Hey Everyone,
Rebellions in Simcountry, are really just a soft cap function, to stop exploits and empire blobs taking over the whole planet.
There are two main causes for a rebellion.
1). Really high finance index, but really low service indexes. ie Healthcare, Education, Social Security, Transportation. This is to prevent players from hardly providing services to their people, while making huge amounts of cash, essentially it stops unrealistic cash farming.
The Role Playing / Lore explanation for this is, if you're the President of a country sitting on trillions in cash, while your people live in poverty, chances are, the people are going to be pretty mad about it and try to overthrow you.
2). You have to many countries. This is to prevent a single player from becoming unstoppable and taking over a whole world, leaving no room for other players.
There is however a way to combat this. The re
The problem is the conditions in place already are as you described for the most part, however there are no realistic means for very actively involved players to address rebellions. As it stands, the formula for a change for rebellions are unreasonable. Number of conquered countries multiplied by 50; take that figure, divided by the index of the conquered country in question, would result in a percentage that represents the chances of a corporation being affected by rebellions. I don't know if that is true, especially if I have corps that should only have about 40% chances of rebellions, ending up always having rebellions. I'm not sure what the instances are of those calculated chances though.