| Wednesday, February 6, 2019 - 09:25 pm |
I was thinking that corporations should have an option to have security teams to defend them if attacked, thoughts on this?
| Thursday, February 7, 2019 - 01:27 am |
you can deploy defense garisons to them
| Thursday, February 7, 2019 - 07:13 pm |
I'm thinking of a means of investing in suppressing rebellions.
| Thursday, February 7, 2019 - 07:52 pm |
Yes Khome that's what I was thinking
| Thursday, February 7, 2019 - 09:04 pm |
Ok what do you mean suppressing rebellions. Or more to the point what causes a rebellion
| Friday, February 8, 2019 - 04:48 pm |
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.
| Friday, February 8, 2019 - 05:40 pm |
ok that makes sense
| Friday, February 8, 2019 - 05:54 pm |
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.
| Saturday, February 9, 2019 - 12:30 am |
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.
| Saturday, February 9, 2019 - 01:15 am |
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
| Saturday, February 9, 2019 - 08:28 am |
yeah, all is possible but GMs need to buy that idea first
| Saturday, February 9, 2019 - 04:30 pm |
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 rebellion chance is based on both the number of countries you have, and your average welfare index for your empire. If you improve the welfare of your nations, you can keep your people happy enough to prevent rebellions. This is another form of soft cap, since each improvement is more expensive, so only successful players can maintain very large empires.
The Role Play / Lore explanation for this, is as an empire grows larger, it is harder to keep all the people content under a single governing structure. Nationalists try to break away, and regain their independence. Governments have to spend more to keep their people content, ultimately straining their limited resources. This is a large part of why no one has ever conquered the earth in real life. Empires collapse under their own weight, grow to big at your peril.
TL;DR, Increase your Welfare index to stop rebellions, the feature is working as intended and does it's job well.
Signed President of DanNation on LU
| Sunday, February 10, 2019 - 04:41 pm |
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.