rebellions
Usage
See belowRebellions are what happen when a district's people finally throw off the clan
that owns them. The owner is evicted, the district falls back into unclaimed
hands, and its development is set back. A rebellion comes down to just two
things, loyalty and structure, so if you understand those you understand
rebellions.
The structure shield:
Every owned district has a loyalty score and a pool of structure. While a
district's structure holds at half or more of its maximum, its loyalty cannot
fall below zero. In other words, a well built up district is rebellion proof no
matter how hard it is pushed. That shield is your first and best defense, and
keeping structure high is what keeps a district yours.
Breaking the shield:
Structure only falls below half in two ways.
- Sabotage, when a rival empire razes it with the sabotage command.
- Neglect, when you let the district rot on its own (see below).
Once structure drops under half the shield is gone, and from there loyalty can
slide into the negatives. If it ever reaches minus 100 the citizens rebel.
Neglect, the quiet killer:
You do not need an enemy to lose a district. If you leave one sitting at zero
loyalty or below, its structure crumbles by itself, a few percent every hour,
down to a floor of one quarter. That alone is enough to break the shield, and
once it breaks the district's loyalty keeps drifting downward on its own until
it revolts. A district you never tend to will eventually rebel with no help
from anyone.
What a rebellion costs you:
When a district rebels you lose it, and it does not go quietly.
- The district becomes unowned and you are evicted from it.
- Three building levels are knocked down, each from a building chosen at
random, so a single building can take more than one hit.
- Its structure is left battered at three quarters.
- Any upgrade in progress is lost.
Winning it back:
A rebelled district is unclaimed, not enemy held, so anyone may move on it. You
retake it the way you take any unclaimed ground, drive its loyalty down to
minus 90 with a broadcast tower and then capture it, remembering that unclaimed
ground drifts back toward calm on its own. Occupation cannot help here, it only
raises loyalty on ground you already own, once the district is yours again you
hold it by occupying it. Your empire remembers the buildings it once had there,
so raising them again is cheaper and faster the first time (see help develop).
Avoiding rebellion:
Keep loyalty above zero and structure above half. Repair damage with district
repair, and remember that a tended district slowly mends its own structure over
time. A Bastion district's War Command also slows a district's natural loyalty
decay, a fully built one holds it steady, and warns you the instant sabotage
begins, so you can answer it before the shield ever breaks.
Details:
At a glance: structure at half or more means rebellion proof. Below half,
loyalty can reach minus 100 and the district revolts, evicting you, knocking
down three building levels, and leaving structure at three quarters.