Uprising is the worst possible event from the 3 available (Unrest, Social Disorder and Uprising). It indicates that most of the colony's population triggered massive strikes and manifestations, including fighting against the security forces. Most of the colony's economy is paralyzed, and the tension is nearly critical at best.

This event applies modifiers according to the level from the result of the Cohesion test.

If this event is triggered, it cancel Unrest or Social Disorder event. In fact between Unrest, Social Disorder and Uprising, only one of them can be active.


Conditions Trigger


Occurs as the result of a Cohesion test.


Duration


The event is either with a duration in the case there are no soldiers present in the colony's population, or without a duration in the case there are soldiers present in the colony's population. The latter has no duration because that is the outcome of the fight that will decide of the event's duration.


Game Effects


The applied modifiers and over time processes are different regarding to the Test Level, generated during the Cohesion test.

The event duration is also calculated differently regarding the Test Level.


- For Level 1 [light]


Influence on

Starting Modifier

Over Time process

Economic & Industrial Output

-68%

-7% / week

Tension

+50%

+10% / week

Uprising Duration w/o any soldiers

= SQRT( Rebels)

N/A

Rebels' Equipment Factor (REF)

0 - 2

N/A

Part of Rebels in Population

10%

N/A


- For Level 2 [mild]


Influence on

Starting Modifier

Over Time process

Economic & Industrial Output

-76%

-8% / week

Tension

+55%

+11% / week

Uprising Duration w/o any soldiers

= SQRT( Rebels) * 1.5

N/A

Rebels' Equipment Factor (REF)

1 - 3

N/A

Part of Rebels in Population

20%

N/A


- For Level 3 [average]


Influence on

Starting Modifier

Over Time process

Economic & Industrial Output

-84%

-8% / week

Tension

+60%

+12% / week

Uprising Duration w/o any soldiers

= SQRT( Rebels) * 2

N/A

Rebels' Equipment Factor (REF)

3 - 5

N/A

Part of Rebels in Population

40%

N/A


- For Level 4 [serious]


Influence on

Starting Modifier

Over Time process

Economic & Industrial Output

-92%

-9% / week

Tension

+65%

+13% / week

Uprising Duration w/o any soldiers

= SQRT( Rebels) * 4

N/A

Rebels' Equipment Factor (REF)

4 - 6

N/A

Part of Rebels in Population

60%

N/A


- For Level 5 [critical]


Influence on

Starting Modifier

Over Time process

Economic & Industrial Output

-100%

N/A

Tension

+70%

+14% / week

Uprising Duration w/o any soldiers

= SQRT( Rebels) * 5

N/A

Rebels' Equipment Factor (REF)

6 - 8

N/A

Part of Rebels in Population

80%

N/A


The number of rebels that drives the uprising is calculated as follow:  


Rebels= ( population - soldiers ) * Part of Rebels in Population  ( rounded)


The Rebel Equipment Factor (REF) is a factor used for combat and based on which class of equipment the rebels have access to. It is determined randomly by using the range allowed by the level.


Since the player and AIs haven't any control on them, the equipment is totally independent of what is present into the colony's storage. The level by this way indicate the level of preparedness of the rebels.

A zero indicate no weapons and/or other offensive and defensive equipment, for calculation purposes it is considered has halved or * 0.5.


Combat System Between the Rebelling Population and the Soldiers:


- At each CSM Phase, and only in the case when the colony has soldiers, the fight between revolted population and soldiers is processed.


- It's the final outcome of the fight itself which determine the uprising duration (the duration itself is set to infinite). If there are rebels and soldiers left at the end of the process of the combats of a CSM phase,  the fight will repeat for the next phase.


- If the event is with a duration because of no soldiers at the time of the event's trigger and soldiers are added in the colony after that, the event become resident and its duration is equal to zero.


- First, the system calculate the following ratio using the equipment factors of the population and the soldiers population, and also by using a Security modifier.

Soldiers Equipment Factor (SEF) is a factor directly linked to the equipment provided to soldiers (for now it is hardcoded at 7 in the game but it will take into account, in the future, the soldier's equipment of a colony). The meaning of this factor and the REF is indicated in the following table:

Soldiers Equipment

/

Population Equipment

REF

/

SEF

N/A / Civilian

0 ( / 2)

Police / Armed Militia

1 - 3

Light Military / Armed Paramilitary

3 - 5

Medium Military / Heavy Paramilitary

6 - 8

Heavy Military / N/A

9 - 11

Armoured Military / N/A

12 - 14

Exowalker Military / N/A

10 - 12

AI w/ Cybershells

13 - 17

Utility Fog - Security Angel Net

22 - 25


- The Security modifier is set with the table below:

Security

Modifier

Inadequate

-30%

Minimal

-15%

Fair

0%

Large

+10%

Overkill

+25%



- Calculations:


Ratioreb= ( rebels / ( 7 - Level ) ) * REF [REF= 0.5 if REF = 0]    


Ratiosold= ( soldiers * SEF ) + Security modifier


Ratiofight= ( Ratioreb / Ratiosold ) + 0.444


casualties for population = SQRT( rebels) / Ratiofight  rounded


casualties for soldiers = SQRT( soldiers ) * Ratiofight  rounded


The result is displayed in term of loss for rebels / soldiers and applied immediately.

These losses doesn't influence uprising duration but influence all other data like population calculations.

Population losses are calculated proportionally on each population classes (obviously excepted in Rebels, Soldiers and Militia classes).

For each round of fight , whatever the losses, the cohesion is reduced by 1 point.


How to Resolve It


The event is resolved, or at least diminished in importance, by raising the Cohesion value that permit to have better results with the Cohesion test.

Raising the Cohesion value will raise the probability to resolve the event by a success result during a next Cohesion test.

Also if the player/AI add new soldiers into the colony's population it can have more weight in the issue of the fights and can reduce the Uprising duration, depending on the outcome of these fights.


Cancellation / Update Rules


- if a new Cohesion test result is a 'success' or the event is resolved by a recovering method.

- if a new Cohesion test result is a Unrest or a Social Disorder, the event is overridden by the new CSM event.

- if a new Cohesion test result is a Dissident Colony, the event is immediately cancelled.

- if there is no more soldiers available due to casualties, a new Uprising duration is calculated.

- if there is no more rebel population due to casualties, the event is overridden by the Social Disorder event.

- when the Uprising duration is timed out, the event is overridden by the Social Disorder event.

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