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Rebellions on conquered homeworlds
Posted: Wed Feb 17, 2016 12:16 pm
by Remigius
So I recently invaded an enemys homeworld with about twice the power of the defenders. So far so good, thought it took quite a while to wittle them down.
But after the initial conquest, they rebelled at least three times in a row, each time spawning ca. 20 troops(more than they initially had there). Naturally, they wittled down my troops, who were outnumbered.
As taxes are set to zero automaticly, what else can I do, to reduce the number ov rebellions until they accept my rule? Should i immediatly build a medrecreation base?
Are this many rebellions the norm?(they did not naturally dislike me)How many more troops do I have to come up with? Do I really have to go with 70+ troops for invading a 16billion planet, which has less than 20 troops at the beginning and mostly for the following rebellions??
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 17, 2016 1:19 pm
by Retreat1970
Homeworld, I go minimum 3:1. Possibly more depending on the race I'm fighting.
Do I really have to go with 70+ troops for invading a 16billion planet, which has less than 20 troops at the beginning and mostly for the following rebellions??
You kinda answered your own question.
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 17, 2016 1:40 pm
by Bingeling
And add to that: Are you sure taxes are automatically set to zero? Do you run automatic taxes?
Last time I checked (which is quite some time ago), taxes are inherited after conquest. Which is instant rebellion on the "main race" colonies of your enemy, since they were nice and happy and probably had 30-35% tax. Rebellion is almost instant when that is inherited after conquest.
With automated taxes, the AI is quick enough to avoid rebellion.
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 17, 2016 3:16 pm
by Retreat1970
Don't forget, depending on the conquered race, you can have a huge "angry at the recent conquest" negative modifier. A med/rec isn't going to help much. The only thing that helps is time. As Bingeling says, make sure taxes are 0, and make sure you invade with enough to begin with to handle uprisings.
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 17, 2016 5:31 pm
by Hattori Hanzo
the secret with Rebels is always: more troops, more troops.. !!!
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 17, 2016 5:56 pm
by ASHBERY76
Working as designed.Yeah its tough keeping the peace on a homeworld with billions if angry aliens.
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 17, 2016 7:28 pm
by Remigius
Taxes are set on manually, I am not sure, but as the capital world, it should have had high taxes while under the former rulers.
What took me by surprise is the number of troops raised on each rebellion.
Do I incurr a reputation penality for bombarding a race with diabolical reputation? Would be nice if i could bomb these guys into oblivion while maintaining a good rep.
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 17, 2016 7:49 pm
by Retreat1970
Do I incurr a reputation penality for bombarding a race with diabolical reputation?
Yes.
RE: Rebellions on conquered homeworlds
Posted: Thu Feb 18, 2016 5:20 am
by Bingeling
With manual taxes, I know of no other option than to have the habit of immediately pausing and diving into the colony screen once you see the colony takeover popup. The tax must go down.
It is one main reason why I like automated taxes...
RE: Rebellions on conquered homeworlds
Posted: Sat Feb 20, 2016 7:00 pm
by amariah
I have found having ships in orbit also helps.
RE: Rebellions on conquered homeworlds
Posted: Sat Feb 20, 2016 7:14 pm
by Hattori Hanzo
very interesting, I will give it a try [:)]
RE: Rebellions on conquered homeworlds
Posted: Sat Feb 20, 2016 7:57 pm
by Bingeling
Pay attention to the modifiers during battle. Space control, armored breakthrough. That kind of stuff.
RE: Rebellions on conquered homeworlds
Posted: Tue Feb 23, 2016 7:08 pm
by SirHoraceHarkness
My typical invasion fleet has ~2000k of mixed troops. They can rebel all they want after I smash their puny defenses but nothing is getting past that wall o guns. Afterwards when the happy modifier improves to the point they stop firebombing and rioting I scoop them up to nab the next world on the list.
RE: Rebellions on conquered homeworlds
Posted: Tue Feb 23, 2016 7:21 pm
by Blabsawaw22
ORIGINAL: SirHoraceHarkness
My typical invasion fleet has ~2000k of mixed troops. They can rebel all they want after I smash their puny defenses but nothing is getting past that wall o guns. Afterwards when the happy modifier improves to the point they stop firebombing and rioting I scoop them up to nab the next world on the list.
This has been my solution since the beginning of playing the game.. I actually don't know why nobody said that already.. ??
RE: Rebellions on conquered homeworlds
Posted: Tue Feb 23, 2016 8:02 pm
by Remigius
Well, i was no where able to amass that many troops, it was early in a game, perhaps to early for a homeworld invasion.
Some other things came up recently, if you dont mind.
Do the non diplomatic skills from an ambassador benefit the foreign world, or are they even restricted from affecting anything else?
After 5,5 years, i have 7% of the research compared to the leading ai. I dont want to pry on them with the editor, but even very good scientists shouldnt have evolved that far during that time. Even after crash research and their research perhaps being cheaper than mine(due to playing on hard), it seems odd. How do they do that?
RE: Rebellions on conquered homeworlds
Posted: Tue Feb 23, 2016 8:35 pm
by Blabsawaw22
ORIGINAL: Remigius
Well, i was no where able to amass that many troops, it was early in a game, perhaps to early for a homeworld invasion.
Some other things came up recently, if you dont mind.
well then there is your answer right there!
If you aren't ready to amass many troops (it doesn't have to be frickin 2000, it can be 70..)
then Why are you attacking so many colonies?
You can play the game however you want. Thats the good part, but if you see they are just rebelling and you don't have enough troops left over to fight them, then ??? do I really need to type this one out? hehe
RE: Rebellions on conquered homeworlds
Posted: Tue Feb 23, 2016 8:58 pm
by HerpInYourDerp
ORIGINAL: Remigius
Well, i was no where able to amass that many troops, it was early in a game, perhaps to early for a homeworld invasion.
Some other things came up recently, if you dont mind.
Do the non diplomatic skills from an ambassador benefit the foreign world, or are they even restricted from affecting anything else?
After 5,5 years, i have 7% of the research compared to the leading ai. I dont want to pry on them with the editor, but even very good scientists shouldnt have evolved that far during that time. Even after crash research and their research perhaps being cheaper than mine(due to playing on hard), it seems odd. How do they do that?
AI race may also have innate research bonus (or have a starter scientist/leader with +%research stats) or even might have built a research base on a +% planet/moon.
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 24, 2016 4:33 am
by Bingeling
ORIGINAL: Remigius
Well, i was no where able to amass that many troops, it was early in a game, perhaps to early for a homeworld invasion.
Some other things came up recently, if you dont mind.
Do the non diplomatic skills from an ambassador benefit the foreign world, or are they even restricted from affecting anything else?
After 5,5 years, i have 7% of the research compared to the leading ai. I dont want to pry on them with the editor, but even very good scientists shouldnt have evolved that far during that time. Even after crash research and their research perhaps being cheaper than mine(due to playing on hard), it seems odd. How do they do that?
Do you have enough research labs to cover the research potential? If you have a AI designed small spaceport and no additional research stations you won't for sure.
The unmodified total values for each branch in the list should be greater than the empire potential shown in red background in the upper right.
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 24, 2016 2:22 pm
by SirHoraceHarkness
ORIGINAL: Blabsawaw22
(it doesn't have to be frickin 2000, it can be 70..)
Thats for homeworld busting. Colonies usually take only a handful in comparison.
RE: Rebellions on conquered homeworlds
Posted: Wed Feb 24, 2016 8:12 pm
by Remigius
ORIGINAL: Bingeling
Do you have enough research labs to cover the research potential? If you have a AI designed small spaceport and no additional research stations you won't for sure.
The unmodified total values for each branch in the list should be greater than the empire potential shown in red background in the upper right.
I have a TERP of 500 and my labs have unmodified TRC 150 each, so I am slightly below hte limit. Did you mean, that each branch on its own should have more TRC than the TERP?
If so, I have never done this, as I am under the impression, that what counts against the TERP is the combined TRC, as I am always researching in each branch simultaneously.