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January 23rd, 2004, 09:38 PM
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Sergeant
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Join Date: Jun 2002
Location: Overland Park, Kansas
Posts: 209
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Re: Puppet Political Parties
Quote:
Originally posted by Imperator Fyron:
Each project's success is determined individually. It is not, 50% of PPP will always succeed, it is, each project has a 50% chance of success. It is entirlely possible that all of them will fail or that all of them will succeed in a given turn.
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So, my luck must be really bad...
I thought that might be the problem...Greybeard =|%^)>
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January 23rd, 2004, 09:44 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
Posts: 538
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Re: Puppet Political Parties
Try targeting individual planets instead with the PPPs
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January 23rd, 2004, 10:06 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Puppet Political Parties
Quote:
Originally posted by Paul1980au:
That said more weak planets (outer empire low pops) tend to rebel a lot easier than core planets that are big in terms of population - i think weakly defended planets are a lot more likley to rebel and those that are unhappy (so cause economic and specific planetary intel attacks first make the pops unhappy then they will be easier attacked by PPP
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Rebelling and PPP are two wholely separate affairs. PPP does not change the planet's happiness levels at all, and as far as I know is not dependant on happiness levels. Rebelling can happen naturally when you leave a planet at rioting happiness for a long enough period, but then it forms its own empire.
With PPP, don't planets have a 50/50 chance of joining you or forming their own empire? Are you seeing the PPPs fail outright, or maybe some of them are causing the planets to form their own empires? I am pretty sure it tells you if the planet formed its own empire, rather than reporting it as a failed project.
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January 23rd, 2004, 10:25 PM
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Second Lieutenant
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Join Date: Jul 2003
Location: Texas
Posts: 464
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Re: Puppet Political Parties
In my specific case, all the planets he has are in the homeworld system (FQM Thanks Fyron ) The first one I got with PPP had troops on it, but no WPs or satellites. The one from the second try I am not sure about. They haven't rebelled yet, just come over to my side.
__________________
I thought of the sun as a big bright ball of something that produced an intense absence of darkness. Alan Dean Foster No More Crystal Tears
A++SeGdy$+-++Fr?C++++Cst+SfAi--Mm-MpTS---SsROPw++Fq++Nd++++RpG++Mm++Bb
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January 24th, 2004, 10:55 PM
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Second Lieutenant
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Join Date: Mar 2003
Location: Germany
Posts: 575
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Re: Puppet Political Parties
PPP does not cause rebellion, the targeted planet just joins you. Rebellion does not have anything to do with PPP (though there are other intel projects that may cause it). Whatever is on the planet - troops, WPs, facilities - does not make any difference for the chance to succeed once counterintel is passed.
50% failure despite counterintel is documented, I also had more like 30% success, so it may be a bug in program or documentation. There are two different sets of Messages, one for the 50% (?) failure, one for projects stopped by counterintel.
Also, counterintel stops projects in the order they are entered, so if you have a successful project, and then a stopped project, it was NOT the counterintel. They are also listed in the turn results in that order, though inverse, with the projects stopped by CI listed Last.
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January 25th, 2004, 05:27 PM
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Sergeant
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Join Date: Jun 2002
Location: Overland Park, Kansas
Posts: 209
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Re: Puppet Political Parties
Wow! Both of my PPP intel projects were successful this turn.
That makes 2 sucessful and 11 unsuccessful so far in this game. Also, none were stopped by counter-intel....Greybeard
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