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a) If you can, appoint a governor with good IPS (Interpersonal skills) and high CHR (charisma).
b) Station in city as many troops as possible.
c) Don't make the zone a 'regular' zone - leave it unincorporated. (until happiness, yada = high - then make it regular.)
d) Call governor - change zone orders. 3$ to civilian economy, set worker wages around 5$. Allow free food. Recruitment bonus to zero$.
e) kill or push back any hostile military near city and city assets (proximity increases danger level in city)
> Read the manual (long) and check the guides... hope this helps.
It helps to have dedicated advisors to attach to the governor.
15 Cr./ turn to civilian industries equals a +1 happiness bonus per turn, I would change that in the zone orders.
Raise a indy MG unit with 1800 men and station it in the city, as well as all militia you can move there if you need the regular army to fight elsewhere.
There are fate strat cards that raise fear. Fear lowers unrest. Maybe try these.
One suggestion - about the 15 $/turn. OK when getting city settled down. But once city is relatively happy - I would lower the $ going to private investment to $3 to $5 range, unless you regime is rolling in credits.
Careful who you attach - check for compatibility between the gov and the reserve pool leader you intend to attach - one time I didn't check - and both went south - they didn't get along at all Both took a minus 40 hit.
Carry on ...
15 Cr./turn builds you sewers, police, schools and other QoL private assets. And light ibdustry. I love me some light industry III everywhere. And I make sure to be filthy rich every game...
The commerce profile perks that enhance private production enhance light industry IP production, too. I often have several thousand IP production from light industry ~ turn 60. Often with only one public industry II or III.
Zero reasons to lower it as it would be not paid if you're not recruiting :) Better instead make sure that recruitment set to 0.
Everything is actually bad except light industry :) In theory you want to slow down Civ score growth as much as you can. Also health & security is somewhat usefull as they're providing bonus points on rolls during some nasty events.
Yes, not feasible for Commerce player, but quite great for Goverment. And it's powerful pick too - no so many free IP, but tons of BP and heavy industry III building ~210 machines per turn is awesome too :) Plus worker happiness IMHO harder to get then pop happiness.
Very viable strategy with two downsides:
a) 3 PP cost. Not everyone is democracy :P
b) Advisor will level-up skills mostly as he want. If he's placed as semi-permanent - he would level-up mostly related skill (governor or commander).
P.S. Also I'm under impression that unit on top of stack is taking casualties during dealing with protests in that case. Or I'm lucky and my MG regiments / militia is going to hit instead of tanks
I'll experiment with the 15 $/turn tactic - sounds really good.
a) Offensive and Defensive tactics
b) Interrogation (good luck with it!)
c) Medical. But it's easiest at would be leveled by any advisor stick to governor.
As they're used in nasty zone events, including occupation ones and skills from a&b would be NOT leveled by governor on it's own.