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Coups - 5/28/2013 7:27:03 PM   
Hideous42

 

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Im playing as human monarchy. I have coups all the time. Anything I can do to prevent them or limit their chance?
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RE: Coups - 5/28/2013 8:12:27 PM   
Speeder

 

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I too wish this was modable, but it is not :(

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RE: Coups - 5/29/2013 12:32:45 AM   
Hideous42

 

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I take it there is no way to prevent the random coups then.

And I guess I should rename the thread to random newbie questions, but I am wondering why my fleets arent refuelling in my space station. Ive given them the command which they cancel automatically but hardly any ships gets refuelled. If I give them the order to refuel at nearest refuelling point they go miles away to refuel. I am guessing the space station doesnt have enough fuel but I have no idea how to get more juice there.

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RE: Coups - 5/29/2013 6:48:35 AM   
sanderz

 

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Any one know if the coups are indeed random? Or is there some link to your VP score (or something else) where the AI judges your leader is not performing well enough which results in a coup?

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RE: Coups - 5/29/2013 7:11:03 AM   
shinobu


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This is a gut feeling based on my experiences, but in my games, it seems like all the coup activity comes from the governors of my home planet. If I have a good ruler, I never let anyone be a governor of my home planet- your just asking for it. Ship governors off to other colony worlds if you have them.

Again, that's just from my experiences...

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RE: Coups - 5/29/2013 12:21:33 PM   
BigWolfChris


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I've seen them come from Scientists as well that weren't at my homeworld

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RE: Coups - 5/29/2013 7:29:02 PM   
Cjuero2011


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Could it be linked to population happiness (eg: high tax rates causing planets to be edgy, a governor/scientist/etc decides enough is enough and throws a coup). I have played for many in game years as a Monarchy and never had a coup attempt - of course I manage planetary taxes by myself to keep everyone happy (the auto manage is kind of greedy, setting a 30% tax rate on a developed world might seem nice but can lead to unhappy people), micro managing the taxes keeps my people happy and I still maintain a positive income (unless I start crash building war ships to defend myself or teach a neighbor a lesson).

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RE: Coups - 5/29/2013 7:49:32 PM   
Bingeling

 

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quote:

ORIGINAL: BigWolf

I've seen them come from Scientists as well that weren't at my homeworld

It may be something I imagine, but I think I have seen that various governments have different kinds of characters taking power.

Technocracy has scientists, pirates have ship captains.

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RE: Coups - 5/29/2013 7:53:16 PM   
BigWolfChris


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quote:

ORIGINAL: Cjuero2011

Could it be linked to population happiness (eg: high tax rates causing planets to be edgy, a governor/scientist/etc decides enough is enough and throws a coup). I have played for many in game years as a Monarchy and never had a coup attempt - of course I manage planetary taxes by myself to keep everyone happy (the auto manage is kind of greedy, setting a 30% tax rate on a developed world might seem nice but can lead to unhappy people), micro managing the taxes keeps my people happy and I still maintain a positive income (unless I start crash building war ships to defend myself or teach a neighbor a lesson).


I did at first think this, but, I've got my planets really happy with me and still seen it happen
Got a sneaking suspicion that its an enforced random thing to prevent keeping the same leaders for Empires whose government/races mean new leaders rarely or never change on a cycle (eg. elections)

Edit: But

quote:

ORIGINAL: Bingeling

quote:

ORIGINAL: BigWolf

I've seen them come from Scientists as well that weren't at my homeworld

It may be something I imagine, but I think I have seen that various governments have different kinds of characters taking power.

Technocracy has scientists, pirates have ship captains.


This is a good thought actually, since I use the Technocracy government myself

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RE: Coups - 5/30/2013 2:22:46 AM   
Zangi

 

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'random character appearance chance: Minimum=0, Normal=1.0, Maximum=3.0
CharacterRandomAppearanceChanceLeader		;1.0

Maybe?

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Post #: 10
RE: Coups - 5/30/2013 5:38:38 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
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quote:

ORIGINAL: BigWolf

quote:

ORIGINAL: Cjuero2011

Could it be linked to population happiness (eg: high tax rates causing planets to be edgy, a governor/scientist/etc decides enough is enough and throws a coup). I have played for many in game years as a Monarchy and never had a coup attempt - of course I manage planetary taxes by myself to keep everyone happy (the auto manage is kind of greedy, setting a 30% tax rate on a developed world might seem nice but can lead to unhappy people), micro managing the taxes keeps my people happy and I still maintain a positive income (unless I start crash building war ships to defend myself or teach a neighbor a lesson).


I did at first think this, but, I've got my planets really happy with me and still seen it happen
Got a sneaking suspicion that its an enforced random thing to prevent keeping the same leaders for Empires whose government/races mean new leaders rarely or never change on a cycle (eg. elections)

Edit: But

quote:

ORIGINAL: Bingeling

quote:

ORIGINAL: BigWolf

I've seen them come from Scientists as well that weren't at my homeworld

It may be something I imagine, but I think I have seen that various governments have different kinds of characters taking power.

Technocracy has scientists, pirates have ship captains.


This is a good thought actually, since I use the Technocracy government myself

Most of this is correct. I've spent a bit of time creating and tweaking characters in the game both
through testing and assisting others in their mod creations. This is basically how it all
works.

Governments with elected leaders (Democracy, Mercantile Guild, Republic, Utopian Paradise, Way of the Ancients) have a small chance each year to generate a new leader that replaces the current leader in an election. More advanced leaders have a smaller chance of being replaced. The happiness and income of the faction also affects the chance of a new leader, so a less happy, war-weary populace with negative income is far more likely to lead to a change of government. For Mercantile Guild, income is the most important influence on the probability of a new Leader being elected, for Utopian Paradise, happiness is the main influence.

When an elected government changes leaders, there is a significant temporary boost in happiness and a reduction in the war weariness level (if any) though these will return to their previous levels over time, if everything else remains the same. Elected governments immediately replace a leader that is lost or retires without any disruption. Unelected governments that lose a leader gain a replacement immediately, but also suffer a period of disruption. The disruption makes revolting systems and civil war more likely, as if the government type were changing each year, though not quite as severe. As long as the disruption continues, there is also a chance that the leader may change again.

Way of Darkness has the highest chance of minimizing this period of disruption, followed by Monarchy, Technocracy and Corporate Nationalism. Feudalism and Military Dictatorship are more likely to have a longer period of disruption. Governments that do not have elected leaders (Despotism, Feudalism, Hive Mind, Military Dictatorship, Monarchy, Technocracy, Corporate Nationalism, Way of Darkness) normally get to keep their leader until the leader is removed by events or is otherwise eliminated. However, there is a chance of a change of leader (much smaller than that of elected governments) based on certain factors.

For Despotism, there is always a small chance of a revolt leading to an overthrow of the despot. This revolt can result in a new Despot or a new type of government. Very low happiness, low military power and low espionage can all increase this chance. Despotism has the advantage that new leaders under Despotism start out with extra advancements when compared to other government types, due to the “survival of the fittest” ideology.

For Feudalism, Monarchy and Corporate Nationalism, the more colony governors there are, the greater the chance of a change in Leader, though the chance should still be very small compared to elected governments. If there is a leadership change, a colony governor is removed and becomes the new Leader, with the same name and new skills and traits (which may be influenced by the skills and traits the character had as a governor).

For Hive Mind, the larger the overall population, the longer the period of disruption. The chance of spontaneous government change for Hive Mind is the smallest of all the unelected government types.

For Military Dictatorship, the number of generals and fleet admirals increases the chance of a change in leader. Similar to Feudalism, if there is a change, a general or fleet admiral is removed and becomes the new leader.

For Technocracy, similar to Feudalism but with Scientists as the key influence.

@Zangi, that is an area in the race file where you can change/adjust the appearance/retention rate
of the different character types when modding. If the variables are changed here, then of course it
will affect what was aforementioned. Hope this helps clear things up!


< Message edited by ehsumrell1 -- 5/30/2013 11:56:05 AM >


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RE: Coups - 5/30/2013 8:15:26 AM   
lancer

 

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G'day ehsumrell1,

Thanks for the information. Very useful.

Cheers,
Lancer

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Post #: 12
RE: Coups - 5/30/2013 12:57:42 PM   
Gareth_Bryne


Posts: 232
Joined: 5/16/2010
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Good job, ehsumrell1!! I submit a vote for stickying this, either here or in the war room!

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Post #: 13
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