Posted by: AndonSage
« on: April 08, 2010, 01:17:34 AM »Quote from: "The Shadow"
Once you conquer a populace, what determines how it moves through the different political statuses? From Conquered to Occupied, for example? Is there any way to speed the process along?I found this info, if it helps:
From this thread: Unrest
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Insufficient Local DefenceAnd from this thread: Ground Combat
Populations of at least ten million may require the presence of military forces, such as warships, orbital bases or PDCs. In some cases, such as Imperial Populations, Candidate Population and, to a lesser extent, Subjugated Populations, this is because they desire protection from hostile aliens. In the case of Vanquished populations, it is to remind the population of the orbital bombardment that caused their surrender and in the case of Client Populations, it is to reassure the inhabitants that they made the right decision in joining the Empire. The demand for protection from Client Populations is particularly strong as they no longer have their own military to rely on. The amount of protection required is based on:
Required Protection = Population in millions x Militancy/100 x Political Status Protection Modifier
As local politicians are not always the most astute military minds, their demand for protection is based on a simple premise. Warships with lots of guns, missiles and hangar bays are good. Warships with lots of unnecessary fluff such as fire control, sensors, high speed or EW systems are not good. Therefore the suitability of a ship for local defence purposes is based on its Population Protection Value (PPV), which is the total hull space devoted to missile launchers, beam weapons and hangar bays. The PPV now appears at the end of the second line on the Ship Design Display. Obviously this means that ships that will keep local politicians happy may not be ideal in terms of military efficiency or capability. I am sure that in the real world, politics would never influence ship design
If there are insufficient forces in the system, based on their PPV, the population will start to feel neglected by the Empire-level government and unrest will result. This is based on:
Unrest Modifier = 1 ? (Total PPV in System / Required Protection)
Unrest Points = 25 x Unrest Modifier
The above concept was based on the idea of local defence units but does away with a lot of complexity that might have been involved. Here are a couple of ship designs showing PPV. The first is the new missile destroyer design for the Commonwealth. The second is a hypothetical system-defence variant that would be much more appealing to the local population because it mounts almost twice as many missile launchers.
[ship designs in original thread]
Lowering Unrest
Once unrest starts to build up, there are two options. If you remove the cause of the unrest, the unrest level will slowly fall by itself based on the determination (or rather, lack of determination) of the population. The alternative is to send in ground troops and forcibly suppress the unrest.
Option 1 is based on the following (assuming there is no new unrest in the increment):
Fall in Unrest Points = 20 x (1 - (Determination / 100)
Option 2 is based on the concept of Police Strength, which is equal to the defence strength of the ground forces minus any required occupation force. If that is a positive value, unrest is reduced according to the following formula:
Police Strength = Actual Occupation Strength ? Required Occupation Strength
Effective Population Size = Population x ((Determination + Militancy + Xenophobia) / 300)
Unrest Modifier = Police Strength / Effective Population Size
Reduction in Unrest = 100 * Unrest Modifier
Effect of Unrest
The most immediate effect of unrest is on the productivity of a population. All factory output, research, shipbuilding, wealth creation, trade creation, etc is reduced by a percentage equal to the number of unrest points. For example, if a population has 25 unrest points, then all production is reduced by 25%. This may be because the factories are producing less due to worker absence or it could be the factories. This is in addition to other modifiers such as manufacturing efficiency or political status modifiers.
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You need to put more troops on the planet. The local population won't give in till you do. It's not an arbitrary number, either: it's the amount of strength required to conduct a successful occupation. Any less and unrest would start climbing up. The amount of policing strength gradually decreases after the surrender, as the population's progressively integrated to your empire. The level of integration's represented by five stages:
1) Conquered (20% production, wealth and trade efficiency)
2) Occupied (40% production, wealth and trade efficiency)
3) Subjugated (60% production, wealth and trade efficiency)
4) Candidate Population (80% production, wealth and trade efficiency)
5) Imperial Population (100% production, wealth and trade efficiency)