Results 1 to 11 of 11

Thread: Permanent Unrest?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Permanent Unrest?

    I understand that enemy spies are the main causes of unrest. But right now on my Venice campaign, a lot of the settlements have 10-15% unrest, and I'm pretty sure there are no enemy spies in they are far from the borders. I always clear any rebel spawns as soon as possible as I thought they might be the cause of it. All my cities are happy so it's okay. But whenever I open the settlement scroll I always wonder where that unrest come from.

    Any ideas? I believe this existed back in Rome as well.

  2. #2
    Double A's Avatar person man
    Join Date
    Jan 2008
    Location
    Northern Cackalackistan
    Posts
    23,338

    Default Re: Permanent Unrest?

    If it's not squalor, it might just be because you conquered the place. I think Unrest goes away in a few turns. 20ish sounds about right.
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
    super awesome music thing | political profile
    GSTK member - Join today! (We're restarting. Again.)

  3. #3

    Default Re: Permanent Unrest?

    Lots of buildings can reduce the unrest in your settlements, town halls, brothels, churches etc. Also some generals can increase unrest depending on their traits.

  4. #4
    AJStoner's Avatar Lord of Entropy
    Join Date
    Dec 2010
    Location
    Currently exiled to Florida
    Posts
    1,746

    Default Re: Permanent Unrest?

    Town hall buildings are important and often ignored. They are the single best way to counter squalor, which is the #1 cause of unrest, and if a town doesn't have one it will tend to give governors traits related to being "unjust" and cause losts of unrest problems there.

    *MEMBER OF THE HOUSE OF HADER* *UNDER THE CRUEL & MERCILESS PATRONAGE OF y2day*

  5. #5
    KingofPoland's Avatar Semisalis
    Join Date
    Dec 2010
    Location
    Ottawa, Canada
    Posts
    428

    Default Re: Permanent Unrest?

    If you conquered that province in the last 70ish turns maybe, then it might of been a spy that had already been in the city. WHen you conquer an enemy city with an enemy spy, they will not remove the spy so you have to wait for the spy to get caught or to pass away.

    Yay my 200th post!

  6. #6

    Default Re: Permanent Unrest?

    It's very unlikely to be spies in my case because I conquered Corinth near the beginning of my campagin and I have stationed 4 spies there just in case there is one lurking. So does the town hall building actually gets rid of the unrest or does it just cancels it out with the increased happiness? Also, Corinth is a castle so I can't build a town hall there. It doesn't have a governor either.

  7. #7
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: Permanent Unrest?

    That 10-15% is normal. It's not permanent, or atleast, it can be reduced(garrison a spy, assasin, and priest in every city is my way). Don't even bother worrying about a castle, getting them to riot is nigh on impossible.
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  8. #8
    Double A's Avatar person man
    Join Date
    Jan 2008
    Location
    Northern Cackalackistan
    Posts
    23,338

    Default Re: Permanent Unrest?

    Gah. Spy, assassin, and priest is like 350 florins per turn (give or take 100). Don't do it, it's a big waste of money. Just build churches and town halls. Have 1 assassin for every 15ish territories if you're really paranoid. Priests where needed (I have like 6 of them assimilating everyone in the Middle East or Europe (depending on religion) at any given time). Watchtowers are better than spies if you just want to look out for guys inside your kingdom, if you're using them as counterspies, move them in and out of a settlement until they're out of MP. They usually find the enemy spy by then, if there is one.
    Jon had taken Donal and Benjen’s advice to heart: Sam may be fat and pathetic, but he is still a member of the watch, and one of the few black brothers who isn't a rapist or thief. (out of context, this sounds ridiculously racist)
    super awesome music thing | political profile
    GSTK member - Join today! (We're restarting. Again.)

  9. #9
    crzyrndm's Avatar Artifex
    Join Date
    Feb 2011
    Location
    New Zealand
    Posts
    2,576

    Default Re: Permanent Unrest?

    Quote Originally Posted by Double A View Post
    Gah. Spy, assassin, and priest is like 350 florins per turn (give or take 100). Don't do it, it's a big waste of money. Just build churches and town halls. Have 1 assassin for every 15ish territories if you're really paranoid. Priests where needed (I have like 6 of them assimilating everyone in the Middle East or Europe (depending on religion) at any given time). Watchtowers are better than spies if you just want to look out for guys inside your kingdom, if you're using them as counterspies, move them in and out of a settlement until they're out of MP. They usually find the enemy spy by then, if there is one.
    Since when is money a problem in vanilla?
    It’s better to excite some and offend others than be bland and acceptable to all
    Creating a mod.pack with PFM - Database Table Fragments

  10. #10
    KingofPoland's Avatar Semisalis
    Join Date
    Dec 2010
    Location
    Ottawa, Canada
    Posts
    428

    Default Re: Permanent Unrest?

    If you got COrnth at the beginning of the campaign,a spy would be there until maybe turn 100 as if you caught the place at turn 25 for example, maybe the byzantines initial spy which ispretty young if I remeber right, then he might of never tried to get in and out and back in so that is why he never got caught by your spies.

  11. #11

    Default Re: Permanent Unrest?

    It's no where near causing any problems for me at all. I only had two riots so far in the campagin and they were quickly dealt with. But I just couldn't work out where's that tiny unrest comes from ever since Rome (if there's a spy, it's usually 40%ish unrest rather than 10%). I'm just going to take it that it will disappear after 100 turns or something since none of my starting cities have it.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •