View Full Version : Martial Law
I was just reading the races thread and it occurred to me that it would be useful to be able to have an option to immediately increase public order and lock enemy agents in and out of the city which is still balanced in game terms.
Thus i came up with this - an idea for a 'martial law' toggle.
Pros:
- huge increase in public order (at least a 100% increase)
- no enemy agents can leave the city
Cons:
- after martial law is lifted, the city suffers a 5% public order penalty for every turn it was in place for the next 25 turns
- no units or agents can be trained in the city for the duration
- your agents cannot enter or leave the city (as that would break their cover)
Any thoughts?
I just figured i'd get this out there and let it be shot down mercilessly :laugh4:
It sounds interesting, but maybe a couple of things can be added. To impose such a strict law, the general in that settlement would have to be rather influential, in a "dready" way rather than "chiveric". So perhaps it can be an option just for generals with something like 5+ dread and declaring it would add another couple points of dread to his stats?
pevergreen
02-19-2007, 11:04
Can we then execute 1 in every 10 people because Milan attacked me once?
:no:
@dumas - i think it could go either way - either a very chivalrous general (the people will respect his wish and have confidence that it's necessary) or a widely feared one (people would rather not be summarily executed) should be necessary for it to be implemented
antisocialmunky
02-19-2007, 12:51
I'd think it make more sense if the bonus diminished in a shallow parabolic curve to show the increased resentment of the population until they start rioting. But there are no long-ranged effects of it except maybe the population hating the general. It'd also make sense to add a minimium garrison size to do this.
This is a good idea, but I'd offer a few points/suggestions.
1. I like antisocialmunky's idea about diminishing returns. Make it slowly fade until it becomes a complete negative. Also, make the bonus relative to the size of the occupying force.
2. Perhaps 0 the population growth, or cut it in half? Martial law implies the inability to properly socialize.
3. Less of a penalty when martial law is raised. Perhaps a sliding scale that decreases, with the most dissatisfaction immediately after it's raised, then quickly fading away, or a flat scale that goes on for a few years. I think 25 is way too much.
4. Bonus to find enemy agents.
5. Perhaps different types of martial law. "Brutal" vs. "Chivarlrous" (for lack of a better term). Brutal elicits more order but increases general dread or decreases chivalry. Penalties when ML raised more severe. Chivalrous less order but increases chiv, less penalty when raised.
6. Don't kill building rates for units of buildings. If anything I'd almost say increase them by 50% or so. Nothing would make me want to work harder or train harder than a bunch of guys with sharp pointy sticks willing to skewer you if you get out of line.
7. Perhaps another tradeoff would be more order in the city, but more rebel armies appearing in the territory, indicative of people's dislike of martial law in the countryside. /shrug
Cheers!
It should also drastically reduce the city's revenue. Drastically.
Yeah - martial law would be bad for trade. Also, increase building times (harder to get materials) and perhaps stop regeneration of the unit pool.
AlphaDelta1
02-20-2007, 10:54
I like this idea a lot, but personally I find in M2TW that unrest is easily managed, in 10 or 11 campaigns I've yet to have a city (or castle) rebel. However I think this idea would work very well in RTW where unrest is a big problem.
Cheers
Martial Law should simply mean that the city uses castle statistics in terms of calculating both public order and economy.
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