Now I see the utility.Krikkitone wrote: ↑Thu May 23, 2019 4:16 pm I think the idea of low stability->Rebellion is under low stability rebel troops are generated each turn, and they "invade" the planet like any other troops... if they kill off all the defenders they win. (hence why I like 100 to -100, at negative values the rebels generated per turn = the "instability")
What I have in mind is placing thresholds, like we have with happiness: [0,+10], with 5+ to enable ship repair and colonisation source. In the [-N,+N] interval you can use the zero as a threshold between good and bad effects. We could have happiness [-5,+5], and 0 to enable ship repair, etc. But I don't think that is the best approach because we my need multiple thresholds (e.g. [0,5[: bad effects, [5,10[: nothing, [10,20]: good effects), and then using the zero is not necessarily clearer.
Re: rebels and the taking of the planet
If rebels are always equal to instability (is that possible? I assume certain policies, traits, etc. could modify the rebels generation), then ok. But if there would be need for a new meter ("rebels", probably besides "troops")... Is there any gameplay effect that is impossible or hindered unless you have a new meter for rebels? If we can avoid a new meter, great. I'm becoming a KISSaholic.