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Old March 29th, 2004, 01:49 PM
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Default 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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