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Thread: unrest

  1. #1
    Member Member Simovek's Avatar
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    Default unrest

    is there anything I can do about this? rebellions and unrest are jacked way up since MTW and its so very annoying. I'm here to play total war not civilization.

  2. #2

    Default Re: unrest

    Are you talking RTW or BTWBI? I have no experience of Barbarian Invasion however it is my understanding that the overall difficulty level would effect the public attitude.

    I guess that how 'unrestful' plebs get could be modified?

    Anyhow, rebels are annoying to me. Especially if you do not have the denari to spend on increasing garrisons, building better facilities etc. However I'm not too bothered by it.

  3. #3

    Post Re: unrest

    You can edit the probability (labelled chance in the scripts) of both region based and non-region based rebellions taking place in descr_rebel_factions. This text file is located @ C:\Program Files\Activision\Rome - Total War\Data if you want to change it.

    You can also edit the spawning of pirate vessels and brigands (rebels) in descr_strat, which is the near the top of the text file (under the campaign start and end dates). descr_strat is located @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign\imperial_campaign


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  4. #4

    Default Re: unrest

    I am near the start of a campaign, but still for in enough not to start again. If I make those modifications now will it screw my campaign at all?

  5. #5

    Post Re: unrest

    You can mod the scripts at any point during a campaign, EG a quick unit stats update. However, after making certain modifications (EG adding a new hidden resource), you have to delete map.rwm @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\base. This is in order for the changes to take place - they will be included when the next map.rwm is generated.

    If you've got saved games, simply load up whichever one your using. The load time will be considerably longer than usual, this is because the new map.rwm is being created. If you check back in the location above, you'll find a brand new map in there, which includes all of the changes you've made.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  6. #6
    Member Member Celt Centurion's Avatar
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    Default Re: unrest

    I just got BI a few days ago. I could not believe how bad unrest was from the very beginning. Almost every town with a "red face", and four revolts on the first push of the "end turn" button.

    In most places, it's gotten better, but in some, such as Corduba, (naturally) it's in constant rioting.

    In Corduba in fact, the reason was; the official religion is different from that of the Faction Leader. They were Christian, he was pagan.

    So, I set a "good" Christian (he was so new that he has not yet had time to be corrupted) as Faction Heir. Two turns later, the Faction Leader dies, The new man is Faction Leader, and Corduba is still being a royal pain in the neck. Maybe the word just has not yet gotten to them that the new faction leader is Christian. Word sure gets there fast enough for bad news though.

    As for "bad" Christian family members, I have more than I know what to do with. They are as bad as Pagan, or in some cases, WORSE! And that can be pretty bad! "Embezzler", "Corrupt", "Economical with the Truth", and the list goes on, and at least one of the labels, usually two or three apply to every family member except the absolutely new ones. Give them a turn or two, and they start showing "negative" characteristics as well.

    And for money, There are so many family members robbing me (almost all of them by 20%-30%) that even with a small army, I was having huge deficits every turn.

    I have had ONE good upright family member, and he died during last night's play, at about 71 years of age.

    I'm finally being able to build some academies, and hope that they will be learning to be "Good Honest Romans" or whatever faction I'm playing.

    I am sure I will learn some of the ins and outs over time.

    Strength and Honor

    Celt Centurion

  7. #7
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: unrest

    The larger provinces mean that small stacks of rebels can hang around on the edges of provinces or hide in the woods causing unrest. Additionaly playing as the Western Empire it is easy for money to be too tight to keep up with updating the governor's buildings. Plus a lot of your governors are a bunch of corrupt touble makers.

    You wouldn't want it to be too easy would you? :D

  8. #8
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: unrest

    If it's the two Roman factions in BI you're talking about, some extensive unrest-related micromanagement in Turn One in particular is inevitable. Thus far I've only played the ERE, and had some serious juggling and shuffling (nevermind garrison-training) to do before the whole thing was stably Christian (I decided to go Christian simply because those building chains are good at keeping people happy, which given the size of most ERE cities is probably much more important than the unit-exp bonuses Mitra gives) and I could start concentrating on more important things - like rolling back the Sassanids and building a decent army to keep the hordes out of the Balkans.

    I haven't actually treid, but I understand the WRE have it far worse at the start.

    But when I played the Sassanids and Franks on VH, unrest wasn't much of an issue. Well, save for when I went and coverted a staunchly pagan WRE city surrounded by equally pagan provinces to Christianity in order to get the Paladins... now *that* was a pain and a half to keep under control.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

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  9. #9
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: unrest

    Put a spy in every town where you're having trouble. There's probably an enemy spy in there creating problems. Your own spy will either counteract him or even flush him out.
    "In war, then, let your great object be victory, not lengthy campaigns."

  10. #10
    RTW V1.5 & BI V1.6 Member Severous's Avatar
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    Default Re: unrest

    An oldish post but is on topic.

    I have been tracking the unrest levels in the town of Thermon.

    - Captured Winter 269BC with unrest at 30%.

    -The unrest reduced in 5% steps until Winter 266BC when 0% unrest resulted.

    - 0% unrest continued into Summer 265BC

    In the summer of 265BC there was a battle near the town.



    It was right by the port area and the Victorious Faction Heir is still standing where he fought. The Macedonian enemy was completely routed and dissappeared.

    Next turn is Winter 265BC. Unrest is now 20% !

    I prepared this post to ask if a battle near a town can trigger unrest.

    As I posted theis message I saw Doug's post above. Could it have been an enemy spy causing this unrest ? I had seen a Macedonian spy nearby in the previous turn.

    Battle or Spy...which is more likely ?

    Spy I think. 20% unrest...so a 4 'eye' Spy ?
    Regards
    (RTW Eras: RTW V1.5 and BI V1.6 No Mods)

    Currently writing a Scipii AAR (with pictures)
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    Barbarian Invasion. Franks hold out against the world.
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  11. #11
    Member Member Avicenna's Avatar
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    Default Re: unrest

    Celt Centurion: isn't 'Economical with the Truth' a good trait? or at least it is in RTW vanilla.

    Severous: it's probably the spy. Train a spy yourself to flush it out and maybe even get it killed if it re-enters the next turn.
    Student by day, bacon-eating narwhal by night (specifically midnight)

  12. #12
    RTW V1.5 & BI V1.6 Member Severous's Avatar
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    Default Re: unrest

    Hi

    It was a Macedon spy in that post above. Must have been a '4eye' causing 20% unrest.

    A few turns later I destroyed the Macedon faction.

    Immediately I opened the settlement details for Thermon. To see what had happened to the enemy spy. The 20% of unrest was now flashing. It was the display telling me that the unrest would dissappear at turn end.

    Strangely. When I changed the tax rate in Thermon, the settlement details updated itself immediately and the 20% unrest dissappeared. It was no longer flashing...it had just gone.
    Regards
    (RTW Eras: RTW V1.5 and BI V1.6 No Mods)

    Currently writing a Scipii AAR (with pictures)
    https://forums.totalwar.org/vb/showthread.php?t=91877

    Barbarian Invasion. Franks hold out against the world.
    https://forums.totalwar.org/vb/showthread.php?t=77526

  13. #13
    Member Member Horatius's Avatar
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    Default Re: unrest

    I play as WRE much more then ERE (I still play more Romans then non Romans), and the ERE is much easier then WRE.

    With WRE you will have a civil warm you will be deeply in debt, you will need to face Barbarians and Rebels at the same time, and you will need to consider your cash flow when training troops much more then any other faction.

    After plenty of games though I found a good way out of many WRE problems, however it is still hard.

    In playing ERE though I generally don't get too many unrest problems, and have yet to face a civil war with them.

  14. #14
    Member Member Avicenna's Avatar
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    Default Re: unrest

    As the WRE, an easy but time-wasting strategy (due to re-building later on) is to destroy the churches/temples of paganism or christianity, depending on whether you want troop experience or relics and influence. Also destroy all other buildings (except perhaps wooden walls) to get some quick money, while converting the rebellious cities. Also disband unwanted units to save money, and if Europe revolts let the WRER stay for a while: they can rebuild your buildings, draining their money, while spending their time trying to take on the massive barbarian hordes which inevitably come to the Western half of the former empire. Retaking the provinces also gives you a few good generals, experienced legions and masses of enjoyment.
    Student by day, bacon-eating narwhal by night (specifically midnight)

  15. #15
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: unrest

    The things that actually cause Unrest appear to be rebel armies and spies...

    If you have a lot of unrest in a area where it makes no sense, send in the spies both into the city and into the surrounding landscape (small rebel armies often hide)...

    I am not sure if there are areas where unrest simple happens all be itself....

    Regular unrest is not to be confused with the religious unrest in BI, they are two sparate things that simply have the same overall result (a Public Order penalty)...
    Last edited by Bob the Insane; 03-06-2006 at 15:58.

  16. #16
    RTW V1.5 & BI V1.6 Member Severous's Avatar
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    Default Re: unrest

    Quote Originally Posted by Bob the Insane
    ...I am not sure if there are areas where unrest simple happens all be itself.....
    In my Brutii campaign the city of Croton, southern Italy, has had an unrest level of 15% throughout the game. (7 years so far). Right from the first move.

    Salona was captured and had 45% unrest. This has fallen to 15% but may have stopped falling last turn.

    Other regions Ive captured all drop unrest to 0% eventually.

    Could there be an unrest level that is part of some regions ?
    Regards
    (RTW Eras: RTW V1.5 and BI V1.6 No Mods)

    Currently writing a Scipii AAR (with pictures)
    https://forums.totalwar.org/vb/showthread.php?t=91877

    Barbarian Invasion. Franks hold out against the world.
    https://forums.totalwar.org/vb/showthread.php?t=77526

  17. #17

    Default Re: unrest

    Yes. Croton is one city that has hard-coded unrest. There's a map in frogbeastegg's guide that shows the ones that have this.

  18. #18

    Default Re: unrest

    Corduba is another one I think..

  19. #19
    Member Member Celt Centurion's Avatar
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    Default Re: unrest

    Quote Originally Posted by Tiberius
    Celt Centurion: isn't 'Economical with the Truth' a good trait? or at least it is in RTW vanilla.

    Severous: it's probably the spy. Train a spy yourself to flush it out and maybe even get it killed if it re-enters the next turn.
    Economical with the truth, to me, means that he doesn't tell the truth unless it's dragged out of him. He lies a lot, and that would mean "untrustworthy." Perhaps I need to re-read the definition next time I see the trait on one. I could be mistaken there.

    Yep, I have been putting two or three spies in there, as well as an assassin. I have found that with 2 spies and an assassin, there is usally a tile reading that an enemy spy has been found and executed.

    Thank You Tiberius.

    Strength and Honor

    Celt Centurion

  20. #20
    Member Member Cras's Avatar
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    Default Re: unrest

    I have found that religion is a key factor in unrest. have you changed the religion of the sacked cities to your own?
    carpe noctum (and their women!)

  21. #21

    Default Re: unrest

    The first turn or two of BI possibly exaggerates the unrest faced. Once cities are reorganised, temples demolished and churches built, and so on, I do not see too much difference between BI and RTW in terms of unrest.

  22. #22
    Member Member Horatius's Avatar
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    Default Re: unrest

    Tiberius what you mentioned is similar to how I play.

    I just demolish all military buildings in the cities I know will turn rebel, and try to recapture as many of them from peasant armies as I can, and although I do try to disband as many people as possible, I find that I need the troops to eliminate the Alemanii (Who become a challenge unless you eliminate them early), and defend from others.

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