Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Would love to have both unions and radical factions propping up rebellions.
Also, if you are still developing this, I'm eager for the possibility of AI banning unions/strikes (and failing if they are too strong or adding a penalty to stability) or a slave rights/abolitionist faction that contains either slaves or both slaves and allies, which would be cool aswell.
If you need ideas for nerfing robots I would suggest either tying it to the already existing union dynamics (with either anti-robot strikes or AI rights strikes, depending on the tech level), which I believe is easier and preferable/realistic, or having a roboticist faction based on both roboticist and robot pop dynamics (specialist pop's might want to protect their interests as well).
@telaburke The AI has to deal with this. It shouldn't have too many problems though, since these factions are happy if you're properly roleplaying, which the AI should be.
They should adapt it to base game.
Well, I wish you the best with this mod, I'm going to test it now on multi with some friends,
and if powerful rebellions did not work well for you, maybe you have to add those rebellions as something integrated in this mod :)
(I was not too convinced either, only the AI had problems)
I'll come back here if something is generated to report :P
I aim to make mods mesh well with each other instead of putting a lot of functionality into a single one though, so you can pick and choose.
If there's no good option I'll make a second that makes rebellions more dangerous.
Potent rebellions is quite interesting, but doesn't aim for declaring independency too much. In fact, no matter how much riots I had, not a single planet broke away out of my empire.
There are others that might be interesting, but I thought you might want to include such a mechanism into your mod with a given percentage.
Potent rebellions might be an interesting mod to try in combination with this, though I haven't done so yet: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1112740619
Does this union also declare or lead to independency of planets/clusters at some point of unhappiness?