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Home » Stars! 2.6/7 » The Bar » Game Idea: Empire Builders
Re: Game Idea: Empire Builders Thu, 06 July 2006 02:39 Go to previous messageGo to previous message
Marduk is currently offline Marduk

 
Ensign

Messages: 345
Registered: January 2003
Location: Dayton, OH
Note: the following ideas are all probably unworkable, and there is no need to say so. These couldn't really be done on Autohost. And obviously you would have to disallow ship transfers to the empire from their new minions, or rebellion is nearly meaningless. I'm tossing these ideas out in hopes of sparking other ideas or getting someone to pound them into a usable shape.

1) Allow the empire to submit turns for the race, with a random chance each turn (say 50% at first, falling each year) of giving an enemy three or four minutes to make changes prior to turn generation.

2) Assign a chance (perhaps 10%) each year that a system will rebel. If one does, it must be one that has a fleet presence, and that fleet must be stronger than any garrison of the empire that may be present. If all systems in the conquered nation are inelligible, the rebellion does not happen that year after all. Otherwise, the rebel system is chosen at random from those that qualify. Once a system does rebel, each year another random system from those that meet the rebellion criteria will automatically rebel, until the entire rebellion is put down (all substantial rebel fleets destroyed).

Systems in rebellion produce more ships for the rebel fleets, and set the gates to disallow imperial fleets from gating in (imperial orders get changed so would-be gaters remain stationary). Any fleets of the conquered race still under the control of the empire serve loyally (follow orders) if outgunned by imperial fleets in the same location, otherwise they often remain stationary (a 25% or 50% chance to do so, determined for each fleet). Rebellion tends to be contagious, so 'loyal' fleets will happily join the rebels in blasting away at the imperial scum. Sending potential rebels far away from rebel systems is highly recommended.

Any 'loyal' system visited by a rebel fleet rebels if it begins the turn with more rebel force in orbit than there is imperial force. Rebel systems are pacified if they begin two consecutive turns with a superior imperial force in orbit. Unarmed rebel ships with no armed rebel escort revert to imperial control immediately.

Such a rebellion would have to be run fairly, with fleet spliting only done for tactical reasons. In other words, no splitting off a couple dozen individual chaff to visit every conquered world in hopes of instantly triggering a massive rebellion. If the empire left a highly fragmented fleet lying around, that's different... they set themselves up for it. This really seems to be a good bet for a host function. It makes sense that the rebels would have fairly up-to-date information on the empire, justifying the host sending ships to take advantage of known imperial weaknesses.

To prevent a rebellion, garrison and keep conquered race fleets both guarded and away from their own systems as much as possible. You should reduce the rebellion chance over time, as the conquered race assimilates into imperial society. Perhaps the annual percentage chance of a rebellion could revert to 10% in the event of a sucessful rebellion lasting at least a certain length of time. (One or two turn rebellions serve better as object lessions rather than inspirations.)

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