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Kraniumbrud

Second Lieutenant
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May 1, 2002
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this is a suggestion for a minor late game crises.

simply requirements for it to trigger.

(all events are halted as is progress during wars, unless winning by more than 50)


will not trigger until pop size is altleast 250
factions pop number above either 150 pops or 30% of the total population.
any sector size is more than 30% of total population/energy output/mineral output, and is heavily taxed for a long time.
(will allways trigger if you call as sector Lunar wolves (jk))

......................................................

First it should just start with general murmerings of dissent, faction strength increase in the sector/faction, then a chance of other sectors/planets from other sectors joining the rebellion faction according to thier own faction dissent.

10-50 years

Secondly, slow start of creating stronger military troops on ground on thier planet and assult troops ready for attack

10 years

3rdly, slowly starting to starve off resources, drops in tax outcome, as all resources are used for build up and used for armies. (perhaps building some mineral silos to increase thier hidden stache so to speak)

10 years

4thly, building of military bases, wormhole generators, even when not told too by player (that will not appear on map or with icons as they are inactive, just emty husks drifting in space, one can ofcause spot them with the naked eye)

5 years

start building ships in all space stations, that will allways join the rebellion side (same as stations, hiding scatted around the sector, without any tags or showing up on map)

Building of the flagship in secret (can be found by science ship but system is random in all systems but core systems) (perhaps a new type bigger or something).

1 years.

5thly trigger something like, 40% to 50% your fleet and army gets and excuse to go on a training exercises in the sector (or deal with repairs to large part of the fleet due to the war), perhaps lead by your best admiral and general. (fleet and army dissapears and reappears at civil war break out at the capital of the rebellion)

Terrorist blow up 50% of your spaceports, outside the sectors loyal to the rebellion

6 months

6thly CIVIL WAR! half your forces are on the enemy side, you are facing a well defended enemy, and they have been saving up for war... and thier demands, usually represented in putting the general/admiral on the throne, change from democrasy to dictatorship, dictatorship to democrasy or sescession of several sectors to thier faction creating thier own empire, losing the war means losing the game, if it is a goverment shift.

more than 50 years of war.

7th uneasy peace, an option is given to have a white peace requested by rebellion, with the sectors that fought for the rebellion gain independance.

if not accepted

10 years and occuring every 10 years after this

riots in sector adds more pop to faction, due to war weariness, sectors may join rebellion

50 more years and every 50 year after that, a new request for peace.


events during the civil war could be.
-new sectors joining or leaving rebellion according to how the war is going and the faction strength of thier own.
-new acts of terrorism on all buildings/stations/ships that destroys them (semi rare, say max 1 per 3 months)
-Defection of scientists and governers military leaders. (very rare, 1 per year max)
-sabotage of ships, transports armies and so forth. (damages them) (semi often 1 per 2 months)
-Assasination of leader. (very rare, 1 per 10 year max)



special mechanics for the civil war.
-Send science ships to patrol systems, to find the hidden navy/stations.
-During civil war, send scientists to root out terrorists in systems.
-Both orders are the ship scanning items in the system, stations planets and so forth.
-Acts of superterrorism to be stopped by varius means (science ship, transports constructor fleet and so forth), such as a neutron bomb of immense size killing 9 pop on a planet, or battleship being blown up, taking other ships with it, Sabotage of all power production on your highest power production planet, if wormhole: destroying all loyalist wormhole generators at once. (these events should be super rare, no more than 1 every 5 years
-Capture the flagship and kill the rebel leader. (if the flagship was builled) happens only once ofcause and will give the ship to player

If you win, 50 years has to pass before it can start over in a new or the same place.

the beauty of the event would be that apart from the first notice that certain sectors are murmering, you have no idea what they are doing unless you keep a close eye on your sectors, then you can prepare accordingly if you know, the fleets and military stations you dont know about unless you spot them when browsing through the sector, which can be hard to do when you have an empire of the huge size that makes overseeing everything easy.

and when the civil war triggers and half your sectors jump away, half your navy is gone so is your extremely good army of genetic soldiers with xenomorphs, you are left with a skeletan force and a armada bearing down on you that is actually stronger than you, but with a huge empire you might be able to pulle through..

Dynamic strength of the end event, and it will be hell for huge empires, giving them a challenge.

Good night and good luck.
 
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