By default the population of your planets is 100% loyal towards your empire. However this value can be increased by stationing more military and/or by building Propaganda Offices. On the other hand, if you conquer a planet from another player, that population is discontent towards your empire, represented by a loyalty value below 100%. If the population loyalty drops below 30% there’s a very high chance that a rebellion is triggered on this planet, which results in the defection of the entire planet. You can quell resisting citizens by stationing a high number of military on that planet.
Loyalty has a direct impact on the planets corruption. Basically every planet of the empire is affected by an empire-wide corruption factor (depending on the size of your empire and by your reputation). The planet’s corruption level however can be influenced by the planet’s population loyalty. So even if your empire-wide corruption level is pretty bad, you could try to locally increase the loyalty factor, and by that minimize the corruption level, or even turn it into positive territory: “Loyalty Bonus”.
The resulting corruption level influences this planet’s production output. A corruption of -10% means that citizens will produce 10% less resources and income.
Stationed Military influences the loyalty of a planet’s population in two ways: the most important one is quelling resistance on a planet that has been recently conquered. Right after conquering a planet its population might still be under a strong influence of its previous owner, and because of that is not very cooperative. The fastest method to turn resisting population into a loyal one is by stationing military on that planet.
Please note that the more military are stationed on a planet, the less effective they become in quelling the resistance of planet. That is, the 10th soldier is much more effetive than the 50th.
The influence of stationed military does not stop there: Once the planet’s population is 100% loyal, stationed military can still be used to increase loyalty even beyond that level. However, this is happening to a smaller degree compared to the effectiveness of stationed military when quelling resistance.
Right after a planet is conquered, chances are very high that the planet’s population is resistant towards you. The reason for that is, that the population was under the control and influence of its previous ruler for a long time. In this example Planet “Asursa-2” was under the control of “fakedoctor” for 188 turns, therefore its population is 100% influenced by that ruler. Nongolf conquered that planet at turn 189, and has 0% influence on the population.
Right after conquering a planet station as many military as possible on that planet. They will start with quelling the resistance immediately. In this example, Nongolf’s influence will grow by +26,66% every turn, since he has stationed quite a lot of military on that planet. As you can see 25,66 percent point comes from the stationed military and just 1 point from standard growth.
If however the previous owner would conquer that planet back quickly, its population would not yet have been influenced very much by the new ruler, and therefore would become fully loyal to thier old ruler pretty fast. If on the other hand the previous owner waits quite a while with conquering that planet back, it might become a more difficult task to gain full loyalty, especially since in the meantime entirely new citizens might have been born, which by default are fully loyal towards the ruler they are born under.
If no military are stationed on a freshly conquered planet, the influence of the new ruler only grows by 1% per turn. This means it will take 100 turns until the population is fully loyal towards its new owner.
For planets with a loyalty below 30% the planet is in danger of rebelling. If this state persists for more than 3 turns a planet could rebel and go back to it’s original owner.
When you conquer a planet, that planet’s population will be resistant at first. How resistant depends on basically how long they were under control of the previous owner. A freshly colonized planet will have a less resistant population, than the home-planet of your enemy.
A resisting population is (a lot) less productive, so you need to make sure that the resistance is quelled as quickly as possible. That is done by stationing military, the more the better. Also, if a planet’s population is resisting for very long, then the chance is rising that the entire planet will go back to its original owner!
If a planet is in danger of rebelling, a fist symbol is displayed right next to the population’s loyalty level. Also the loyalty percentage text is displayed in red. The longer this rebellious condition continues, the higher the chance are that the entire planet will actually defect back to its previous owner.
Another cause of resisting citizens, and an increased chance of rebellion, is the usage of bio-bombs. When using bio-bombs on the population of another empire, not only does that planet’s population become extremely agitated, but the population of planets that you have previously conquered from that empire becomes rebellious as well! So you need to take into account how high a percentage of your population used to belong to the empire that you intend to attack with bio-bombs. Of course, only you can tell exactly how much rebellion your empire can stand for.
First, count the number of military stationed on the planet, where every rank gives you a +20% bonus. So a military with rank 3 counts as 1.6 military.
Next, compute the effective military count (remember, the more military you got the less effective they become): Effective-Military-Count = Military-Count * (0.2 + 0.8/(1.0 + 0.0005*Military-Count*Military-Count))
In case population loyalty has already reached 100%, the Effective-Military-Count is divided by 2, in order to make it less effective.
Finally, the actual effect of stationed military is computed as follows: Loyalty-From-Stationed-Military = Effective-Military-Count / Population-Count * 0.1
manual\loyalty-corruption.txt · Last modified: 2012/02/26 22:17 by jackjack
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