Stellaris

Stellaris

Potent Rebellions (3.3 currently discontinued)
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Update: Aug 25, 2017 @ 5:50pm

-Fixed a bug where slave republics didn't change names when conceding to the 'counter revolution' war demand (so you'd have fanatic authoritarian 'Free Republics'...).
-Excluded hive mind pops from a bunch of the happiness-related modifiers, as they have no happiness.
-Changed how armies are generated on normal revolts - made it 3x pops that are either enslaved, unhappy (<33% happiness) or of the species that is trying to rebel (rather than 1x total pops). This potentially buffs them a fair bit, if the whole planet is on board with the rebellion (which is intended, since at the moment rebellions can only really succeed if the planet isn't packed with armies - it also means that every pop matters, so you need to try and avoid unhappy majorities).

Update: Aug 23, 2017 @ 4:46pm

A tweak for slave revolts that I forgot to do (made them join egalitarian empires that are max 150 away, not 300, as 300 is quite far and meant that my slave republic work seldom saw the light of day)

Update: Aug 23, 2017 @ 4:38pm

Major update:
-Changed the figures for how unrest is generated: Unhappy slaves can now produce 20 rather than 15 unrest, bringing them in line with normal pops, and armies only reduce it by 5 rather than 10. This makes unhappiness far more of a threat to your empire. Relatedly, army upkeep is doubled (but is still rather low).
-Added patriot revolts: If you are at war with an empire and have pops of their species, they will be unhappy and my try to revolt. If they succeed and join them, but you win the war convincingly (the main opponent must end up with pathetic fleet power vs you, and if the country that your planets revolted to is a secondary war participant, that planet must have at least inferior fleet power), you will claim the planets back.
-Made slave revolts more interesting. If a slave revolt succeeds and doesn't get absorbed into another empire (which can happen), they will get special civics 'Free Republic' and 'Breaker of Shackles'. These cannot be removed (or added by anyone else, they will also not be used for AI spawns, but you can start with them - but you must take both).
--'Free Republic' gives its empire +10% governing ethics attraction and +15% fire rate when you are at war with a slaveowning empire.
--'Breaker of Shackles' creates unrest in neighbouring countries' slave populations: They get a -25% happiness modifier, and nearby planets also have a 1% chance each month (=70% chance every ten years) of getting a 3-month +50 unrest modifier, at which point they will imminently revolt if they have sufficient unrest. On the other hand, it also gives the slave republic a -200 opinion modifier for slaveowner empires, so the effect is that they can't coexist and the slaveowners must launch a counterrevolution.
--Counterrevolution is now a war demand: A slaveowning empire can force a slave republic to give up its civics, and additionally replace its fanatic egalitarian ethic with fanatic authoritarian (and have a dictator in charge, with the civics 'police state' and 'slaver guilds', partly to rub salt in the wounds, and partly because that's genuinely the way things tend to have happened in history...).
--Slave Republics also have special empire names e.g. "Chainbreakers", "Abolitionists", "Unchained Human Republic". I'd have given them their own personality or government type, but either would have needed game files to be rewritten on a fairly large scale.

Update: Aug 22, 2017 @ 4:28pm

-Small bugfixes (made the link work properly so that you are always told when a rebellion succeeds (I had missed it on one of the rebellion types), and fixed the Vanilla event that tells you when a planet that revolted from you got subsumed into a bigger empire) and refinements to some of the numbers.
-A few corrections to the English localisations
-Added German localisations
-Added Russian localisations (thanks to Isyava)

Update: Aug 16, 2017 @ 2:47pm

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