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pay attention in history class next time
Boy, they are just so klutzy and accident prone.
My current run I signed the bill, (still not knowing how it worked) people started dying mysteriously, investigated, outed the secret police - which led back to me and people losing trust.
They have their use for crushing factions you couldn't or chose not to keep happy. Kind of lame they conduct things of their own accord when there's a button to send them off to 'Reduce faction numbers.'
Actually really dumb they automatically just go rogue and start killing people without your consent.
In my first game I signed the Secret Police into being and started sending Evolvers into their ranks so they could keep the faith based faction in check for me. I had also given the Evolvers pretty much full reign of my colony and had gotten the three top tier apex effects for having maxed out each of their preferred zeitgeists. When they started disappearing a hundred of the believers at a time, I let them do their thing.
Helped me really squash any protests in 5 seconds flat, pass any laws I wanted, and exile them off to the other generator quite easily.
During my second game, after signing the secret police and going a completely different zeitgeist / research / law and faction route...this event has not popped up for me yet.
I am finding littlr variances like this.