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How do I stop the rebellions?
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by Citizen Escal - 5/6/2003 12:11:35 AM
I just played a game with ai at bright, huge galaxy, tight clusters and I had a good group of planets going until a bunch of planets decided to seccede to another empire. How do I stop this when I see it starting to happpen or do I need to be doing something earlier?
Thanks,
Scott
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You can put in some Propaganda (on the Details page for each planet) and build a News Network. Start earlier building cultural influence and resistance buildings like Embassies and Cultural Exchanges. Grab an Influence starbase.
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#2
by Citizen 01Anxiety - 5/6/2003 1:55:43 PM
Always watch the morale of your outskirting colonies - if things are falling below 40%, you are going to be at some risk. You should get some dialog boxes prompting that colony x is really thinking that civilization y is nifty.
It's happened to me once with a planet I was using as a staging system. That put one very big wrinkle into my plans for expansion.
-Anx
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#3
by Citizen Electhor - 5/7/2003 12:35:34 PM
I tend to have a problem, well it may be more of a bug, once the rebellion symbol is next to a planet. I can stop the planet from going to another empire by building news networks, doing propaganda on the planet, and loading up the sector with Starbases with cultural modules. The rebellion symbol never goes away. Even in games that I win a cultural victory, these planets still show the rebellion symbol.
Jeff
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#4
by Citizen naytch - 5/7/2003 2:43:55 PM
Thanks Jeff,
I had the same thing happen in my last game
which I won by military conquest. I had one rebellious system in a sector with two other inhabited systems owned by me and I possessed the only starbase in the sector. No matter how much I boosted morale with buildings, propaganda, and starbase modules, the rebellion icon never left. I had battle hammers parked in orbit as well.
I even tried stripping off population without success. As long as it's just a bug I won't worry about it.
Dave
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#5
by Citizen Def Zep - 5/9/2003 3:46:34 AM
It is possible you are being destabilized by a larger Empire.
My experience has been, should you be outnumbered (population-wise) 2+:1, propaganda and resistance will have limited effect. The affected planets will go into rebellion no matter what.
Also, the symbols may be appearing after the planet has failed its loyalty check (i.e., it's already lost the first roll). This is an important distinction, since newly founded colonies will immediately show their dissatisfaction before you end the turn. However, destabilized worlds may appear the turn after. Thus, you have only the current move to do anything about it. (Planets leave after 2 failed loyalty checks - any propaganda, etc. will not have a chance to kick in before the computer resolves the matter. However, Icannot speak conclusively, and am only swagging here.)
For this reason,. I dispense with propaganda, etc. on an already-founded/developed world which is unhappy. Instead, I keep 2-3 combat TR's as a fire-brigade in my Empire.
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As a sidenote I never seem to be able to get rid of the destabilisation skull&crossbones.
Once it was a planet that was in the middle of the dregnin empire. I managed to stop it revolting, and eventually I used it to culture bomb all the surrounding sectors.
Still had the skull and crossbones, though.
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#7
by Citizen Electhor - 5/9/2003 12:28:08 PM
MojoJojoUK,
That was exactly my point. Once the icon is up, it never leaves. I have had morale and approval be 100% on a planet that still had a skull and crossbones. I understand why it appeared in the first place (it was deep in another empires influence sphere), but I countered and eventually won a cultural victory after wiping everyone out but the Dregin, who I reduced to 1 measly planet in the far corner of the galaxy.
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#8
by Citizen Pyrkaige - 5/9/2003 4:50:07 PM
The skull and crossbones icon never disappears once it arrives, even if you manage to keep the star system and gain tremendous culture so that there's little chance of the planet(s) flipping to someone else. (Of course, if someone does take the star system via culture or conquest, and you take it back, everything is reset.) It does seem a bit odd; if you do manage to keep the planet culturally and have more than double anyone else's culture in that sector for 24 turns, it would probably make more sense if it the first failed check disappeared and the star system went back to normal.
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