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Thread: Nationwide unrest

  1. #1
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Nationwide unrest

    I've been checking on most of the settlements in my campaigns and have noticed (under VH), that starting around turn 25 or 30 (I may be wrong, but its just a guess) every single settlement I have gets 15% unrest. No religious unrest but the normal kind. Even in settlements without a governor. Mostly this happens to settlements I have owned for a while and very seldomly to newly captured settlements (i.e. Rome didn't have any normal unrest when I captured it)
    Funny thing is, that its always 15%.
    Anyone got any ideas on that? Its kind of annoying when you got unrest and don't know where it comes from.
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  2. #2

    Default Re: Nationwide unrest

    A good indicator of wether or not someone has a spy in your settlement is a sudden increase in unrest for no reason what so ever. From what you're saying, it sounds like you have a lot of spies in your different settlements.
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  3. #3
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Nationwide unrest

    I have tried that hypothesis and its not spies. Even islands (like Rhodes) have this problem, not just mainland cities and when I got fed up with it, i made 3 spies for each settlement and gave them skill 10 quickly, ended turn twice to check whether there was a spy inside and nothing. The unrest stays. I'm guessing its related to some campaign script or some situation your nation must be in?
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  4. #4

    Default Re: Nationwide unrest

    Pretty sure 15% is the standard spy unrest.

    Make a few spies and keep them in your settlements. Give them dumb missions to increase their skill, this likely makes them better at detecting enemy spies.

    The AI is using too many spies right now, there should be an agent limit.

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  5. #5

    Default Re: Nationwide unrest

    Excomm does that, only 20%. High taxes will cause unrest. Conquering settlements that aren't your own cause unrest.

    Might be a trait that your faction leader has that causes the unrest.
    If I wanted to be [jerked] around and have my intelligence insulted, I'd go back to church.
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  6. #6
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Nationwide unrest

    While my faction leader is usually someone with high dread (due to assassinations and espionage), I don't think that this has an influence on nationwide unrest, as he doesn't have a trait that states something like that. Excomm or taxes aren't causing the 15% unrest as they are different types of negative public order.
    Excomm has its own symbol (crossed cross) and high taxes have the bag with arrow symbol. I'm talking about the pitchfork with fire symbol though.

    I experienced it both as turks and as milan, both times after a certain playtime (varied), and usually when I started having a lot of territories.

    I appreciate the responses so far though, and wonder whether anyone else has had that problem?
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  7. #7
    Member Member Varyar's Avatar
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    Default Re: Nationwide unrest

    I have noted the same thing. However it might still be because of spies. I played a game as Milan and had big unrest problems in my capital but after a serious effort I managed to rid the town of spies and suddenly all unrest, even that pesky 15% was gone.

    So my only suggestion would be to try harder. Gather as much as 5 or more good spies in a single city and wait and see what happens.
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  8. #8
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Nationwide unrest

    Spies usually cause around 30% unrest though, which, while of the same kind, is impossible on island cities because the AI doesn't use boats and as proof you never ever see Rhodes being occupied by the AI even later in the game.
    And if Rhodes has the unrest problem too (i converted it to a city btw), and every single city I own does (even those on the far rim of the map far away from any other faction), then I do wonder what this is about...
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  9. #9
    <Insert Custom User Title> Member Dan.o6's Avatar
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    Default Re: Nationwide unrest

    The AI does use boats, extensively infact. In my current campaign I have seen various armies landing all around the map, and it's not just armies they have transported Diplomats, Priests and Spys aswell.

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  10. #10
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Nationwide unrest

    Spies cause 5% unrest per point of subterfuge they have. The tax penalty and religious unrest are listed separately with unique icons. Character traits can cause it, but it does seem to be somewhat more widespread than in RTW. A number of provinces in RTW had base 15% unrest and a few had base 30% unrest (Judea, Cilicia, and the amazon homeland plus maybe 1-2 others). In my current Venetian campaign, Venice has none, Zagreb has none, Ragusa has 10%, and the remainder (Bologna, Florence, Milan, Genoa, Ajaccio, Cagliara, Durazzo, Iraklion and Rhodes) all have 15%. There are no spies on the islands, and no governors in any city.
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  11. #11
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Nationwide unrest

    Tried as suggested using more spies:

    Used 10 spies from various settlements and quickly gave traits/ancillaries to make them subterfuge 10. Put them in Antioch (one of my 15% unrest settlements, as good as any other, but since I got half the world it seemed far away enough to elminate any variance) and ended turn 5 times. No spy detected and unrest stays. So I suppose that kind of proves my point that this unrest is some kind of bug.

    Similarly, my capital (when pure or nearly pure with my religion) always gets 10% religious unrest if it has a governor.
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  12. #12

    Default Re: Nationwide unrest

    Quote Originally Posted by FactionHeir
    Tried as suggested using more spies:

    Used 10 spies from various settlements and quickly gave traits/ancillaries to make them subterfuge 10. Put them in Antioch (one of my 15% unrest settlements, as good as any other, but since I got half the world it seemed far away enough to elminate any variance) and ended turn 5 times. No spy detected and unrest stays. So I suppose that kind of proves my point that this unrest is some kind of bug.

    Similarly, my capital (when pure or nearly pure with my religion) always gets 10% religious unrest if it has a governor.
    That's all very strange. Sorry for insisting in the spy thing, but it was the only reasonable explanation I could think of.

    Maybe someone who has taken a look at the files can explain this to us, I really want to know what's going on there.

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  13. #13
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Nationwide unrest

    Don't worry about it, I'd be skeptical at first too, that's why I also did the tests to confirm instead of just insisting.

    For the moment I added them to the buglist, CA should hopefully know what's causing it! :)
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  14. #14
    Στωικισμός Member Bijo's Avatar
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    Default Re: Nationwide unrest

    I have an idea.
    I've seen that when I keep on conquering regions and/or winning battles I see a public order boost called Triumph in many settlements. So to take care that this Unrest won't bother you too much just keep on conquering :P lol.

    But seriously, I have this problem too, yeah. I was just thinking "Hmm, what the heck? Is it just because of spies?" Then I thought it could have to do with religious unrest and others that create a global unrest or something? Or maybe spies have been to my settlements and then left but the unrest stayed?

    Well, whatever it is, I don't like it.
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  15. #15
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Nationwide unrest

    Finally someone who has the same experience! :D
    Would you like to confirm my post in the buglist?
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  16. #16
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Nationwide unrest

    I don't think it's a bug. I think it's a planned effect. It mostly happens in settlements that didn't belong to you at game start, so I think it's a replacement for the culture penalty from RTW. They really toned down the public order penalties in this game. The 50% culture penalty is gone, squalor penalty to public order caps at 80% now, distance to capitol penalty has been reduced, so it's a lot easier to keep a large city under control in this game. I expect the permanent unrest (if that's what it is) was put in the game to give you SOME little difficulty to overcome keeping acquired regions under control. I just haven't been able to find it in the files where it's controlled.
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  17. #17
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Nationwide unrest

    Considering that Milan in my Milan vampaign was no longer my capital but had permanent unrest, I don't think it has to do with replacement of cultural differences (as those in RTW could be eliminated over time using extermination and demolishing buildings not of your faction)
    As for "easier control of large cities", I again have to disagree. The decrease in squalor effect but addition to population growth just mean the cities become ever larger and you can't have the tax rates high to stop growth (unless you want to forgo a lot of useful buildings to decrease growth) and when taxes are low it just grows even faster. I.e. I got permanent PO troubles from cities that grew above 40k and still with positive growth rates.

    The unrest must stem from something else that they must have made an error on really...
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  18. #18
    Στωικισμός Member Bijo's Avatar
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    Default Re: Nationwide unrest

    I'd like to support you but I'm not saying it's a bug though. Fact is, I don't know what it is, lol :)

    But I'm sure we can find out. I'll check that bug list again :)
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  19. #19
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Nationwide unrest

    I can't post attachments, so I'll hide this under a spoiler tag below, but I was right. I did a little digging over in the RTW forums. In the data folder of the game directory was a file called descr_rebel_factions.txt. In this file, it listed every type of rebels that could appear in the game, along with certain specifics on them. Here's a snippet from the RTW vanilla file as of version 1.6:

    rebel_type Judaeans //parthia
    category peasant_revolt
    chance 6
    description Judaeans
    unit east archer
    unit rebel judaean zealots
    unit rebel judaean zealots
    unit eastern rebel general
    The rebel type was tied to a particular province, Judea in this case. The //parthia probably meant which models to use. The unit listing showed what types of units could appear in a rebel army. The "chance" line is the important one. What they found was each point of chance was 5% permanent unrest in the game if you held that province. The vast majority of the settlements had 0 under chance. A few had 6 and somewhat more than that had 3, which made for a few provinces with 30% base unrest and a number more with 15%.

    This particular file is packed up in M2TW, but over in the mod chat forums there is a thread which contains a link where you can download the already unpacked files to look at, or modify and use with the mod switch feature. I downloaded them a while back, so here's the entirety of the contents of the M2TW descr_rebel_factions.txt file:
    Spoiler Alert, click show to read: 
    ;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;non region based
    ;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    rebel_type gladiator_uprising
    category gladiator_revolt
    chance 100
    description gladiator_uprising
    unit Peasants

    ;======================================================================================

    rebel_type brigands
    category brigands
    chance 50
    description brigands
    unit Peasants

    rebel_type pirates
    category pirates
    chance 50
    description pirates
    unit pirate ship

    ;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;region based
    ;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


    rebel_type Livonian_Rebels
    category peasant_revolt
    chance 3
    description Livonian_Rebels
    unit Woodsmen
    unit EE Peasant Archers
    unit Lithuanian Archers
    unit Viking Raiders
    unit Lithuanian Cavalry

    rebel_type Bohemian_Rebels
    category peasant_revolt
    chance 3
    description Bohemian_Rebels
    unit Feudal Knights
    unit EE Peasant Archers
    unit EE Peasants
    unit Sergeant Spearmen
    unit Armored Sergeants
    unit Crossbow Militia
    unit Hussites
    unit Hussites

    rebel_type Bulgarian_Rebels
    category peasant_revolt
    chance 3
    description Bulgarian_Rebels
    unit Bulgarian Brigands
    unit Bulgarian Brigands
    unit Slav Levies
    unit Slav Levies
    unit Magyar Cavalry
    unit Feudal Knights
    unit E Chivalric Knights

    rebel_type Wallachian_Rebels
    category peasant_revolt
    chance 3
    description Wallachian_Rebels
    unit Bulgarian Brigands
    unit Slav Levies
    unit Slav Levies
    unit Magyar Cavalry
    unit Feudal Knights
    unit E Chivalric Knights
    unit Transilvanian Peasants
    unit Transilvanian Peasants

    rebel_type Greek_Rebels
    category peasant_revolt
    chance 3
    description Greek_Rebels
    unit SE Town Militia
    unit SE Spear Militia
    unit S Archer Militia
    unit S Archer Militia
    unit Skythikon
    unit Byzantine Cavalry
    unit Byzantine Lancers
    unit Byzantine Spearmen

    rebel_type Native_Rebels
    category peasant_revolt
    chance 3
    description Native_Rebels
    unit Native Warriors
    unit Native Archers
    unit Aztec Peasants

    rebel_type Croatian_Rebels
    category peasant_revolt
    chance 3
    description Croatian_Rebels
    unit Croat Axemen
    unit Croat Axemen
    unit Peasant Archers
    unit Peasant Crossbowmen
    unit Pavise Crossbowmen
    unit Mailed Knights
    unit Feudal Knights

    rebel_type Anatolian_Rebels
    category peasant_revolt
    chance 3
    description Anatolian_Rebels
    unit SE Town Militia
    unit SE Town Militia
    unit SE Spear Militia
    unit S Archer Militia
    unit Skythikon
    unit Byzantine Cavalry
    unit Byzantine Lancers
    unit Byzantine Spearmen
    unit Trebizond Archers
    unit Southern Peasants
    unit Turkomans

    rebel_type English_Rebels
    category peasant_revolt
    chance 3
    description English_Rebels
    unit Peasants
    unit Levy Spearmen
    unit Armored Swordsmen
    unit Longbowmen
    unit Longbowmen
    unit Mailed Knights
    unit English Knights
    unit Town Militia
    unit Spear Militia
    unit Archer Militia

    rebel_type French_Rebels
    category peasant_revolt
    chance 3
    description French_Rebels
    unit Peasant Archers
    unit Peasant Crossbowmen
    unit Crossbowmen
    unit Peasants
    unit Sergeant Spearmen
    unit Sergeant Spearmen
    unit Armored Sergeants
    unit Feudal Knights
    unit Chivalric Knights
    unit Town Militia
    unit Spear Militia
    unit Crossbow Militia

    rebel_type Magyar_Rebels
    category peasant_revolt
    chance 3
    description Magyar_Rebels
    unit EE Peasants
    unit Slav Levies
    unit Croat Axemen
    unit Magyar Cavalry
    unit Magyar Cavalry
    unit Magyar Cavalry
    unit Feudal Knights
    unit E Chivalric Knights
    unit Crossbowmen

    rebel_type Iberian_Rebels
    category peasant_revolt
    chance 3
    description Iberian_Rebels
    unit ME Peasants
    unit ME Town Militia
    unit ME Spear Militia
    unit ME Peasant Crossbowmen
    unit ME Peasant Crossbowmen
    unit Desert Cavalry
    unit Arab Cavalry
    unit Granadine Jinetes
    unit Desert Archers

    rebel_type Irish_Rebels
    category peasant_revolt
    chance 3
    description Irish_Rebels
    unit Peasants
    unit Levy Spearmen
    unit Armored Swordsmen
    unit Hobilars
    unit Irish Kerns
    unit Irish Kerns
    unit Galloglaich

    rebel_type Rus_Rebels
    category peasant_revolt
    chance 3
    description Rus_Rebels
    unit Kazaks
    unit Kazaks
    unit Boyar Sons
    unit EE Archer Militia
    unit EE Spear Militia
    unit EE Crossbow Militia
    unit Woodsmen

    rebel_type Mexican_Rebels
    category peasant_revolt
    chance 3
    description Mexican_Rebels
    unit Aztec Peasants
    unit Aztec Spearmen
    unit Aztec Archers
    unit Aztec Spear Throwers
    unit Aztec Warriors
    unit Aztec Warriors
    unit Jaguar Warriors

    rebel_type Norse_Rebels
    category peasant_revolt
    chance 3
    description Norse_Rebels
    unit Crossbowmen
    unit Peasant Archers
    unit Viking Raiders
    unit Viking Raiders
    unit Viking Raiders
    unit Huscarls
    unit Feudal Knights
    unit Norse Swordsmen

    rebel_type Polish_Rebels
    category peasant_revolt
    chance 3
    description Polish_Rebels
    unit EE Peasant Archers
    unit Lithuanian Archers
    unit EE Peasants
    unit EE Spear Militia
    unit Woodsmen
    unit Polish Shooters
    unit Polish Nobles
    unit Polish Knights

    rebel_type Saharan_Rebels
    category peasant_revolt
    chance 3
    description Saharan_Rebels
    unit Desert Archers
    unit Sudanese Javelinmen
    unit Sudanese Tribesmen
    unit Tuareg Camel Spearmens
    unit Nubian Spearmen
    unit Nubian Archers

    rebel_type Scots_Rebels
    category peasant_revolt
    chance 3
    description Scots_Rebels
    unit Highland Archers
    unit Highland Rabble
    unit Highlanders
    unit Feudal Knights
    unit Town Militia
    unit Archer Militia
    unit Scots Pike Militia
    unit Scots Pike Militia
    unit Galloglaich
    unit Border Horse

    rebel_type Seljuk_Rebels
    category peasant_revolt
    chance 3
    description Seljuk_Rebels
    unit ME Peasants
    unit ME Town Militia
    unit ME Spear Militia
    unit Saracen Militia
    unit Arab Cavalry
    unit Turkish Archers
    unit Turkomans
    unit Turkomans
    unit Turkomans

    rebel_type Island_Rebels
    category peasant_revolt
    chance 3
    description Island_Rebels
    unit S Peasant Archers
    unit Southern Peasants
    unit Sergeant Spearmen
    unit Armored Sergeants
    unit Mailed Knights
    unit Norman Knights
    unit Italian Militia
    unit Italian Spear Militia
    unit Pavise Crossbow Militia
    unit Sicilian Muslim Archers

    rebel_type Spanish_Rebels
    category peasant_revolt
    chance 3
    description Spanish_Rebels
    unit Peasants
    unit Javelinmen
    unit Peasant Archers
    unit Crossbow Militia
    unit Spear Militia
    unit Mailed Knights
    unit Chivalric Knights
    unit Town Militia
    unit Jinetes
    unit Jinetes

    rebel_type Steppe_Rebels
    category peasant_revolt
    chance 3
    description Steppe_Rebels
    unit Turkomans
    unit Turkomans
    unit ME Peasant Archers

    rebel_type Swiss_Rebels
    category peasant_revolt
    chance 3
    description Swiss_Rebels
    unit Feudal Knights
    unit Crossbow Militia
    unit Swiss Pikemen
    unit Swiss Pikemen
    unit Swiss Pikemen
    unit Swiss Pikemen
    unit Halberd Militia

    rebel_type Welsh_Rebels
    category peasant_revolt
    chance 3
    description Welsh_Rebels
    unit Peasants
    unit Welsh Longbowmen
    unit Welsh Longbowmen
    unit Welsh Spearmen
    unit Welsh Spearmen
    unit Armored Swordsmen
    unit Mailed Knights

    rebel_type Fatimid_Rebels
    category peasant_revolt
    chance 3
    description Fatimid_Rebels
    unit ME Peasants
    unit ME Town Militia
    unit Nubian Spearmen
    unit Arab Cavalry
    unit Mamluks
    unit Desert Archers
    unit Mamluk Archers

    rebel_type Flemish_Rebels
    category peasant_revolt
    chance 3
    description Flemish_Rebels
    unit Flemish Pikemen
    unit Flemish Pikemen
    unit Flemish Pikemen
    unit Feudal Knights
    unit Crossbowmen
    unit Armored Sergeants

    rebel_type Italian_Rebels
    category peasant_revolt
    chance 3
    description Italian_Rebels
    unit Mailed Knights
    unit Feudal Knights
    unit Italian MAA
    unit Peasant Archers
    unit Peasant Crossbowmen
    unit Peasants
    unit Sergeant Spearmen
    unit Armored Sergeants
    unit Italian Militia
    unit Italian Militia
    unit Italian Spear Militia
    unit Italian Spear Militia
    unit Pavise Crossbow Militia

    rebel_type Arab_Rebels
    category peasant_revolt
    chance 3
    description Arab_Rebels
    unit ME Peasants
    unit ME Town Militia
    unit ME Spear Militia
    unit Saracen Militia
    unit Arab Cavalry
    unit Mamluks
    unit Mamluk Archers
    unit Desert Cavalry
    unit Bedouin Cavalry
    unit Bedouin Camel Riders

    rebel_type German_Rebels
    category peasant_revolt
    chance 3
    description German_Rebels
    unit Mailed Knights
    unit Feudal Knights
    unit Imperial Knights
    unit Armored Sergeants
    unit Town Militia
    unit Spear Militia
    unit Spear Militia
    unit Crossbow Militia
    unit Crossbow Militia
    unit Peasants
    unit Halberd Militia

    rebel_type Burgundian_Rebels
    category peasant_revolt
    chance 3
    description Burgundian_Rebels
    unit Crossbowmen
    unit Peasants
    unit Sergeant Spearmen
    unit Feudal Knights
    unit Chivalric Knights
    unit Town Militia
    unit Spear Militia
    unit Crossbow Militia
    unit Flemish Pikemen
    unit Swiss Pikemen

    rebel_type Armenian_Rebels
    category peasant_revolt
    chance 3
    description Armenian_Rebels
    unit Armenian Archers
    unit Armenian Archers
    unit Armenian Cavalry
    unit SE Spear Militia
    unit Southern Peasants



    Not all provinces can have rebels appear. These are the provinces that can. Every single one has a chance of 3, which means 15% base unrest.
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  20. #20
    Member Member Zenicetus's Avatar
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    Default Re: Nationwide unrest

    Quote Originally Posted by Quillan
    Not all provinces can have rebels appear. These are the provinces that can. Every single one has a chance of 3, which means 15% base unrest.
    Good detective work! So, we can assume that 15% unrest (yellow trident version) could be a single spy in a province without base unrest, but it's probably just base unrest for that province. And anything over 15% means you've got a spy, right?
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  21. #21
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Nationwide unrest

    Interesting finding indeed, but while it does mention region based, it does not mention which regions are actually affected.
    Further, it could simply be that this might be a chance that rebels (and what type of rebels+amount) spawns in this province randomly?
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  22. #22
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: Nationwide unrest

    Oh another thing (i wish I could edit):

    Your evidence does not really explain why the unrest isn't permanent to begin with but sets in after a certain amount of time and at varying times for varying settlements.
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    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
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    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

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