Governments in Exile and More Uprisings Oct 15th 2015

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    • Governments in Exile and More Uprisings Oct 15th 2015

      As to the 75% penalty on resources non-core I think it should depend only on morale which limits both productivity and resources. Why have them both. I agree that morale is too quickly raised and should never get to 100%. With that adjusted and dropping the 75% penalty should get you to reasonable agreement with reality. Morale could also be influenced by how much resources are spent in a province per inhabitant. Available well paid jobs is always good for morale.

      It should also help the morale of an occupied country to have a local capitol for the country with morale adjusted relative to distance to local capitol. Maybe current distance morale modifier could be 50% dependent on distance to local capital when there is one.

      As for resistance units, good idea. But lets put it all on the player to get the results. I'd like to emulate what the UK did in the homelands in WW2. They set up secret units scattered about with a cell command structure and the existence of this system of units was keep secret from almost every person in the country. The officer in charge of creating it sat down in many interviews of people wanting to volunteer who were not being drafted yet. When he saw the right stuff for resistance he offered them a chance to provide a great service at very high personal risk which if they accepted without knowing what it was they hade no chance to change their minds. If they took it, they were in because they showed great dedication. Then they trained like special forces in arms, got weapons and training on any they might capture, learn fighting tactics and intelligence and practiced as a unit in secret in their own local area. That is good stealth practice too. The units were filled out by recommendations from existing unit members if they were reviewed and approved. They were to get to work when parts of the UK were occupied. Mean while they got teased for not being in the fight while working in local jobs. Even after the war, this was a secret for 20 years and little known still.

      In terms of this game, resistance units can be represented by devoting resources to building a "resistance building" to levels 1-5 urban and 1-3 in the sticks. Building is invisible to occupier but its effects affect the occupier. Morale is kept lower depending on building level so that an uprising is more likely and production and resources are lowered. Effect of a successful uprising should immediately have a morale lowering effect in all other provinces having the resistance unit. The negative impact of being caught by espionage or dying during uprisings can be represented by loss of HP for the resistance building which gradually has less control of morale. You can easily see that a bonfire can break out if the occupier is too careless because one success could improve odds of another uprising because the success modifier to morale would be cumulative. You can see that this will have a major impact on play. Currently some players find success fighting aggressively but way too overextended. I real life this would eventually destroy a country and with this change players must adjust to continue to succeed.

      As for police units, we have garrisons anyway. They must be beefed up if faced with resistance units with occupier trying to figure out which provinces need extra resources in garrison. Complicated factors, just like in war. The one possible gain is that police units could have a defined damage impact on the resistance unit different from soldier. Cooperative spy's and danger during uprisings should be able to represent how a unit of resistance can go down when is does its job.

      The post was edited 1 time, last by iMaximo ().