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Star Trek Fan Games - View topic - Rebellions in Supremacy
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 Rebellions in Supremacy 
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Crazed Emissary of the Photoshop
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It would be great if there was a way to implement "rebellions". eg. You are playing as Federation, suddenly you get a report that you lost contact with some of your colonies. You send a ship to investigate and you are attacked by your own ships that you have dicomissioned. You win or lose that battle and the next thing you know there is a report that some of your colonies have left the Federation and formed a new group called "The Maquis", they will either attack you or some other empire, if they attack some other empire the relationship with that empire will suffer.

The Federaton would have "The Maquis", Romulans - "The Reman Rebellion", Dominion - "Renagade Jem'Hadar", Klingons - One of the conqured species, or the Duras sisters, Cardassians - "?"....

Hope you get my meaning.


13 Oct 2009, 16:19
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13 Oct 2009, 18:40
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LOL, I've actually read those but it probably slipped from my eye. :redface:
Nice to hear it, but it would really be cool if they commited some hostile acts against someone.
Perhaps it could be both, two different events, hostile and peacefull groups.


13 Oct 2009, 19:38
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If they're independent, then the AI will control them. So it's anyone's guess how they will respond to diplomacy...or a full spread of plasma torpedoes. :romulan:

I suppose if the system has access to Dilithium, they should be able to build their own fleets. Just imagine going up against a fleet of your own ships... :shocked:


13 Oct 2009, 22:40
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Implementing rebellions that end in independence for a colony would require dynamically creating new empires during the game, which (among many other things) means coming up with meaningful names for those civilizations. Then there's more complicated issues to consider, like differences in diplomacy mechanics based on whether or not an empire is an offchute from your own, and what (if any) ships the colony will take with them. It's certainly possible to come up with a workable set of rules for such a feature, but it's a hard sell considering that the implementation cost likely outweighs the gameplay value.

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13 Nov 2009, 22:43
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In the original BOTF, the rebellion was the cause of the collapse of morale in below average and a colony could be lost with this kind of picture:


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Rebellion 2.PNG
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Rebellion 1.PNG
Rebellion 1.PNG [ 165.31 KiB | Viewed 21880 times ]

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23 Nov 2009, 12:33
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So it is harder than just reestablishing the minor race under the AI?
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23 Nov 2009, 13:53
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In fact, if we want to regain lost planet, we must colonize it.

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23 Nov 2009, 14:12
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23 Nov 2009, 18:24
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Crazed Emissary of the Photoshop
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But could they join a minor race or other empire, would you be willing to do that?


23 Nov 2009, 19:59
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AK 47
Make it simple - make it work.
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23 Nov 2009, 21:48
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23 Nov 2009, 22:08
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Actually for me rebellion in old botf (klingon rebelled governors) was a cool thing, i don't know from programming aspect but i would like to see that feature in the game. I mean rebellion of native systems. I can create few emblems for rebels and for naming there is an easy solution, if tau prime system is rebelled the new civilization should be called tau prime humans, tau prime klingons etc. :winkthumb:

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25 Nov 2009, 02:46
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25 Nov 2009, 07:34
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25 Nov 2009, 12:39
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26 Nov 2009, 02:06
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26 Nov 2009, 08:17
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26 Nov 2009, 15:10
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I propose an add to these texts:

Splinter colonies
A system breaks away from your Empire. You can regain control by either subjugating it or through diplomacy. Other Empires can also gain control of it in the same way, so you'll have to establish Diplomatic relations quickly!
The Planetary System of _____ has declared independence from the Federation. All system-related assets have been frozen. The new government has not committed any acts of aggression and is allowing a peaceful evacuation of all Star Fleet personnel and equipment, and Federation citizens. The administrator of the colony passed in court-martial.
The great Klingon Warlord has taken control of the _____ system and has executed the predecessor who ruled this system, and has proclaimed the system as his own. Whilst he was a great Klingon warrior, such an act is threatening to tear the Empire apart, and he is no longer welcome in the Empire. This is as much a failure of the Empire, as it is for Klingon Intelligence. Loyalty throughout the Empire is at a record low.
R* (in BOTF1, the expression was: The Commandant has been imprisoned) (Suggestion: The Sub-Commander has been imprisoned)
C* (in BOTF1, the expression was: The Prefect fled)
A Vorta Commander was newly placed at the head of the _____ system. His predecessor was defective. He killed his advisors and mortally wounded his Founder overlord, taking command of the system and the Jem'Hadar stationed there. But do not worry; we just learned that the Vorta activated his implant and committed suicide.

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05 May 2010, 12:53
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If a joined or subjugated minor breaks free from your empire, how will their (new) tech level be handled? Will they retain the empire's tech, or will they revert back to their original (before joining/being subjugated)?
The former makes this a dangerous thing (though they'll still only be able to build their own ships again - with the new infrastructure though).
The latter means they lose a bunch of research while being part of an empire, and getting them back shouldn't be too hard.

On a side note, if you subjugate a system from another empire, and then that empire tries to conquer it back, won't the population (which is from that empire's race) be fighting their own kind?


09 Aug 2010, 18:38
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Subjugated systems wouldn't have much knowledge of the subjugating empire's technology--they'd simply be told what to build (i.e. given replicator patterns). If they rebel, I see no reason why they should gain any of their oppressors' technology.

The issue is less cut-and-dry for member races. As it stands, their tech levels would return to what they were prior to the membership agreement. However, if their tech levels are, say, Level 6, and one of their systems has Level 9 facilities, then they would be able to build additional Level 9 facilities in that system (as long as any exist). You can always build additional instances of facilities that already exist in a system.

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09 Aug 2010, 20:28
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The only way I can see to get around this problem is to have them auto-scrap tech they shouldn't have. But can this be programmed?


09 Aug 2010, 20:32
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09 Aug 2010, 21:14
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09 Aug 2010, 22:39
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09 Aug 2010, 23:01
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09 Aug 2010, 23:03
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Yeah, I was really just pointing out how minors are a can of worms when implemented like majors.


10 Aug 2010, 00:53
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10 Aug 2010, 06:08
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Yup.

A couple of alternatives, which can be used together or seperately:

1) Once membered/subjugated, minors can't break away from the empire. Period.

2) Each minor has a set tech level (from the beginning). They wouldn't research at all, so they can't go up in tech level.
An empire would only be able to member a minor of an equal or lower tech level (empire's average most likely).
A subjugated minor of higher tech level would not be able to build anything of a tech level higher than the empire's.


It's not perfect, but it could mitigate some of the problems. The system management AI for minors would have to take some things into consideration, like not assigning pop to research, not building labs, only building minimal facilities.
With the era based tech matrix, tech levels shouldn't be hard to sort; with a techtree though, it could be not so easy.


11 Aug 2010, 10:43
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