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Thread: Anybody else see a persistent 15% Unrest?

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  1. #1
    Senior Member Senior Member RedKnight's Avatar
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    Default Anybody else see a persistent 15% Unrest?

    Pardons if this has been covered elsewhere; I didn't find anything with the new Google search though -

    I have 15% Unrest in a number of my cities that has persisted long after the usual 30% (from first conquer) wears off.

    Some of my cities duly went from 30 to 0% in 5% per turn (?) as usual, but many others went from 30 to 15 and are staying there now dozens of turns after conquering.

    I can't make any particular sense out of which have or haven't except that maybe it's due to me having exterminated them? I've exterminated a lot this game BUT can't remember precisely which cities, so I'm not sure if this is the rule.

    Anybody else seeing this? Any ideas? I'm playing a Normal/Normal game (Julii).

  2. #2
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Anybody else see a persistent 15% Unrest?

    Have you checked for enemy spies? They are known to cause unrest in your settlements.
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    Senior Member Senior Member RedKnight's Avatar
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    Default Re: Anybody else see a persistent 15% Unrest?

    Huh - they'd have to have a rather extensive spy network, but I guess it's possible.

    How would I check? Move a high level spy of mine into the towns? Will I see enemy spies move out "for sure" if I kick them out? (How can I know for sure whether my town has any foreign spies in it?)

    Thanks guy!

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    Insomniac and tired of it Senior Member Slyspy's Avatar
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    Default Re: Anybody else see a persistent 15% Unrest?

    AFAIK enemy spies (and your spies) do not cause unrest no matter what you may have read or heard, or what you have experienced in previous TW games.
    "Put 'em in blue coats, put 'em in red coats, the bastards will run all the same!"

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    Emperor Siris Member Siris's Avatar
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    Default Re: Anybody else see a persistent 15% Unrest?

    Hm, no idea. Always with my experience is when I exterminate a cities populace (my old methods), and garrison a few hundred soliders there, the loyalty & happieness shoots up to over 200% a lot of the time. So no clue bro, prehaps its a spy, filthy beggars, smell like cabbage... small hands...

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    Senior Member Senior Member Oaty's Avatar
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    Default Re: Anybody else see a persistent 15% Unrest?

    A CA developer came by and mentioned causes of unrest, I think it was posted shortly after the game came out.

    What your most likely reason is economic failure of the city, and even if it shows a positive # for income it still may be a failure.

    Some of the reasons for bad econmics is farmland. Another is poor trade income.

    Some cities are prone to it do to poor farmland and noone to trade with, no matter what you do. Also corruption can ruin a cities economic power.

    Some cities are prone to it forever like Nepte and Palma. Nepte is hurt from multiple factors. Only 2 cities to trade with and with a small population merchants do'nt trade much with them, bundle this in with their poor farmlands and then the reduced income from corruption due too your not likely to even have a capital that's even close to them. Now Palma can be improved, unlike Rhodes who probbly have a bout 20 cities to potentially trade with Palma has a limited selection. Now I have never had a game last long enough to get Palma to get 3 trade fleets, but when you do it may kill the unrest as they have become economically stronger.

    Now With Parthia never been near them before but because they are stuck on the edge of the map they get that special building of caravans I believe. Now at the edge of the map reduces trade partners but I'm guessing those caravans compensate for that.

    Also if you move your capital to the edge of the empire you will notice an increase in unrest in the outer cities along with higher corruption.

    Hope that helps
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    Emperor Siris Member Siris's Avatar
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    Default Re: Anybody else see a persistent 15% Unrest?

    Too bad you cannot make like, Vice Capitals, like the outpost Capitals of the outer stretches of the Empires, to ensure consistant un-corruptedness.

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    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Anybody else see a persistent 15% Unrest?

    Quote Originally Posted by RedKnight
    How would I check? Move a high level spy of mine into the towns? Will I see enemy spies move out "for sure" if I kick them out? (How can I know for sure whether my town has any foreign spies in it?)
    Put one of your own spies in the city, and wait. Eventually their spy will be kicked out, and you should see it. If it is killed, you should see the effect on Public Order. Alternatively, if you've unlocked the cheats, you could switch to play as your enemies to see if they have spies in the city. If you don't fancy that, email the game to me and I'll be happy to quickly check.

    Quote Originally Posted by Slyspy
    AFAIK enemy spies (and your spies) do not cause unrest no matter what you may have read or heard, or what you have experienced in previous TW games.
    Spies no longer have a 'secret police' function, in that they will not improve public order in friendly cities. They most definitely cause unrest in enemy cities. I've done this many times myself, causing revolts with a combination of assassins (to sabotage public order buildings) and spies.

    I know that it is counted as unrest as I've seen a spy cause this in my cities. The most recent I've seen was a Carthaginian spy in Syracuse. He was constantly causing 30% unrest, and he was thrown out 4-5 times before he was finally killed, and I had 4 4+subterfuge spies protecting the city. When he was finally killed -- agent found message popped up -- that 30% unrest was flashing in the settlement details box, meaning it was a loss for next turn, and sure enough there was no unrest the next turn.
    Last edited by therother; 11-05-2004 at 13:16.
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    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Anybody else see a persistent 15% Unrest?

    in the last version of MTW, CA limited the extent of spy's effect on a settlement to the highest valor spy (the effect of an extra valor point was considerable though): i wondered if it is the same in RTW.

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    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Anybody else see a persistent 15% Unrest?

    Quote Originally Posted by Slaists
    in the last version of MTW, CA limited the extent of spy's effect on a settlement to the highest valor spy (the effect of an extra valor point was considerable though): i wondered if it is the same in RTW.
    It doesn't seem so, as each extra spy seems to add more to the unrest - up to a point. I did want to investigate further, but haven't found the time. I would suspect that unrest has a maximum limit, as all the other public order components do.

    As for valour, I'm not sure. Again, this would have been an investigation area, to see the effect of valour on causing unrest and preventing bribes. Valour obviously has an effect on infiltration and information gathering ability.
    Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus

    History is a pack of lies about events that never happened told by people who weren't there -- George Santayana

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