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  1. #1

    Icon5 Lowering unrest on conquered regions

    Can someone please tell me if its possible to lower down the civil uprest on conquered enemy faction capitals ( and surrounding regions)?

    I find it almost impossible to keep them in my grip even if I have a full stack army and all the %law %happiness buildings build.

    Which files do I have to manually edit to tune it down a notch?

    Thanks,
    Felekis
    Last edited by Jurand of Cracow; May 15, 2022 at 10:47 AM.

  2. #2

    Default Re: Lowering unrest on conquered regions

    exterminate the conquered city/citadel

  3. #3

    Default Re: Lowering unrest on conquered regions

    Quote Originally Posted by QueenUeue View Post
    exterminate the conquered city/citadel
    It works for the first 20-30 turns. Then when my Faction Leader dies, I loose the cities even will a full stack army and every structure built.
    This then becomes a cycle. I retake the city then exterminate the population once again ,and on and on and on.

    This also hurts my global reputation a lot.

  4. #4
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Lowering unrest on conquered regions

    Usually, I sack the city if the unrest is high. Then, I destroy all the buildings that increase the unrest and build building for bonus order, health and religion. Finally, I always keep a spy in it and sometimes even an assassin. It works quite well.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  5. #5

    Default Re: Lowering unrest on conquered regions

    Quote Originally Posted by Lifthrasir View Post
    Usually, I sack the city if the unrest is high. Then, I destroy all the buildings that increase the unrest and build building for bonus order, health and religion. Finally, I always keep a spy in it and sometimes even an assassin. It works quite well.
    Is it possible to lower the unrest manually ( like point me to which files I have to modify?).

    The big problem is when my Faction Leader dies. Even if the Faction Heir isnt an usurper, enemy capitals tend to rebel and re-emerge the conquered faction 99% of the time.

  6. #6
    jurcek1987's Avatar Primicerius
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    Default Re: Lowering unrest on conquered regions

    Yeah, I always build gallows first then city halls, barracks...
    Having a good governor in the city is sometimes essential. The best ones give you a high enough bonus to negate any additional unrest. Also station higher quality units in troublesome cities, the bonus militia units provide is negligible.

  7. #7

    Default Re: Lowering unrest on conquered regions

    i guess that should add more orders bonus for someone units as militia, some historical force police as oprinhik or strelets in Russia(Ivan the terrible)
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  8. #8
    bigdaddy1204's Avatar Campidoctor
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    Default Re: Lowering unrest on conquered regions

    I would definitely recommend putting spies and assassins in problem cities. I tend to put a spy in every city that borders an AI faction. You'd be amazed at how much damage enemy spies can do to public order. If you have your own spy in every settlement, it means that enemy spies will get caught and executed. You should also make extensive use of assassins, to kill enemy spies, assassins, merchants and priests that attempt to enter your territory.

    I find that the assassin is probably the central unit in my SSHIP campaigns. Without assassins, you can do nothing. Enemy merchants will kill your merchant virtually 100% of the time. If an enemy merchant starts playing that animation where it interacts with one of your merchants, you can be 100% certain that your merchant will lose every time. Therefore, assassins are essential. He may have just killed your merchant, but thanks to my brutal arsenal of killers, he certainly won't see a single florin in benefit. I call in my killers and assassinate the bastard immediately! Then I move my new merchant onto that tile. This trade resource is MINE, hah!

    I've even had assassins literally win battles for me. In a recent campaign, I was under siege by a far superior enemy force. We were outnumbered more than two to one, and the quality of the enemy units was greatly superior to my own. Yet the turn before they assaulted my castle, I had their general assassinated. This made all the difference during the battle that followed. By shooting flame arrows onto his troops as they came through the gate, I managed to trigger a chain rout. Over 50% of his army was destroyed as they attempted to run away. I am certain I would have lost the battle, if his general had still been alive, since my forces were relatively weak and could not have won in a melee battle against all his units.

    Enemy priests must also be assassinated. You will notice that they constantly try to enter your frontier provinces, converting the population away from your religion and causing unrest. Kill them all! Ruthlessly murder every last one of the suckers. Then make sure you have plenty of your own priests to keep your religion at 90% and above. And if one of them should turn heretic...the assassins know what must be done.

    Once you have a few really high level assassins, you can even kill off enemy family members and high ranking generals. Do it often enough, and it can hasten the demise of entire enemy factions. No faction can survive once all its family members die to the assassin's blade or your armies in battle.

  9. #9
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Lowering unrest on conquered regions

    Hehehe, that's basically what I'm doing in my current Georgian campaign with the Seljuks
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

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    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Lowering unrest on conquered regions

    That will be reduced in the next release. If you want to do it manually in the current version, you need to contact MWY.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  11. #11

    Default Re: Lowering unrest on conquered regions

    Quote Originally Posted by Lifthrasir View Post
    That will be reduced in the next release. If you want to do it manually in the current version, you need to contact MWY.
    Thank you for the info

  12. #12

    Default Re: Lowering unrest on conquered regions

    Ye I too would like to know what files I have to edit to reduce:

    - public order
    - corruption
    - devastation
    - reputation

    I don't want to offend anybody but I have to say that for me its getting insanily, ridiculously frustrating not being able to hold certain regions...

  13. #13

    Default Re: Lowering unrest on conquered regions

    Quote Originally Posted by GenPatton View Post
    Ye I too would like to know what files I have to edit to reduce:

    - public order
    - corruption
    - devastation
    - reputation

    I don't want to offend anybody but I have to say that for me its getting insanily, ridiculously frustrating not being able to hold certain regions...
    i am pretty sure it's all controlled by descr_settlement_mechanics, you can open it using notepad, from there you can change devastation public order etc, unfortunately i dont know wich values to change or how much you want to reduce the squalor but this will probably solve your problem http://www.twcenter.net/forums/showt..._mechanics-xml

    also i remember someone posting something on what numbers to change but i cant remember in wich thread i saw it, might be in general discussion

    EDIT: descr_settlement_mechanics is in the Data folder

    Quote Originally Posted by Larkin View Post
    Go to your installation folder.

    For me, this is E:steam>steamapps>common>medievalII>mods>SS6.3

    Then go to data. Scroll down to descr_settlement_mechanics.

    Open this with notepad. You should see a bunch of parameters for distance to capital, squalor, unrest, health etc.

    Play around with these numbers. You could set a low maximum value, so that unrest/squalor can never go beyond a certain point. Or you can make health give a bigger bonus to public order, etc. There's no one way to do it. Just play around with them until you're happy. You'll see results immediately when you load a campaign.
    Last edited by Dekhatres; August 28, 2015 at 05:05 PM.

  14. #14
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    Default Re: Lowering unrest on conquered regions

    Quote Originally Posted by Dekhatres View Post
    i am pretty sure it's all controlled by descr_settlement_mechanics, you can open it using notepad, from there you can change devastation public order etc, unfortunately i dont know wich values to change or how much you want to reduce the squalor but this will probably solve your problem http://www.twcenter.net/forums/showt..._mechanics-xml

    also i remember someone posting something on what numbers to change but i cant remember in wich thread i saw it, might be in general discussion

    EDIT: descr_settlement_mechanics is in the Data folder
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  15. #15
    bigdaddy1204's Avatar Campidoctor
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    Default Re: Lowering unrest on conquered regions

    Quote Originally Posted by GenPatton View Post
    I don't want to offend anybody but I have to say that for me its getting insanily, ridiculously frustrating not being able to hold certain regions...
    Did you know that putting your faction leader in that settlement solves this problem? The issue is usually caused in enemy capital cities that you have captured. Move your faction leader to that city, and the problem disappears.

  16. #16

    Default Re: Lowering unrest on conquered regions

    thx for the replies after googling: "m2tw descr_settlement_mechanics" I immediatly found a nice tutorial:

    http://www.twcenter.net/forums/showt..._mechanics-xml

    I already been playing with the values on several of the factors, it's really amazing how easy it can be to get every settlement happy or unhappy with just a few changes.

  17. #17

    Default Re: Lowering unrest on conquered regions

    Quote Originally Posted by GenPatton View Post
    thx for the replies after googling: "m2tw descr_settlement_mechanics" I immediatly found a nice tutorial:

    http://www.twcenter.net/forums/showt..._mechanics-xml

    I already been playing with the values on several of the factors, it's really amazing how easy it can be to get every settlement happy or unhappy with just a few changes.
    yea that's the same one i posted

    Quote Originally Posted by Larkin View Post
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  18. #18

    Default Re: Lowering unrest on conquered regions

    Did this get updated in v0.9? I'm still finding it quite difficult to deal with...

    On the plus side so is the AI.

  19. #19
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: Lowering unrest on conquered regions

    It has been lowered down in the current version

    And yes, it is intended to have a much harder AI than in the original SS.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  20. #20

    Default Re: Lowering unrest on conquered regions

    So follow up to this.

    My last campaign was with Portugal and the unrest with Moorish settlements like Isbiliyya was unmanageable.

    In my latest campaign with Aragon I have conquered the same settlements but I am not having any unrest issues at all.

    Its like it is faction specific?

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