Civil Wars
Civil Wars
Civil Wars:
So you thought you could just build a galaxy-spanning empire and never have to worry about internal strife? Wrong.
This mod makes it so that certain governors, admirals, and planets will try to rebel against your authority. You can choose to let them go, or engage in a civil war.
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About:
There are three types of rebellions in this mod: Civil Wars, Admiral Rebellions, and Planetary Rebellions.
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Civil Wars and Admiral Rebellions can occur with any faction leader who is a Governor or an Admiral of a faction with with greater than 15% support but less or equal to 40% approval.
When Governors start a civil war, they will declare their sector independent and gain any planets (except the Empire capital) or systems in that sector as part of their new country.
When Admirals rebel, they create a new country out of their fleet. They will lose a third of the fleet in the struggle to take control.
In the case of a Governor rebelling, you could lose almost your entire economy if the sector was important enough. If you doomstack and your Admiral rebels, you could lose your entire fleet.
You need to pay attention to factions, their leaders, and their approval now!
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Planetary Rebellions can occur if a planet with at least 20 pops meets any of the following criteria:
– Planetary Stability is below or equal to 20 percent.
– Planetary Happiness is below or equal to 20 percent.
– Planetary Stability and Planetary Happiness are both below or equal to 25 percent.
So there are 3 types of planets that can rebel: planets that are really unstable, planets that are really unhappy, or planets that are pretty unstable and unhappy.
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Civil Wars can also occur if a Governor has any of the following if they have any of the following traits:
– Corrupt
– Righteous
– Army Veteran
– Retired Fleet Officer
– Iron Fist
Reasoning:
– Corrupt – Anything that they can do to advance their personal interests, they will.
– Righteous – They feel they can do a better job governing and administering the law than you can.
– Army Veteran and Retired Fleet Officer – They’ve built up enough military connections throughout the years to make independence viable to achieve.
– Iron Fist – Personal slaves placed in important positions made seizing power possible.
Besides Corrupt, there is only a 1% chance every decade of a Governor with any of these traits rebelling. However, I know many people still don’t like this aspect of the mod, and I am looking into making trait triggers be more interactive with events. Look for that in the future.
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Chance of Occurring:
– No wars from this mod can occur in the first 10 years.
– Every 2 years, if you (or the AI) have a Governor that is corrupt or the leader of an unhappy faction, there is a 10% chance that they will try to rebel.
– Every 2 years, if you (or the AI) have an Admiral that is the leader of an unhappy faction, there is a 10% chance that they will try to rebel.
– Every decade, if you (or the AI) have a Governor that has one of the other traits, there is a 1% chance that they will try to rebel.
– Every 5 years, if you (or the AI) have any planets that meet the criteria, there is a 20% chance that they will try to rebel.
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Notes:
– This is an alpha release, and the reasoning and triggers are likely to change in the future to be more refined and make more sense.
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– This mod is compatible with (I use the Redux version by LordOfLA), but the rebel empire will never be the new direct democracy empire type. The reason for this is because I have my own mod More Authorities that adds more authorities, and that mod requires Ethics and Civics Alternative. I will make a patch for my More Authorities mod and this mod, and that patch will allow rebel empires to become the authority type added by ECA, as well as my authority types.
– I’m not going to make a separate patches for ECA and More Authorities, so if you want the additional ECA authority type, you need to use More Authorities. The mod will work fine without any patch if you use just use ECA.
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Civil Wars and Planetary Rebellions are total wars, meaning that any fully occupied territory immediately switches sides, and the only peace deal possible is status quo.
Admiral Rebellions are also total wars, but the Admiral has the option to surrender. In this case, any territory gained by the admiral will be ceded to the mother country and the original fleet will be returned.
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Your empire capital will never rebel under any circumstances. In the event that your core sector governor rebels, your capital system and planet will be unaffected.
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– The AI will never surrender their planet or sector, and will always engage in war.
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– For now, subjects and Hive Minds cannot have Civil Wars, Admiral Rebellion, or Planetary Rebellions.
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The Future:
– In the future, I want to add more as may varied ways for planets and sectors to rebel as I can.
– In 3.0, possibly using espionage to instigate Civil Wars in other countries.
– I also want to look into the feasibility of having subject empires have rebellions. I think it may be possible.
– I may also have rebellions for Hive Minds, but I’m less sure on this one. Just don’t know how much sense it would really make.
– I’m open to suggestions and feedback.
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Patches:
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Load Order and Compatibility:
– Load Order shouldn’t matter, as this mod doesn’t overwrite any vanilla files.
– Governors who are a part of the new factions added by Ethics and Civics Alternative function normally and will be able to rebel.
– Governors who are part of the new extremist factions added by AlphaAsh’s Divided Loyalties function normally and will be able to rebel.
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Credits:
Huge amount of credit to mr_trousers, creator of the Interstellar Incorporated mod. He helped me a ton on the Stellaris Modding Den Discord.
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Some Other Mods I’ve Made/Updated:
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