Originally Posted by
Kull
Thanks, I was able to recreate your results.
OK, after some digging I figured out what's going on. All characters have two sets of personality traits, ICE (Intelligence, Charisma, Energy) and STL (Selfishness, Temperament, Loyalty). Five of them exist entirely as "thresholds" which in turn govern the sorts of traits a character can acquire during the game. But the 6th, Loyalty, also has a visible component (pips in the character portrait box) AND - at the two lowest levels of loyalty - an invisible effect on unrest.
So to make it explicit, if a character has a base level loyalty threshold of 1 ("Rebellious"), that provides 0 loyalty pips and an unrest modifier of -2 (which appears as 2 pips of "regular" civil unrest on the settlement details screen). A base level loyalty threshold of 2 ("Seditious") provides 1 loyalty pip and 1 city unrest pip.
On one level I can see where poor loyalty should have an unrest effect, but the problem is that not only is it invisible, but the initial loyalty effect remains, even if a character acquires additional positive loyalty modifiers. In your example, Arkhon Leukon has a base loyalty level of 2 (resulting in 1 loyalty pip and 1 city unrest pip) but he also has the faction heir trait which adds 3 loyalty pips (alas, not mentioned in the trait description) for a total of 4. Unfortunately, the additional loyalty has no effect on the base level and the city unrest pip remains. Not very intuitive, obviously.
Anyway, thanks for persisting and providing a testable example. The team will need to look at this.