A lack of rebellions

Civil war in Galciv 2 is represented only by the Fundamentalist event and a very, very rare dicontent event that I have only triggered once by setting my morale to 1% to see if it would trigger, wherein the population loss was more damaging then the defections.

I propose that, for each percent under the red numbers of happiness, there is a chance that a planet tile will be disabled with a homegrown spy. When all the tiles are taken up, the planet breaks away or joins an ongoing secession movement. This way, discontent is penalized, civil wars can happen, and espionage and counter-espionage is made more usefull.
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Reply #1 Top
I propose that, for each percent under the red numbers of happiness, there is a chance that a planet tile will be disabled with a homegrown spy.



An interesting idea. However, if you're playing with any skill at all, you won't have planets in the red, except in the most extreme of circumstances. If it happens for long, you've probably lost the game already.

I think this would hurt the AI more than the human player. I've noticed that the AI tends to run its empires with much lower approval ratings than I would naturally be comfortable with. That's why the Information Warfare option is often quite the best choice against the AI.

Reply #2 Top
I propose that, for each percent under the red numbers of happiness, there is a chance that a planet tile will be disabled with a homegrown spy.



An interesting idea. However, if you're playing with any skill at all, you won't have planets in the red, except in the most extreme of circumstances. If it happens for long, you've probably lost the game already.





Perhaps in the early-middle game where you are encouraging population growth, but in the late game, you really don't need approval for anything other than morale bonus and elections
Reply #3 Top
Perhaps in the early-middle game where you are encouraging population growth, but in the late game, you really don't need approval for anything other than morale bonus and elections



OK, but if you're taking planets with any consistency, and if you're moving pop around, you need to keep morale up at 70% or above to keep it growing. Do you have some other system where that's not relevant? If you wait around too long to let your pop grow slowly, then the dates pass quickly and your score drops just as quickly.


Reply #4 Top
Do you have some other system where that's not relevant?


Well, you only need 40% approval to get a population to grow, and actually I believe you really only need 37%. Have I ever mentioned how very exploitable fertility clinics are??

No need to keep morale as high as you suggest... except for the very early game. See here for a more in depth discussion of the current DA situation.

Hope that helps.

Reply #5 Top
Well, you only need 40% approval to get a population to grow, and actually I believe you really only need 37%. Have I ever mentioned how very exploitable fertility clinics are??

No need to keep morale as high as you suggest... except for the very early game. See here for a more in depth discussion of the current DA situation.


I definitely see your point, and I've seen the thread. But on smaller galaxies you often can't get any morale resources, and you often don't have time to research the morale techs, and even to research up to fertility clinic. But if you can do so, I totally agree that it's a viable method. In fact, I've used it where possible.

However, when I am playing a small galaxy where I have to put research into weapons/invasion techs just to survive, I find that keeping morale at 70% is very important to keep those troops ships filled and to ensure that you won't be overwhelmed by invasions.

Since I've read that thread, though, I do keep morale as low as I possibly can. For anyone who hasn't read it, I highly recommend it, as you won't play the game the same way after you do.