View Full Version : "Unrest" Discussion
Japher
January 26th, 2004, 06:24 PM
Ok, I've had the game for 2 weeks now, and am still finding myself thinking about it all day at work, and then running home to play it ASAP.
I have pretty much just been going through path combinations and getting a feel for the different races. I still haven't found a race (or path set) that I am decided on as they all have their pluses and minuses.
So, the other day I was playing a Ghost King with the Vanheim. I gave my Ghost King 7 Death, 4 Earth, and 4 Blood or something like that, eventually I pumped him up so much I forgot what he began as. As I terrorized the country sides I studied construction up to 6 I think and made the divining rod that allows you to have greater success with blood hunts. I gave to a Vanjarl (I believe, the dark horse guys) and had them hunt with awesome success. So, everything was going smooth, I had a nice army of demon spawn and undead lead by some pretty awesome heroes. Then, I was unable to produce any more units from my town. It took me a while to realize my unrest was over 100. So, I sent in some priests to preach to them and make them feel better. Well, that didn’t work, I got the message that my Dominion was already at it’s max. So, I lowered the tax and sent my blood hunting hero into surrounding providences. After several turns my unrest was below 100, and several turns later it was at zero.
So, I guess this is just a warning to people who play the “evil” pretenders; keep an eye on your unrest!
I still don’t really understand unrest, how I caused it to get so high, and what is needed to keep it down. Is it a combination of not taking all the virgins for yourself, keeping taxes normal or low, and the Dominion guarded? Is there anything else, or something that I needn’t worry about? What do you do to take maximum advantage of your province without increasing unrest?
Oh, and thanks to Zen’s Item List and Sunray’s Virtual Library… I have actually compiled a manual from all the information (whether it be true or not) that is actually useful, though about the size of a set of encyclopedias.
licker
January 26th, 2004, 06:29 PM
Briefly...
Unrest goes up when you blood hunt, set taxes above 100, have a battle, have certain bad random events, have an enemy spell, have a spy causing unrest.
Unrest goes down when you patrol, set taxes less than 100, have certain good random events. Maybe a few more for taking it down, but preaching doesn't do anything either way.
As you saw, blood hunting will jack up the unrest, so you either need to patrol along with your blood hunters, or just drop the tax to something (zero even if you are really looking for those chicks) and not worry about your income from that province.
I prefer to use taxes to offset rather than patroling, but that's usually because I can't seem to keep a patroling force away from some hot spot on the front lines http://forum.shrapnelgames.com/images/icons/icon12.gif
PhilD
January 26th, 2004, 06:52 PM
Originally posted by licker:
Briefly...
Unrest goes up when you blood hunt, set taxes above 100, have a battle, have certain bad random events, have an enemy spell, have a spy causing unrest.
Unrest goes down when you patrol, set taxes less than 100, have certain good random events. Maybe a few more for taking it down, but preaching doesn't do anything either way.
<font size="2" face="sans-serif, arial, verdana">One of the things that confused me a lot in the beginning, is that having an "order" scale does nothing to reduce unrest. I understand how that would make it even more important because of the ability to have taxes higher than 100%, but maybe Order scales should increase effects that decrease unrest, while Turmoil scales should increase effects that increase unrest. Or something like that.
licker
January 26th, 2004, 07:12 PM
Originally posted by PhilD:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by licker:
Briefly...
Unrest goes up when you blood hunt, set taxes above 100, have a battle, have certain bad random events, have an enemy spell, have a spy causing unrest.
Unrest goes down when you patrol, set taxes less than 100, have certain good random events. Maybe a few more for taking it down, but preaching doesn't do anything either way.
<font size="2" face="sans-serif, arial, verdana">One of the things that confused me a lot in the beginning, is that having an "order" scale does nothing to reduce unrest. I understand how that would make it even more important because of the ability to have taxes higher than 100%, but maybe Order scales should increase effects that decrease unrest, while Turmoil scales should increase effects that increase unrest. Or something like that. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Dom1 had unrest affected by your order/turmoil scale. Part of decoupling the overtax/patrol nonsense from Dom1 involved removing the effect of order/turmoil on unrest. Essentially having order/turmoil affect your income is the same as being able to tax higher without unrest. Personally I prefer the system in Dom2 to Dom1.
diamondspider
January 26th, 2004, 07:15 PM
It actually makes sense, to me, that Turmoil and Unrest are two very different things.
Unrest seems more like anger at those in power, whereas turmoil seems more like general upheaval and/or rapid change and instability.
I see that there could be a connection in some cases, but not always.
[ January 26, 2004, 17:16: Message edited by: diamondspider ]
Japher
January 26th, 2004, 07:36 PM
If there is a spy causing unrest in your province, how would you know? Can you attempt to search them out, or do you have to just deal with it?
Taqwus
January 26th, 2004, 07:47 PM
If memory serves, it'll actually tell you that there's a spy. It's up to your province defense and patrollers to actually find him, however.
tinkthank
January 26th, 2004, 07:50 PM
I didnt know Order does nothing for unrest. I thought it did. Thanks.
aldin
January 26th, 2004, 11:45 PM
Also, some magic sites (seen or hidden) increase or reduce unrest.
~Aldin
diamondspider
January 26th, 2004, 11:48 PM
Originally posted by aldin:
Also, some magic sites (seen or hidden) increase or reduce unrest.
~Aldin <font size="2" face="sans-serif, arial, verdana">Right out of Ars Magica http://forum.shrapnelgames.com/images/icons/icon12.gif I love auras being tied into places http://forum.shrapnelgames.com/images/icons/icon10.gif
Master Shake
January 27th, 2004, 07:46 PM
Quote:
"If there is a spy causing unrest in your province, how would you know? Can you attempt to search them out, or do you have to just deal with it?"
If a spy causes unrest, you will get a message about it. Something like, "Unrest is increasing in Hubbarton. This could be the work of enemy spies." Your response can be one of many:
1. Ignore it. If the province is not used for unit production, there is little affect of unrest of 100 or so.
2. Boost up province defense. Defense above 10 (I think) will give you a chance of uncovering many hidden units (although some, like Glamour units, are harder to find than others).
3. Send units to Patrol the province. This will reduce unrest, although it costs you population.
4. Lower taxes below 100.
diamondspider
January 27th, 2004, 08:23 PM
I just started a new game and one of the provinces right by my starting castle had some strange energies in it.
The unrest started at about 90 and skyrocketed to 200 in only about 6 turns. My patrolling wasn't even helping.
I couldn't find what was there, but, wow, I had no idea the effect of a hidden site could cause that much unrest.
Must have been a gate to hell http://forum.shrapnelgames.com/images/icons/icon12.gif
P.S. between that problem and being pushed up against the sea, I lost by turn 30 http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon7.gif
[ January 27, 2004, 18:26: Message edited by: diamondspider ]
Coffeedragon
January 27th, 2004, 10:07 PM
One thing that bothers me -from a realism viewpoint- is that Unrest never wins. Why can´t 30 Brigands kill a Forester? http://forum.shrapnelgames.com/images/icons/icon10.gif
I find Unrest pretty tame, actually.
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