View Full Version : Squalor and Unrest?
Alexander the Pretty Good
11-13-2006, 20:21
Do those two joy-kills return in MTW2? And do they work the same way?
RTW was just stupid along those lines - buildings that reduced squalor increased population, which increased squalor. Either you had to play very "gamily" which hurt immersion or you had to butcher every city you took to delay the inevitable.
So, what's the news?
Big King Sanctaphrax
11-13-2006, 20:22
They're still there. Unrest is actually bothering me more than squalor at the moment.
Sheogorath
11-13-2006, 20:27
They dont seem as prominient anymore though, the only city Ive had revolt was Damascus, mostly due to a '%0 Catholic population' :P
Im not sure how to reduce squalor in this one, since there arent any buildings which obviously reduce it. Churhces increase public health though.
wraithdt
11-13-2006, 20:28
I suspect squalor is not as big of an issue this time judging from the lack of complaints regarding it. Either that or ppl have learned to deal with it more effectively since the RTW days. I know I have.:book:
Squalor always became way out of control in my RTW campaigns...to the point where I would max the public health systems and public health related temples as early as possible. In some of the later games I would camp a "purification" army in between 4-5 cities and when squalor was too high I would just let the city revolt, put the revolt down, and murder most of the population
needless to say I hope I don't have to do this in MTW2 :thumbsdown:
fuzzilogik
11-13-2006, 23:16
How about the distance from capital penalty? I know it's more realistic, but it bugged me in RTW because it made it soooo hard to conquer the whole map.
Vicarious
11-14-2006, 09:04
The distance from capital penalty is still there. I think it is the same, if not bigger, as in RTW.
Of course it makes it harder to conquer the whole map. But shouldn't that be difficult?
Squalor is fine foe me, this time round - being a factor you have to take care of, realistically, but not dominant. Unrest is still an issue - and i've still no idea what causes it :dizzy2:
Darkmoor_Dragon
11-14-2006, 11:58
Just starting to experience my first squalor problems - havent been able to afford to upgrade some minor cities into large cities and squalor is rising through the roof.
Obviously this is expected and "Not a problem" in terms of whether or not it is working as intended - squalor should be going through the roof.
When i finally upgraded one city squalor vanished, literally, over night - or at least back down to the manageable 15% or so.
So, to answer the original question: Yes squalor is still there but does not appear to be an overwhelming condition at this point.
As to "unrest" - other than Antioch (captured by english on crusade) I've no problems with unrest anywhere else. Hard to say what the "unrest" there is from, as the religious unrest and similar are labelled differently. Tax is low so maybe its an outside aspect or spies - i do kill off a byzantine spy every turn it seems, so i suspect that "unrest" is linked to spy activity.
Scottn72
11-14-2006, 13:36
Squalor is fine foe me, this time round - being a factor you have to take care of, realistically, but not dominant. Unrest is still an issue - and i've still no idea what causes it :dizzy2:
Unrest is caused by an enemy spy in your settlement, try placing one of your own spies in the city too see if he can root out the enemy. If he does you'll notice the unrest decrease.
lancelot
11-14-2006, 14:13
Squalor is lesses when you upgrade your settlement I think. (overcrowding is the factor I think)
However this becomes a huge problem when the upgrade cost is 9000+ and it is still very early in the game.
Biggus Diccus
11-14-2006, 15:25
Squalor is lesses when you upgrade your settlement I think. (overcrowding is the factor I think)
However this becomes a huge problem when the upgrade cost is 9000+ and it is still very early in the game.
Has anyone else noticed that population grows much faster than in RTW, or is it just me?
Daveybaby
11-14-2006, 15:51
Yeah, definitely much faster pop growth. This is probably something to do with the 2 years per turn thing. Probably. Or something.
And the fact that recruiting troops doesnt reduce the population anymore. Same goes for disbanding, it doesnt add to the population anymore.
Improved feature imho, I didnt really like those 20 stack peasant units I moved around to trigger the marian reforms.
Scottn72
11-14-2006, 16:32
Increasing taxes and holding off on the farm upgrades reduces the population increase %.
I think the big unrest and squalor is a good thing, It makes having a lot of cities hard
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.