Stellaris

Stellaris

Civil Wars
 This topic has been pinned, so it's probably important
MrFunEGUY  [developer] 22 Nov, 2021 @ 8:04am
Features
Completely new mechanics introduced in this mod are Ethic-based Civil Wars and Nationalist uprisings. The mod reworks planetary revolts, and adds in sectoral revolts. The way all of these Civil Wars are handled is through Situations. When a faction is upset, they will begin to radicalize and after 25% of a planet/sector/country is radicalized, they have a chance to revolt.

Vanilla planetary rebellions have been reworked. Now, a planet that is heavy on instability or crime will first spawn a Separatist faction. This faction will then radicalize and attempt to secede if the situation does not improve. Sectors that have 2 or more planets that are upset will force the planetary separatists to disband and rejoin as a sectoral separatist faction. The sector will then attempt to secede if their situation does not improve.

Nationalism is a new mechanic I've implemented into the game. Basically, over time, countries and pops will grow to see territory that has belonged to them for a long time as integral to their country. Pops who are conquered/transferred to new a new owner may still long for their motherland. In that case, they may form a Nationalist faction. Members of Nationalist factions will seek to secede and create new states based on their original homeland. If a country is destroyed, it is possible for nationalist factions to rise up and restore the country. This gets into the Government-in-Exile mechanic.

Countries that lose all their territory are no longer immediately destroyed. Instead, they will form Governments-in-Exile and will attempt to find a country to host them. Host countries can attempt to restore exiled countries via a new CB against nations that hold territory that is seen as integral by the exiled government.

Leaders who start Civil Wars will ask for help from neighbors they border. Neighbors can provide resources, ships, or they can join the way on the side of the rebels. Leaders who lose Civil Wars may also seek refuge in foreign countries. If you accept them, you will gain a Casus Belli to install them as the leader of their old country. Their old country will also gain a Casus Belli to retrieve them.

For most rebellions, there is a small chance that they will instead offer to become your vassal. In this case, they become a new vassal type called a Autonomous State. Autonomous States are almost completely independent of their overlords. They can expand and declare war, and aren't called to their overlord's wars. However, they are also not defended by their overlord. They pay 15% of all their resources (base game, no mod added resources).

Autonomous States can never be integrated.

Civil Wars:

Can occur if your factions get upset. The level of disapproval required to trigger a faction leader to consider rebelling is different for democracies vs non-democracies.

For democracies: Any faction with greater than or equal to 20% support but less or equal to 35% approval.

For non-democracies: Any faction with greater than or equal to 15% support but less or equal to 40% approval.

Civil Wars can take one sector or multiple. Its possible for a Civil War to spawn more than 1 revolutionary state, if rebelling sectors are disconnected from each other.

In a Civil War, the rebels will commandeer some of your fleet to create their own fleet. They will commandeer a percentage of your fleet approximately equal to their faction support level. For wars with Disinherited Heirs and Succession Crises, the fleets will be based on the amount of population that can serve in the military (that can take the soldier job).

Additionally, armies will spawn on the rebelling planets. The amount of armies will be tied directly to how many pops on that planet are a part of the rebelling faction.

When an Admiral rebels and he is in charge of a fleet, he will take control of that entire fleet. This makes Admiral rebellions particularly dangerous.

For ethics-based Situations, pops will not begin to radicalize until the situation has gotten to the second stage at 30 progress. They will then begin to radicalize and cost upkeep. However, a rebellion will not be possible until the situation has reached its third and final stage. Progress on the situation will stop at the third stage and a rebellion may occur at any time.

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Nationalism:

Whenever pops get conquered (if their nation is either a) an original nation or b) over 30 years old), they have a chance to become nationalist. The more integral the territory that was conquered was to the conquered nation, the more likely they will be to become nationalists.

Pops with over 70 happiness will not join nationalist factions. Additionally, every year there is a 60% chance that pops with over 65 happiness will stop being nationalist, and never become nationalist again.

Basically, make your pops happy. It's supposed to be difficult, though. And yes, purging is a very valid option as it has unfortunately been historically for ethnic minorities. I will be looking into more ways to deal with nationalism.

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Planetary Rebellions:

Can occur once a Planetary Separatist factions appears on a planet and begins to radicalize. This occurs if there is high instability OR crime. This makes crime more important.

If the Separatists on a planet revolt, their armies will appear on the planet and attempt to seize it. You can counter this with defense or assault armies on the planet. The amount of armies will be tied directly to the planet's population. If the separatists successfully take the planet they will seize the system and also spawn a small fleet based on their population. They will also seize any unoccupied neighboring systems that have no military fleets in them.

A rebellion cannot occur on the same planet within 5 years. That means either 5 years from when they fail to take the planet, or 5 years from when you recapture the planet in the war.

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Slave Revolts:

A planet with less than 25 stability that has greater than 45% of its population both enslaved and with less than 60 happiness will begin to experience slave unrest. The slave revolt situation will then begin. Slaves have the chance to revolt when the situation reaches the third stage.

The situation can be aborted if the planet gets at least 60 stability, or if the percentage of the planet that is enslaved and has happiness below 60 drops below 25 percent.

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Disinherited Heirs:

Disinheriting your heir (made mostly possible with my Useful Heirs mod) now comes with potential repercussions. Disinherited heirs may either bide their time and wait until the old ruler dies to try to make their move, or they can act sooner (within a few years). They may also seek refuge in a foreign nation. In this case, the foreign nation will be able to employ the heir as a leader, and gain a CB to install them on the throne of their home country.

Heirs can either seize 1 planet (which can be defeated with defense armies like a normal Planetary Rebellion), 1 sector, or multiple sectors.

Even if you don't have my Useful Heirs mod, changing your government type away from Imperial (or any other modded government that uses Heirs, like my Private Corporate authority in More Authorities) still counts as disinheriting the heir, and can result in consequences. From the Heir's perspective, what's the difference?

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Election Disputes:

Can occur if the party that wins the election (or selection, for non-democracies) is not the party that has the most support. In this case, the party with the most support will challenge the results. This has a few options, but can lead to a Civil War.

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Succession Conflicts can occur if you have more than one sector. They can occur either when an Imperial ruler dies without an Heir. Upon ascending to the throne, there are 3 things that can happen. The first and most unlikely option is that a sector doesn't rebel. The second option is that the Governor of the rebelling sector will set up their own new independent empire (claiming that they owe no fealty to a false monarch). The third option is that a dynasty member will take control of the rebelling sector. If a this happens, the dynasty member will claim that they are the rightful heir to the throne and engage in a total war with you, as well as all the other rebel sectors (who they view as their rightful vassals). In the case of a status quo, the rebelling sector empire will change their name.

I'll definitely be looking for feedback on these.

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Sector Modifiers:

Planets will have a modifier applied to them indicating whether they belong to a Frontier, Integrated, or Fundamental sector, and will give modifiers for each. Sectors transition from Frontier to Integrated to Fundamental over time (anywhere from 45 to 100 years to go from Frontier to Fundamental). Fundamental sectors are likely to produce more nationalists when being conquered than Integrated Sectors, and same for Integrated to Frontier.

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At the end of some of these wars, the treasonous leader has a percent chance to die, be captured, or flee.

Captured leader options are all just flavor, except banishment, which is basically equivalent to fleeing.

If a leader flees (or is banished) they will attempt to seek employment in a foreign nation. If a nation takes them in, that nation will gain a Casus Belli to install them as the leader of their home nation. They will also gain some intel on the home nation. The home nation will also gain a Casus Belli to retrieve the traitor.

This means that Civil Wars pose dangers beyond just the war, if the leader escapes. Another country might go to war with you to install them (which has no practical negatives for you, but if they have claims on you that's not good). Conversely, it presents you with opportunities to harm your enemies, or to make friends, if you manage to acquire a leader of theirs. Installing a leader will give that country +500 opinion with the country that installed them, for the duration of the installed leader's life.
Last edited by MrFunEGUY; 20 Oct, 2023 @ 3:49pm