"People may differ with you on militancy, so as with economy, we have to be prudent, one bird song don't make spring
For example on militancy, the costs of enacting reforms are also higher, plus you get spike when there are troubles, so for a nation or player (or AI) with a so-so economy, fighting militancy won't be as easy as for you."
certainly me lad, thats why i am giving the information which nation i play and express it as IN MY GAME
someone who would not even know the context, is going to stand in front of uprises or strikes, and learn it the hard way.
(obviously i am not playing OE or SP)
but a lil play of numbers here...
US had an economic rank of about 7 at the very moment i wrote it
(later in game 5, i still havent invested in plantations yet, nor in ammo / supplies, no shipbuilding and no second californian goldrush event, foreign investment yet neither but two mines in Mexico, no additional RR build)
two taxes and tariff as mentioned set to the upper limit (does it only effect the happiness or does it effect militancy too, seriously i dont remember so help me out here)
without using conversion of goods, and even in state of deflation.
i earn over 240 state money per turn, mainly from plenty of luxury goods.
"education reform" needs only 500 money and gives an effect of minus 3%
political reforms cost in general 200 and giving effect based on populations class distribution
techs are balancing most of the later effects of lowered education
i do need, in a country which is liberal and thus allowing more militancy than others, more some EIGHT months before a reform is worth to be taken into account.
it means IN MY case, i allow at least 5% militancy what needs at least 8 months to be given with mentioned circumstances.
one new reform, one political reform is in MY case more than enough...
some days ago i cut into this topic, that in average game (i tried in in different games, different nations) a yearly increase of 5-8% is given as long education is higher than 60%
the problem of mounting numbers of militancy was solved in "patch L" already, now i dont even have any militancy if i dont want, but while playing the non-ready-nations-yet
you just gave us at least 10% decrease yearly, for most nations but OE and SP.
even in an old save from Belgium i can earn enough money with trade and high taxes.
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for the rebel situation... NOPE, this time i wanted to be sure and used Cavalry.
is there any unit with higher land detection?
if this should happen again i will send you a save immediately and without warning
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"so I don't think it is a too easy tool, without enough penalty."
yeap, i do know the thresholds, but i can loose more moral points by rejected political reforms, than due to probably killed civilians, and if it would only be twenty?
however, actually the claim of not enough penalty was regarding to the loss of national moral for SEND TROOPS ONLY, not to martial law.
i consider the martial law as what it is implemented, a upper ceiling to prevent rates of 50, 60, 70% of militancy happening again.
so, as i meant it in the first place, martial law additional to political reforms PLUS two reforms from patch L would have been enough.
if you find time, just google the Great Railroad Strike of 1877...
developing in only 45 days, barely rates of 20 dead in on place then in others, but millions of economical damage and, and THATS MY POINT:
leading to many more strikes and setting foundations of organized mass strike and early labor unions !!!
once a high level of militancy is reached, that martial law OR sent troops would make sense (even if one would consider France and Germany in the 1830s and 1840s), harm to the state of nation would be higher than1 moral point
well, as always, i dont look for discussion, who wants to do that, does it, some of your team did, in other places than public threads.
thats why i called it "OBSERVATIONS", not "BUG! - fix it, damn you"
for the rest, you can just ignore me, as long no one is going to ban me
but, fine that my eye for numbers still works like at the university some years ago, and good to know that this is only a "jumping" mechanism leading to the structures costs

ouet: