Cohesion define the link resilience between a colony and the whole faction ideology or Socio-Political Matrix.


This data is noted in % and has a usual range of 0% to 100%. There is no cap of the data itself.

For display purpose ONLY, any value >100% or <0% is capped to 100% or 0%.


More the Cohesion value tend to 100%, more the related colony is in phase with the faction ideology and its SPM.


The table below give the descriptions of ranges of values:


Cohesion Range

Description

<19% - 19%

Dissident Colony; the colony is no more under control, even a limited one. It's virtually the end.

20 - 34%

Remote Colony; the colony become a "rogue colony". It remains under a limited control only for actions of lesser importance.

35 - 49%

Weak Link; the colony tend clearly to not follows its faction's ideology or SPM in most part.

50 - 64%

Wavering Link; the colony is less clear in its politics to adopt its faction's ideology or SPM.

65 - 79%

Stable Link; the colony follows most of its faction's ideology or SPM, but have some flexibility.

80 - 94%

Strong Link; the colony follows its faction's ideology or SPM, excepted for a rare exception.

95+%

Unified; the colony fully following its faction's ideology or SPM.



Starting Value - Initialization


- in the case of the player's faction:


* if it is the first colony during the colonization phase:  cohesion = faction stability from the faction of allegiance rounded at the superior unit


* if it is a subsequent colony after the first one and outside the colonization phase:  cohesion = player's faction stability


- in the case of a non-player's faction, colony's cohesion = non-player's faction stability.


System's Rules


1/ apart of a specific change (see below the Test Description table) or event that force triggers it, a test occurs normally at the CSM phase. The nature of the test depends of Cohesion range:


Cohesion Range

Test Description

<19% - 19%

No Cohesion test is applied. If the colony hasn't Dissident Colony as CSM event yet it is automatically set. This event cancel any Uprising / Social Disorder and Unrest CSM events.


The system calculate the event level as follows:

Level 5 for Cohesion <=3%

Level 4 for Cohesion 4-7%

Level 3 for Cohesion 8-11%

Level 2 for Cohesion 12-15%

Level 1 for Cohesion 16-19%


This level is updated even if Dissident Colony is already set if the current Cohesion value push it to change.

20 - 34%

No Cohesion test is applied. If the colony hasn't Uprising as CSM event yet it is automatically set. This event cancel any Dissident Colony, Social Disorder and Unrest CSM events.


The system calculate the event level as follows:

Level 5 for Cohesion 20-22%

Level 4 for Cohesion 23-25%

Level 3 for Cohesion 26-28%

Level 2 for Cohesion 29-31%

Level 1 for Cohesion 32-34%


This level is updated even if Uprising is already set if the current Cohesion value push it to change.

35 - 94%

The test is processed as follow:


test level= 9 - round[ SQRT( cohesion - 34 ) ]


The system generate a random number 0-100 + modifiers


The modifiers are in the table below:

Tension

Modifier

Not Perceptible

0

Low

+5

Tangible

+10

High

+15

Critical

+20


And finally the result is read in the table below:

Test Level

Test Succeed

Event Trigger: Unrest

Event Trigger: Social Disorder

Event Trigger: Uprising

1

0-86%

87-94%

95-100%

N/A

2

0-82%

83-91%

92-100%

N/A

3

0-76%

77-86%

87-100%

N/A

4

0-66%

67-76%

77-91%

92-100%

5

0-56%

57-67%

68-85%

86-100%

6

0-44%

45-54%

55-72%

73-100%

7

0-35%

36-44%

45-70%

71-100%

8

0-19%

20-25%

26-51%

52-100%

Test Succeed: it cancel Unrest / Social Disorder / Uprising (these three by Recovering Method).

IT CANNOT cancel Dissident Colony  


Event Trigger...: trigger and set the related CSM Event. Since these events can't be cumulative between them, the new one override the previous one, if one of these was already set.

If Dissident Colony is set, it is also overrode.

95+%

No Cohesion test is done. Cancel any Uprising / Social Disorder / Unrest / Dissident Colony CSM Event (by Recovering Method).


A test is always forced when the current Cohesion of a colony change of range. Ex: current Cohesion: 34% (so the colony has Uprising) and passes to 35%. Since it goes from the 20-34% range to the 35-94% range, a test is processed without waiting the next CSM Phase.


2/ the Cohesion Progression Test is processed. Naturally the Cohesion Progresses positively time after time, But depending of certain CSM events it can be  slower than normally. This test isn't applied if the colony Dissident Colony.

Obviously the Cohesion progression is directly applied (not stored via a modifier).


- a.  

y = Cohesion POC penalty (see Negatives Effects in the Power & Organization Centers System)


x =rand( 1-100 ) + y


z = cohesion bonus/penalty (cohb/p) = x-currCohesion / 5  rounded


- b. if x > current Cohesion: Cohesion bonus case


this Cohesion bonus is modified if one CSM event, among certain types of events, is already set:


Event

Bonus Modification

None of the list Below

Full Bonus, no modification ( *1 )

Unrest

Bonus * 0.75 (-25%)

Unrest (recovering)

Full Bonus, no modification ( *1 )

Social Disorder

Bonus * 0.50 (-50%)

Social Disorder (recovering)

Bonus * 0.75

Uprising

No Cohesion Bonus Applied ( *0 )

Uprising (recovering)

Bonus * 0.50


- c. if x <= current Cohesion: Cohesion penalty case


this Cohesion penalty is modified if one CSM event, among certain types of events, is already set:


Event

Penalty Modification

None of the list Below

Penalty * 0.75

Unrest

Full Penalty

Unrest (recovering)

Penalty * 0.75

Social Disorder

Penalty * 1.25 (-50%)

Social Disorder (recovering)

Full Penalty

Uprising

Penalty * 1.5

Uprising (recovering)

Penalty * 1.25


- d. final Cohesion = cohesion + ( cohb * bonus mod )

                        or   cohesion - ( cohp * penalty mod )

   all rounded


- e. the Cohesion value cannot be >100% and <0%. If it is the case, it must be adjusted to the limit values.

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