
January 26th, 2004, 07:12 PM
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Captain
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Join Date: Sep 2003
Location: New Mexico
Posts: 990
Thanks: 13
Thanked 15 Times in 14 Posts
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Re: "Unrest" Discussion
Quote:
Originally posted by PhilD:
quote: Originally posted by licker:
Briefly...
Unrest goes up when you blood hunt, set taxes above 100, have a battle, have certain bad random events, have an enemy spell, have a spy causing unrest.
Unrest goes down when you patrol, set taxes less than 100, have certain good random events. Maybe a few more for taking it down, but preaching doesn't do anything either way.
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One of the things that confused me a lot in the beginning, is that having an "order" scale does nothing to reduce unrest. I understand how that would make it even more important because of the ability to have taxes higher than 100%, but maybe Order scales should increase effects that decrease unrest, while Turmoil scales should increase effects that increase unrest. Or something like that. Dom1 had unrest affected by your order/turmoil scale. Part of decoupling the overtax/patrol nonsense from Dom1 involved removing the effect of order/turmoil on unrest. Essentially having order/turmoil affect your income is the same as being able to tax higher without unrest. Personally I prefer the system in Dom2 to Dom1.
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