Pledge of Loyalty (Arc)

Pledge of Loyalty is a series of events that trigger after signing Pledge of Loyalty (Law). It may result in a change in the numbers of informers.

Willing informers
Shortly after passing the law, this event will trigger.

"Some workers want to see you. They 've dragged an engineer with them, accusing him of disloyalty.

"He was reading us this! Trying to turn us against you!" One of the workers shoves a tattered book into your hands. "Damned fools!" snarls the engineer. "It's Dickens. I've been trying to educate them!""

You'll have the following options:


 * Keep up the good work: You will gain 3 informers. The engineer will get hurt. Hope will fall.
 * This man is innocent: Discontent will rise.



Blackmail
Regardless of your first decision, this event will trigger next.

"Our Propaganda Centre is reporting that a valuable informer is using her position to blackmail people.

We've received many useful tips from her since she signed the Pledge of Loyalty, but it turns out she's been choosing whom to report and whom to leave alone depending on "favours". Several others have started to do the same as well."

You'll have the following options:


 * Leave them be: Hope will fall slightly.
 * Strike them from the list: You will lose several informers



The interrogation
Regardless of your second decision, this event will trigger next.

"Sir, we've just finished interrogating a group of suspected subversives and almost all of them are ready to sign the Pledge of Loyalty. Just one man resists. He says that he won't do it, he can't report on his family and friends, and that we have no right to compel people to cooperate. What should we do with him?"

You'll have the following options:


 * Force him to sign: This man may get hurt.
 * Imprison him: Hope will fall slightly. Only available if there are cells open in a prison.
 * Let him go, but keep an eye on him: Using the pledge of loyalty will have a slightly lower chance of success. Hope will rise.