Krikkitone wrote:
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so if we start with Red>Blue... Red Allegiance wil stay stable, Blue Allegiance will drop really fast
if we start with Blue>Red... the opposite situation
if we start with Blue=Red... then they will both drop until something 'breaks the symmetry'
If the numbers work out that way, that sounds reasonable.
Though i think citizens should be much more upset by an empire which actively kills them, than one which fails to protect them. I.E. if planet X likes Blue, and hates it's ruler Red, but Blue kills most of them in the process of taking them away from Red, they shouldn't end up being very fond of Blue either.
Krikkitone wrote:
1-be a "Rebel" Planet (its still 'part of your empire' in the sense that if ou want to you can control IT instead... which would turn all your other planets into Rebel Planets)
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1-be a "Rebel" Planet (its still 'part of your empire' in the sense that if ou want to you can control IT instead... which would turn all your other planets into Rebel Planets)
This doesn't make sense to me. If your planets rebel, they are in effect rebelling against
you. What sense does it make for the player to assume control of planets that hate him? It takes away most of the "sting" of having mismanaged your planets to the point of rebellion. It would only be a sensible option, if the majority of you planets rebelled... which would in effect penalize the player
more for a moderate rebellion than one that the majority of his planets participated in. (i.e. you end up with more planets)
Krikkitone wrote:
There are a few other things... I would include some social measure Other than allegiance to differentiate wanting Independence for a new Empire from wanting a new Government of our empire [difference between American and French/Russian Revolutions]
Perhaps that happens IF a planet successfully beats the occupying forces, it then chooses (based on the populations allegiances, the game state, balance of power, etc.)
1-be a "Rebel" Planet (its still 'part of your empire' in the sense that if ou want to you can control IT instead... which would turn all your other planets into Rebel Planets)
2-join a "Rebellion"
3-become a new "Empire"
4-join an "Empire"
So that way (using a RW example) once the American Troops successfully pushed the British out of say virginia, Virginia decides to either
A.. carry the anti-Monarchist sentiment to London
B.. join the "pro-Papist" Rebellion in Ireland
C..Start the "American" Empire
D..join France
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The key difference between Independence and Rebellion would probably be Peace with the other Empire... when the British made peace with the Americans, once the Americans accepted peace it became an "Independence" as opposed to Rebellion. Because the Union+Confederates didn't accept a peace deal, it could be considered a Rebellion as opposed to a new Empire.
It would probably come out of how much planet X liked the government.. If Planet X has a low allegiance to Red, but they Mostly like the Type of Government Red has, then you are looking at Independence. If they have a low allegiance to Red and that is because they REALLY hate the Red government, then you are looking at Revolution.
This means that "Independence" is caused when there are things Other that 'hate Red government' that drives down Red.
The distinctions you are making between "rebellions", "revolutions" and "independence" seem subjective to me. Weather or not planet X likes a its form of Government
in principle isn't an important definition... it will just come into play if/when they choose a new government, but it shouldn't cause a different state.
OK, ignoring for now the distinction (if any) between allegiance and happiness, here is my view of what should happen if a planet rebels. It's similar to what Krickkitone has presented, but IMHO more streamlined.
If a planet sufficiently dislikes it's owning empire, it may rebel— based in part on the probability of overcoming whatever forces the empire has to squash the rebellion. "Rebel" forces are AI controlled and are solely focused on fighting their former empire. If they succeed militarily, they are then left with a decision on what to do next. They evaluate all known empires by:
1) how much they like them: "allegiance",
2a) how powerful the empires are (and thus able to protect and defend), and
2b) the proximity of the empires (not much point in joining an empire it it's too far away to defend you)
The relative weight placed on #1 vs #2 may be determined by the planet's ethos and/or picks... and of course by the former empire's nearness and power to reclaim the planet.
* If an empire has a combined score above a certain threshold, the rebel world will petition for membership. If refused, it will petition the next empire on the list, until it is accepted or no qualifying empires remain.
* If no known or willing empire has a sufficient combined score, the planet will form a new (and probably short lived) empire. This empire is automatically "at war" with it's former overlords.
This should prevent the galaxy from being unnecessarily cluttered up with temporary "empires" while still allowing new empires to form under the right circumstances.
I should probably mention, that the above is the most complicated thing that i foresee citizens every having to "decide". The vast majority of the time i believe they should be reactive, not proactive, being happy or unhappy in predictable if complex ways.
The other event where i'd like to see citizens behave proactively is in self-initiated
migrating from an unhappy planet.