Civil War Event |

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?
Re: Civil War Event
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. 

Re: Civil War Event
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.
---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE
Re: Civil War Event
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."
Download my mod here: GidMod

Re: Civil War Event
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!

Re: Civil War Event
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.




Re: Civil War Event
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.