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Home » news » forums » Space Empires V » Space Empires V General

Civil War Event

inigma's picture
Submitted by inigma on Wed, 2007-11-21 16:56. Space Empires V General

I was curious, is there a way to mod in an event called "Civil War" - where a third of your empire in a relatively localized area revolts to form a new AI empire?

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Re: Civil War Event

Submitted by Lord Shleepy on Wed, 2007-11-21 18:34.

I don't see why not. I haven't tried that particular one (haven't even had any time to work out the bugs in my own attempts) but you should be able to do something like this:

Create an event function that:

1. completes the planet rebellion event (can copy from the existing event that creates a new empire)

2. gets the player number of this new empire
gets the ID's of all colonies within the system
(not sure if you could do this with more than one system)

3. gives the colonies with these ID's to the new empire (immitating the "planet rebels and joins "x" empire event)

No idea about the nitty gritty details. Some of it will depend on how the game engine processes certain functions - will it recognize the new empire instantly or will it take a turn, etc. It certainly sounds like it should work...tho I'm sure there will be technicalities.

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Re: Civil War Event

Submitted by YoshiSato on Thu, 2007-11-22 20:11.

I've had this happen a few times in and older version with the balance mod. One of my colonies was mad then they formed their own empire.

It was kind of funny because they were a doomed planet with only 63 million people. I sent in a detachment of Battleships and demanded their surender, which they did. Had they not I would have killed everything on the planet. That's how I roll. Laughing out loud

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Psieye's picture

Re: Civil War Event

Submitted by Psieye on Fri, 2007-11-23 02:19.

That's a single colony rebelling. The discussion is on several colonies revolting simultaneously under the same banner - whether it's possible to code that.

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inigma's picture

Re: Civil War Event

Submitted by inigma on Fri, 2007-11-23 02:55.

Psieye wrote:
That's a single colony rebelling. The discussion is on several colonies revolting simultaneously under the same banner - whether it's possible to code that.

Or even a group of entire systems. In fact, I am looking for an event that cascades into more colonies and systems switching (up to a third of the player's empire) to the rebel empire if the initial battles of the Civil War are lost by the player (perhaps a scripting event saying that the heroes of the rebellion rally more worlds to their cause, or if a any survivors escape from an apparent player victory, a scripting event that tells of the rebel heroes successful escape from Imperial pursuit and rallying more worlds to their cause).

The ultimate series of events would start out as a chain of planets rioting. If the rebellion is not dealt with quickly, say the player doesn't put troops on all of those planets within a few months, the next event would be a sudden declaration of independence by the rebel empire as an entire system declares independence from you. Correspondingly, most, if not all of the players ships and even entire fleets within a specific radius near the rioting planets mutiny and execute the player's Imperial officers, and the event log also reports of traitorous admirals surrendering their forces to rebel control - an obviously well thought out plan by the instigators of the rebellion (they've been planning this since you came to power, remember what your mother told you that your father had to face in his lifetime?).

Once independence is declared by the rebel empire, the first few skirmishes between their forces and yours will determine how far the rebellion spreads. If you lose all skirmishes in the next turn (meaning you don't destroy the rebels entirely in that battle and some escape or live beyond the turn), additional planets switch to the rebel empire, and any major battles involving 5% of your total forces or more that you lose (meaning you don't wipe out the rebels completely and the survivors live to the next turn) then entire systems switch to the rebel empire; up to a third of your former empire.

Perhaps further losses on your part will result in up to half of your empire switching sides. Battles that the rebel empire loses against you (meaning they attack you but don't destroy their targets in a turn) result in nearby planets reverting back to your control, up to a third of the rebel empire's.

Such a Civil War event/script would come close to paralleling real historical and fictional civil war stories as traitors serve both sides in the early part, public opinion counts as the middle part (winning or losing), and decisive battles count as the resolution (the actual "liberation/unconditional surrender" or "defense/independence").

Perhaps a final scripting event could be such that even you as the player wind up joining the rebels through a storyline in which you as Emperor realize that the rebels are against your corrupt bearucracy/barons and not necessarily against you, and as you realize you too are powerless against your own beurucracy/barons as you face assasination attempt after assasination attempt, you are then given the choice to leave your empire and take control of the newly independent colonies to defend them (and the fleets they have captured) in the face of your former empire and hope to depose the beurucrats/barons and seek to reclaim your throne for your people.

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Mod Designer

Re: Civil War Event

Submitted by Gideon on Fri, 2007-11-23 13:31.

I like the idea. You would need a way to detect distance between planets and systems, so that the localaized area could be simulated. Of course, it is also possible that the rebellion is widespread (distributed more or less randomly) amung the planets, rather than localized.

Historically, there are useually some grumblings of descent before the actual revolt. If there was a happyness system in SE 5 that was something other than either Jubilant or Riot (the game has other ranks, but they never seem to come in to play) then that could be a factor. Also, loyalty (which seems to play no roll in anything right now) should be used (thusly putting emotionless races at risk).

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
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Isopsyco's picture
Mod Designer

Re: Civil War Event

Submitted by Isopsyco on Fri, 2007-11-23 17:42.

Lord Shleepy has a good outline to do what you want. It will just take some imagination in the scripting event on exactly how you want the rebellion to form.
I've come to the conclusion that any custom events can be done you just need some trigger points and some scripting ability and the limitations are almost endless!

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Reiver's picture

Re: Civil War Event

Submitted by Reiver on Sat, 2007-11-24 07:20.

That has me thinking.

The whole jubilant/riot thing seems to be because the influencing factors seem to be strictly additive - if good modifiers are higher than bad, it eventually climbs to 100%, if the reverse, it eventually dives to 0, and the bits in between are a matter of speed rather than a destination unto themselves.

I'm now wondering if that can be altered, so some effects build up over time, but it is primarily your month-to-month conduct that affects planetary 'equilibriums'? Hmm... equilibriums would probably be the way to do it.

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