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March 29th, 2004, 01:49 PM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
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Suggestions for Unrest > 1000 or so
Unless I am mistaken (please tell me!!), unrest above 200 or so really has no large impact.
Once unrest goes above 100, you can't recruit troops. Good. Your income is quartered (I think). Sounds reasonable.
But once unrest goes up more, the "diminishing returns" effect kicks in and nothing really bad happens.
If you conquer an Indy nation which looks tasty (big pile of coins) but which has a Brigand Lair or other unpleasant unrest-causation site mid-to-late-gamish, you will often start out with 300-600 unrest. This basically means, no matter how high the coin stack is, you get no money (and of course can't recruit).
BUT (and here is where I would like to start the suggestion) nothing bad seems to happen by keeping it up there. Sure, you will never get any money, but if that big stack of coins comes from a huge population instead of 16 Arenas or goldmines or whatever, you might as well send in all your useless commanders and just blood hunt away -- or invest a lot of effort to get that unrest down. But if you dont get it down, it skyrockets -- but who cares?
Suggestion: It would seem logical to me (from both a fictional sense and a game-play mechanics sense) to have a greatly increased chance of that "misfortune" event "A group of XXX has tried to wrest this province from your unjust rule" when Unrest > very large (500? 1000?).
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March 29th, 2004, 03:47 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Suggestions for Unrest > 1000 or so
I support the idea of having revolts when unrest is high. In fact I'd even prefer to have a small chance (say 15%) of a (small) revolt occuring when unrest goes above say 50, then the probabilty should rise up to a serious chance (65%) when Unrest reaches 100, with bigger revolts if it's above that... A 500 Unrest province should have all its able population take arms against such an awful ruler
This would give player a good reason to keep unrest low (other than maximizing gold income) .
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March 29th, 2004, 04:49 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Suggestions for Unrest > 1000 or so
I thought something like that was already in?
Well if not then I also support it. Id like to see abit more use in stealthy activities.
I wouldnt mind seeing a chance for a province to choose a new owner also. There are some of those attack events which will cause Ermor or Pangaea to suddenly own a new province clear across the map. Im not sure if its equally fair to all nations though. I think it would make sense if extreme unrest causes a province to randomly select another nation to be their protector.
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March 29th, 2004, 05:18 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
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Re: Suggestions for Unrest > 1000 or so
Revolts are random events that can only happen when the unrest is high enough.
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March 29th, 2004, 05:43 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
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Re: Suggestions for Unrest > 1000 or so
Blood hunting doesn't work very well in high-unrest areas, and in any event unrest appears to be capped at 500.
Revolts occur, if there are no units there (and province defense does NOT count as units for this purpose).
Barbarian attacks, Vampire Count attacks also may be more likely with heavy unrest.
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