If Annihilations are the ultimate bomb of planets, then Rebellions should be the ultimate bomb of hexes.
Pick your cloud size, let’s say a circle of hexes that is six/seven in total (or scale according to targeted faction size). If the rebellion is successful, these hexes go neutral, but rebellions cannot be used to add territory if the initiating faction is adjacent like with invasions. Give them a similar ruleset to annihilations and you’ve just shooken up the map game without making it too OP. Minor factions can initiate and use said neutral hexes as a starting point in a major application, or major factions can initiate and write stories of formenting rebellion, etc. Let everyone join in for the fun like with annihilations — and you got a recipe for a real good thing. Chaotic, yea, but that’s what it’s all about, right?
(It can also then be used to quash complaints of too little free territory on the map. You want more neutral hexes? Then make them).
To add onto my post here to better explain some of my reasoning:
I think that the reason rebellions were severely under represented in terms of threads when compared to invasions is that 99% of writers interested in map game are going to be just writing in a major faction, and subsequently 99% of factions interested in map game Once in a while maybe a minor faction will be interested in it, so they rebel. But if they're successful? Congratulations, you're now a major faction and rebellions are no longer an option.
While I feel my plan would work is that it gives major factions and minor factions the opportunity to rebel. It still acts as a way for minor factions to make space to go major should they choose to do so, but its also a tool for Major Factions to do essentially the same thing.
What makes it
not super OP for major factions is that it can only neutralize hexes, not give territory, so invasions still remain the meta. Put the same post requirements (200 min from initiating faction + allies or 400 total) and cooldown period (3-4 months) and this won't be a way to ez cloudbreak factions. Given the large hex neutralization potential, the cooldown period could even be edited so that a major faction that was the subject of a rebellion, regardless of its success, may not be targeted for rebellion for another four months. This means that an initiating major/minor faction can continue to be ornery and incite more chaos across the galaxy, but that means that it can't be used to bully a single major faction off the map.
At first I leaned towards a hard thing of a 7-hex "big hex" cloud break (so 1 hex and all adjacent hexes, effect can't be strung out to do big cloud breaks) but that could be unfair to smaller factions hex wise, so another potential would be some sort of scaling system. Of course you can just say 'f the small factions' and make it universal to make it less complicated.
ULTIMATELY imo the rebellion system doesn't work because its basically never going to get initiated in the current ruleset and there isn't really any sort of draw or payoff for it compared to an invasion. Scaling it to be more similar to an annihilation, but with all the added caveats and qualities that make it both extremely consequential but not to the point where it just eats up the meta would mean that it would be something that a lot of factions consider doing and add to the dynamic nature and health of the map game.
Because map game is amaze right?