegiance factors.
+Cultural buildings.
+The government is pursuing it's slider goals (doesn't mean succeeding).
+The planet is controlled by ultras.
+Being above happiness 50
+Successful revolution +5 (to eliminate 'slightly' seperatist worlds)
-The planet has been controlled by rebels for 20-40 turns.
-Being captured by revolutionaries sets allegiance to 0.
-The government is failing to pursue it's slider goals.
-Being above happiness 0 and government controlled.
Revolutionaries and Ultras explainedRevolutionaries are simple enough, they are those who either wish to overthrow the present order because they consider it unjust
or they wish to overthrow those than have conquered them and return to their original civilization.
Ultras are those who just don't think that the present regime goes 'far enough', for instance a warmonger who blames the warlike government for loosing the war but completely agrees that fighting lots of wars is just what the government should be doing.
RevolutionIf the capital is conquered by either rebel faction the government falls. Human players lose the game at this point. The government's policy sliders are shifted towards either the extreme end of their existing spectrums. Ultras shift a random amount towards the favoured extreme which Revolutionaries take you to a random point along the other extreme. To simplify matters, only the unification government ever has a completely balanced policy and they rebel differently (see below). All treaties are broken and relations are neutralised.
SeperatismSeperatism happens randomly when a revolutionary world of negative allegiance has been under their control for 20-40 turns or when a revolution is successful. A set of new slider settings is established against the former rulers as if a revolutionary takover had succeeded. The seperatists join the civilization with a capital of the same race of them which has the closest total slider settings to these new values. That civilization gets offered the chance to accept the seccessionists worlds but this will hurt relations unless revolutionaries have siezed power (succession happens before not after the relations are reset). If they reject, the next civilization of that race gets offered the same deal. If none accept then the worlds form a new empire.
All revolutionary controlled worlds secede together, the trigger world becomes the capital if a new empire is born. It is also quite possible for a civilization to be destroyed by seperatism is all it's existing world's have negative allegiance. Seperated worlds set their allegiance to 50.
ConquestConquest by a non-rebel empire inverts the positive happiness and allegiance values, but not negative one's. Those actively in rebellion against the existing regime rather than merely dissilusioned are well prepared to resist any foreign power that conquered them and seperatists do not cease to be seperatist for being conquered by a third power. The only exception is worlds of negative allegiance conquered by a faction of the same race invert negative values and do not invert positive happiness.
Unification worldsWorlds from unification civilizations (organised in a hive fashion like ants, wasps, bees etc) which are of their starting races are always Allegiance 100 and do not rebel in the normal fashion or much at all. They have a happiness score but because as they have no favoured goals this is only really effected by material factors unless the gameplay factors are very extreme. In the rare event that they rebel, there is no fighting and no immediate potential to repress them with garrisons are the like. Instead the world immediately succeeds from the civilization taking with it other unhappy worlds according to the normal rules. Think of way that a swarm of bees can split in half.