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Old May 9, 2003, 03:30   #1
Ision
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Military Police
In Monarchy or Communism a limited number of units stationed in cities act as military police and make unhappy citizens at least content.

Would Artillary type units count as well?
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Old May 9, 2003, 03:47   #2
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Don't think so, units need AD values different from zero to work as military police.

Note, MP works under despotism as well.
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Old May 9, 2003, 03:47   #3
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Try. Units that "make" people happy have a smiley next to them. Move all the units in a city out of it and leave an artirelly units behind. See if it has a smiley
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Old May 9, 2003, 09:43   #4
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No, artillery doesn't, because it cannot attack directly. Nor do other units with no attack - with one exception.

An army with no units in it counts as a military policeman, IIRC. An army with units in also counts as an extra policeman. So a 1 unit Army counts as 2 military police. Not sure about leaders, but you should have a wonder to rush if you are keeping a leader handy - because you can only have one at a time. Using them as MPs would be extravagant, to say the least.

The army thing can come in handy later when you are stockpiling armies built at the Military Academy and saving them for tanks, rather than cavalry. You can tell I'm a builder, because warmongers will just attack, attack, attack with everything including the kitchen sink.
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Old May 9, 2003, 15:14   #5
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Re: Military Police
Quote:
Originally posted by Ision
In Monarchy or Communism a limited number of units stationed in cities act as military police and make unhappy citizens at least content.

Would Artillary type units count as well?
hi ,

, it should be only foot soldiers , they would have to stay in the city , a courthouse would have to be present , ....

but inorder for mp's to be there then there should be a risk in certain gov's and civ's of troops running away > deserters , ....

under a republic each metrocity should get one free unit , why , look at each republic , they all have some type of republic guard , ......

have a nice day
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Old May 9, 2003, 23:19   #6
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Panag, have you been posting while under the influence? I've seen your work on te "Carriers" thread.

Never mind, one other point related to MPs, and that's with recently conquered cities where the original owners are still alive close by (nearby cultural border).

It's a good idea to stuff such a city with all the troops you can, UNLESS your culture is much less than theirs. Cities can FLIP sides. One of the changes in one of the patches was to prevent culture flipping by having a large enough garrison.

If you can't garrison a recent conquest enough to stop it flipping, it's beter to have NO garrison and sit a couple of units outside. If it flips, retake it and leave again (in case it flips again).
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Old May 10, 2003, 08:15   #7
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Quote:
Originally posted by Cruddy
Panag, have you been posting while under the influence? I've seen your work on te "Carriers" thread.

Never mind, one other point related to MPs, and that's with recently conquered cities where the original owners are still alive close by (nearby cultural border).

It's a good idea to stuff such a city with all the troops you can, UNLESS your culture is much less than theirs. Cities can FLIP sides. One of the changes in one of the patches was to prevent culture flipping by having a large enough garrison.

If you can't garrison a recent conquest enough to stop it flipping, it's beter to have NO garrison and sit a couple of units outside. If it flips, retake it and leave again (in case it flips again).
hi ,

, maybe the risks of flipping should reduce with an x number of units in the city under gov so and so , ....

example ; one unit reduces it with 15 % , two with 25 % , etc , .....

then again , at each attempt of the city to flip under anarchy for example the troops would shoot and you would loose a citizen , ....

have a nice day
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