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I'll add this to the to-do. I'll also add an feature for recently conquered planets.
I know that you can use the "Sow Unrest" Decision, but when my planet is neighboring a enemy empire, it says no targets available.
-a situation where a rapidly expanding paramilitary organisation fighting the rebels is growing more and more dissatisfied with the government's negligence when it comes to providing stability. They could begin to tackle both the rebel groups and the governmentin an attempt of a coup - it would be a fun way to change your ethics to militaristic
- another interesting thing could be rebels stealing a colony ship, similar to ideological dissents in the Fatherland mod
Let me know if I've been of any help
Sorry I didn't respond so long, I was busy
I must say that I have never created any mod myself, so I don't have experience with creating any mechanics, but I can say what I think would be fun.
Firstly, maybe make the rebels boost the crime rate significantly and lower stability, similar to criminal syndicate branch office jobs. This will be an incentive for converting the pops to player's ethics and building crime reducing buildings (e.g precint halls).
Another interesting spin on that idea would be events that engage the player. I can think of a few off the top of my head:
- periodic terrorist attacks until you dismantle the rebel organisations (pops killed, leader killed, buildings/districts damaged like during orbital bombardment, sabotage of a space station)
- pops shifting to rebel's ethics, causing more danger to the government over time with increased unrest
However, only today have I seen the Rebels job on my homeworld when starting a new campaign. I think it's a cool concept, but I can't see any option in the planetary decisions about rooting them out, there is no ongoing situation either. Is that supposed to be that way, or is it some issue with other mods I have?
thanks
Thank you for quick patch.
To be honest, I feel current Rebel job slots (10 or 20% of all pops will produce nothing) is very large. But it is (very) hard mode so I can play with default mode.
Hello, I found an issue about Rebel job.
This job add 0.025 Rebel job slot per pop. So on planets with 40 Pops, each Rebel pop add 1 Rebel job slot It means, Rebel job slots continue to expand as long as there are any Rebel candidate.
Can you fix it? Thank you in advance.
@Archon Sol: interesting, do you happen to have any idea how I calculate this value?
https://sp.zhabite.com/sharedfiles/filedetails/?id=1570167762&searchtext=Potent+rebellions
@pablo gonzalez: no
@Zendir Heartfire: ty, it is my pleasure.