Industrialization is another Edict that requires no research and can be activated as you enter the World Wars era. You'll need to enact another Edict, like the Free Housing edict from the Colonial Era, to balance it out. Watch out for the penalty to communist relations, though. Wealth Tax won't be massively important during the early stages of the game, but when you have more wealthy citizens on your island this provides a lot (A LOT) of cash. The overheads of this Edict will stack up, and it will reduce your standings with the Communists. This is perfect if you've just come from the Colonial era with an island covered in plantations. This is probably the best Edict available to you right off the bat (no research required) and will boost your overall Agricultural production massively. There are a couple of good options here, including Wealth Tax, Agricultural Subsidies, and Industrialization.įirst up, let's talk Agricultural Subsidies. Should be used sparingly, but very strong if you get it right.ĭuring the World Wars, the Edicts get a bit more fun to play around with. It will introduce criminal immigrants to your island, boosting the number of citizens but reducing overall island safety. Lastly, Penal Colony can be an extremely useful Edict to get your island up and running quickly. That being said, it's expensive to pay for everyone's housing. This Edict will boost your standing with the communists substantially, ideal if you're pushing for an early revolution. The only other Edict you might consider in the early game is Free Housing. At a base cost of $350 a month, it's definitely worth it to enact it whenever you can. This is great in the Colonial Era for getting stockpiles of valuable resources. The Employee of the Month edict basically doubles your factory and mine output by having workers take on double shifts. If enacted at the right time, this edict can seriously boost your early-game industrial production. (Angry friends and relatives probably.Out of the selection of Colonial Era Edicts, Employee of the Month is the most effective. Those also provide a significant increase to Liberty.īTW, if you Arrest or Institutionalize any known Rebels, that tends to create an even greater number of new Rebels than what you just took out of circulation. (You can _still_ build Military buildings, but you can't man any of them except the Palace.) You might _start_ as a Pacifist nation, build the Military buildings, and switch to Militia or Professional when the guerrilla attacks start.īuild LOTS of Newspapers, and if you have enough electricity, Radio and TV Stations and leave them on the default setting. but leaves you with no Military units to intercept Guerrillas. If you change the Military Constitution policy to Pacifist Nation, that gives Liberty a BIG boost. If you have built the Commando Garrison and set it to repeating Guerrilla Patrol, that will keep reducing the number of Guerrillas - the ones that actually attack buildings. If you appoint a Religious Minister of the Interior, that causes a _small_ chance of Rebels attending church to revert to general citizens. You can have a high Overall Happiness with Liberty still being too low. Maybe I should turn down the opposition difficulty since the mechanic is plain stupid As has been said in other threads, the PRIMARY Happiness factor for having Rebels is a low Liberty value. Originally posted by Barbarossa Bey:Yes I think the last section is what's happening - I keep getting rebels attack every building constantly despite having 80-95% opinion.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |