Simcountry
Forum General Security for corps

Security for corps

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smokey

All worlds
06 Feb 2019 21:25Link
I was thinking that corporations should have an option to have security teams to defend them if attacked, thoughts on this?
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evader23

All worlds
07 Feb 2019 01:27Link
you can deploy defense garisons to them
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Khome

All worlds
07 Feb 2019 19:13Link
I'm thinking of a means of investing in suppressing rebellions.
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smokey

All worlds
07 Feb 2019 19:52Link
Yes Khome that's what I was thinking
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evader23

All worlds
07 Feb 2019 21:04Link
Ok what do you mean suppressing rebellions. Or more to the point what causes a rebellion
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Khome

All worlds
08 Feb 2019 16:48Link
The larger the empire, the more rebellions that cause havoc. A means to increasing security, or military presence/garrisons to quell them would be a welcomed idea. Currently you can spend GC to have "rebellion free" countries, but that's unsustainable.
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evader23

All worlds
08 Feb 2019 17:40Link
ok that makes sense
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Lord Mndz

All worlds
08 Feb 2019 17:54Link
I don't like rebellion idea in general, in my opinion it should not be like only the fact in the newspaper but rather when rebellion occurs it could be showed as enemy unit on the map, so you could actually fight it. if not fought the enemy unit would move and destroy corporations over the map.
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Khome

All worlds
09 Feb 2019 00:30Link
That's an interesting idea, I never thought of that. And it could start as a few minor units like a militia that could potentially grow unless dealt with.
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evader23

All worlds
09 Feb 2019 01:15Link
I'd be for that and would be another incentive to build defensive army and the size of army could also also be a deternit for rebelion from starting in the first place
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Lord Mndz

All worlds
09 Feb 2019 08:28Link
yeah, all is possible but GMs need to buy that idea first:)
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Daniel Iceling

All worlds
09 Feb 2019 16:30Link
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
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Khome

All worlds
10 Feb 2019 16:41Link
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.