Simcountry is a multiplayer Internet game in which you are the president, commander in chief, and industrial leader. You have to make the tough decisions about cutting or raising taxes, how to allocate the federal budget, what kind of infrastructure you want, etc..
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Rebellions

Topics: General: Rebellions

N.J. Hatherly

Wednesday, September 18, 2019 - 11:29 pm Click here to edit this post
Can someone please explain to me how the whole rebellion thing works? I saw the calculation on the site - but what are the mechanics behind it? Do garrisons help prevent attacks on state corps? Are there any other ways to ease up on the rebellions other than boosters? Can someone please help?

My countries have maxed out the Welfare Index at 125.74 - Health, Travel & Education Indexes are 200+ - Yet I lose 10k+ people a month due to rebellions. It doesnt seem quite fair to be punished to have a successful and healthy country.

Please advise.

John Galt

Wednesday, September 18, 2019 - 11:52 pm Click here to edit this post
If you have below 5 countries there is no risk of rebellions. When you are over 5 countries a formula is applied to every corporation. The formula is 50 x number of countries / welfare Index.

Example:

10 countries all with 100 welfare index

50 x 10 / 100 = 5.

That means each Corp has a 5% chance per month. This does not affect ceo corps.

N.J. Hatherly

Thursday, September 19, 2019 - 08:03 am Click here to edit this post
Thanks John.

I have read about the formula for rebellions. Thank you for the reminder. Do you know if garrisons keep the damage down to state corps?

John Galt

Thursday, September 19, 2019 - 10:30 am Click here to edit this post
I dont think they impact.

Andy

Thursday, September 19, 2019 - 03:13 pm Click here to edit this post
Garrisons fight attacks back.
Depending on the size and power of the attack, they can save the corporation, or reduce the damage or just increase the casualties of the attacker while the corporations is destroyed anyway.

Khome

Thursday, September 19, 2019 - 07:31 pm Click here to edit this post
You mean garrisons defend against rebellions?! Now you tell me...

John Galt

Thursday, September 19, 2019 - 08:17 pm Click here to edit this post
That is news to me too haha

Letsie

Thursday, September 19, 2019 - 08:45 pm Click here to edit this post
Really? I am going to quote somebody: Now you tell me!!!

Lord Mndz

Thursday, September 19, 2019 - 09:09 pm Click here to edit this post
If they are fighting back, that needs to be included into the newspapper

N.J. Hatherly

Thursday, September 19, 2019 - 09:35 pm Click here to edit this post
Thank you Andy!!! Thank you everyone!!!

Daniel Iceling

Friday, September 20, 2019 - 06:24 am Click here to edit this post
Everyone,

Andy said "...or reduce the damage or just increase the casualties of the attacker..."

I'm pretty sure Andy was only talking about protecting Corporations against player attacks, not against rebellions. His statement kept mentioning an 'attacker', which to me, indicates that he's talking about war mechanics, not rebellions.

From all the reading I have done. Rebellions are the game's 'soft limit' enforcement mechanism. They can happen when you are using exploits, like super low spending indexes, while running huge profits. Or if a player tries to blob the world and control too many countries. The only intended way to 'counter' them, is to go below the soft limits, aka, have no more than 6 countries total in an empire.

Signed President of DanNation on LU

Khome

Friday, September 20, 2019 - 02:13 pm Click here to edit this post
Andy, can we get confirmation if you meant that garrisons only help against wars, or if that also includes defense against rebellions? After reading what Dan said, I can see how that could be taken both was in the context of the conversation.

Thanks

Andy

Friday, September 20, 2019 - 03:13 pm Click here to edit this post
Garrisons are in fact stationary military units, used to defend the target they are linked to, during war.

they do not fight their own citizens.

N.J. Hatherly

Friday, September 20, 2019 - 05:09 pm Click here to edit this post
So there is no way to stem the flow of a rebellion unless you use actual money an buy a booster?

John Galt

Friday, September 20, 2019 - 06:04 pm Click here to edit this post
That would seem to be the case. If you keep your empire at 5 or fewer countries you don't get any rebellions.

Letsie

Friday, September 20, 2019 - 06:44 pm Click here to edit this post
Oh... what a shame

N.J. Hatherly

Friday, September 20, 2019 - 07:11 pm Click here to edit this post
That's a real let down.

I'd like to make a suggestion to perhaps changes this in some way, please?

I understand that it would be silly to have blob empires that take over the globe. I am highly against that - but maybe there should be a way not to punish long term and good quality players...

Andy

Saturday, September 21, 2019 - 11:36 am Click here to edit this post
There are rebellions when you keep many countries in the empire for a long time
these will keep going.

There are some that are the result of having a great economic situation in the country while salaries are kept very low and health and education also at a low level.
these rebellions will disappear if you improve the general situation in the country.
check your welfare index.

Letsie

Saturday, September 21, 2019 - 11:51 pm Click here to edit this post
I like the system that is in place. Rebellions are a pretty smart way to keep things fair.

You want to run more countries? Ok, but you better make sure that you have a good welfare index in each of them or you should be ready to pay the price.
You want to save money by 'squeezing' your population? Sure but you know that the people will start protesting.

We can argue about numbers and details but overall it works and feels very well balanced.

N.J. Hatherly

Monday, September 23, 2019 - 04:29 pm Click here to edit this post
I own 17 countries and the welfare index in all of them are 125.74. When I look at the history, it has been unchanged in the past 18 months. Is 125.74 the highest welfare index you can achieve?

Khome

Monday, September 23, 2019 - 04:34 pm Click here to edit this post
I had an empire that reached 80 different states, held on to them for close to two real years. Rebellions were a headache, so there was a lot of micromanagement.
The whole UMSSR collapsed with the exception of 12 states, it was a big loss for me after all that work.

Andy

Wednesday, September 25, 2019 - 01:42 pm Click here to edit this post
80 is really to big.
KB could have just 40 such players.

is is of course by design. as Letsie said, you want to have many countries, you can but at a price.

welfare can get higher.
there is no hard limit but it gets more complex at very high level.
I have seen 130+.

Daniel Iceling

Thursday, September 26, 2019 - 04:14 pm Click here to edit this post
N.J. Hartherly

My Welfare index is stable at 131.64 so it is still possible to raise your index.

Make sure Healthcare, Education, and Infrastructure Indexes to at least 140.

Set Welfare payments to at least 80% of Low Income Workers salary. Resulting in a 102 Social Security Index.

Order all your supplies at 300 quality. This can be expensive, but can add upto 8 points to your Welfare Index.

Keep unemployment as low as possible. Mine usually sits at 4-5%, I've tried going lower, but the system of promotions and demotions seems to struggle to provide the right balance of workers, when your official unemployment rate is below 4-5%, so I consider that to be full employment.

Doing all of these, you should be able to have a welfare index of between 131-132. Which is basically the maximum practical welfare index in Simcountry.

Signed President of DanNation on LU

N.J. Hatherly

Friday, September 27, 2019 - 11:26 pm Click here to edit this post
Thank you all for your help. This is much appreciated! Happy gaming.

Khome

Saturday, September 28, 2019 - 07:52 pm Click here to edit this post
Andy, you've got to admit, holding 80 countries for close to two REAL years is quite a challenge. I was proud of the fact I was able to hold on that long.


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