I've taken notice of the talk here in recent days about adopting various "iron man" rules concerning unit building. One that I agree is essential is to do no unit retraining - it just makes expansion far too easy.
But there have been a few other rules proposed concerning restrictions on new unit recruitment. I think one proposal was that you only recruit in cities which share your culture. Another, that you only recruit from cities in your home country or from the cities you begin the game with. Another idea is to only recruit from your capital - a bit extreme for me.
Personally, I've always thought you should be able to recruit in any city, but I've never much liked the way you can conquer a foreign city in RTW and immediately be able to crank out military units of your own culture's type from what is essentially an enslaved and hostile populace. It offends my sense of realism. There should be a period of time in which a newly conquered city is becoming assimilated to its new masters and their culture, before they become a reliable source of recruitment. But how to simulate that?
It occurred to me as I was playing today that there is actually an easy way to simulate this period of assimilation already built into the game. And that is the phenomenon of unrest. When you conquer a new city, there is always a degree of unrest apparent in the public order list. So all you have to do is to make a rule that you cannot do any recruiting in any city which is experiencing any degree of unrest.
Adopting this rule has a number of realistic and agreeable consequences. The main one is that it prevents you from recruiting right away in a newly conquered city - and the time you might have to wait to start recruiting can vary a lot. But I think there are other consequences. For example, I think I'm right in saying that you can lessen unrest by putting in a stronger garrison, or lowering taxes. Later in the game, it's not unusual to get some unrest even in your home cities, so adopting this rule might mean that you can't simply use these cities as both cash cows and recruitment centres. If you want to recruit, you may have to put in a stronger garrison or lower taxes.
Also when there are rebels in a province you usually get some city unrest, so there's an added incentive to deal with those rebels quickly. You may even find that as squalor takes hold in the midgame, you can't recruit from your larger (and better developed) cities at all!
Taking this idea one just step further, you could also make it a rule that you can't crank out miltary units from military buildings of a different culture in cities you've conquered. So not only can you not recruit right away, but you must also pull down those foreign military buildings and replace them with your own. This is another method of making your expansion just that little bit slower and more expensive.
Anyhow, I've been using these rules in my latest campaign and they seem to be working quite well.
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