Results 1 to 5 of 5

Thread: Unrest question + squalor mods?

Hybrid View

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

    Default Unrest question + squalor mods?

    I'm wondering exactly how 'unrest' is caused in a city. Currently playing a grand campaign as Scipi and have had Syracuse since turn 2 but they have 25% unrest for example? See piccy.

    What is/could be causing this? :hmmm: :hmmm:

    Also I read that there are mods that allow you to build buildings that deal with squalor for settlements over 24,000 in size so that you don't have to artificially keep your settlements around the 24,000 mark? Can anyone recommend some? New to forum and modding RTW and not sure how to research such things... cheers


  2. #2
    Severous's Avatar Biarchus
    Join Date
    Mar 2006
    Location
    Hertfordshire, England
    Posts
    645

    Default Re: Unrest question + squalor mods?

    Mikwarleo

    I work on the basis of capturing a city by force means 30% of unrest. Reduces at around 5% per turn.

    Some cities naturaly have unrest. Salona for instance has 15% even when its been peaceful for years. Not sure about Syracuse.

    Enemy spies cause unrest at 5% per eye of skill. Syracuse in a greek campaign seems to regulary recieve visits from Scippi or Carthage Spies.

    In your case it looks like its about right for unrest from capture. Give it a couple of years and it should be nearly gone. If not suspect spies.
    Regards
    Severous

    Did my part in a Franks BI Succession campaign:
    http://www.twcenter.net/forums/showthread.php?t=118689
    Played a Mod called "End of Days" Picture based AAR is here:
    http://www.twcenter.net/forums/showthread.php?t=116509
    From last year. Final turn of vh/vh Egyptian campaign
    http://www.twcenter.net/forums/showthread.php?t=54262

  3. #3

    Default Re: Unrest question + squalor mods?

    Hey Severous, thanks for your reply... I discovered the problem, enemy spy skill 5! It had me baffled and since I had several other towns that I'd held for a long time also with unrest I thought there was something I was missing but all had spies!

    humm now anyone with a squalor mod?

  4. #4

    Default Re: Unrest question + squalor mods?

    Unrest is caused either by taking a settlement (30%, it decreases 5% per turn - and yes, this DOES include getting a city as a gift, say through a ceasefire), by enemy spies or by one or more of your Governor's traits.

  5. #5

    Default Re: Unrest question + squalor mods?

    Thanks

    anyone know about the squalor-buildings mods?

Posting Permissions

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