Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Personally I prefer just letting them run as puppet cities at least till that time is over.
The civilopedia also mentions a seperate state of rebellion. Rebellion only kicks in after you fully take over the city (does not affect pupeted cities). It can run in paralell to martial law, but if you let ML run out then un-puppet the city, it might give you extra turns of no use.
I have not experienced this second state yet however.
Aside from the forced "no production" and "no purchasing" the city is fully viable while in martial law. Inlcuding being able to use trade depots already in existence.
If you take a city via espionage, it seems the Martial Law time is halved (but it still counts as violent taking for Warmonger status).