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-   -   An unrest problem (http://forum.shrapnelgames.com/showthread.php?t=19096)

Vynd May 18th, 2004 05:47 PM

An unrest problem
 
I've run into a province where I am having great difficulty keeping unrest under control. With normal taxes unrest goes through the roof in just a few turns, and even with a large army set to patrol and zero taxes it is hard to get it back down again.

There's no readily apparent cause for the unrest, so I've been assuming it is caused by magic sites I can't detect. But is it possible there is some sort of spell causing it? I realize it could also be spies or something like that, but I'm assuming my patrolers would have caught them by now if they were there.

Lastly, I'd be happy to hear any suggestions people might have about keeping the province under control. http://forum.shrapnelgames.com/images/icons/icon7.gif

Norfleet May 18th, 2004 05:51 PM

Re: An unrest problem
 
Phantom unrest is usually caused by a magic site you cannot detect, particularly if no amount of patrolling can drive it below 5, or 10, or 15. Spies and events producing unrest will give you a message, so if you don't get one, it's not enemy spies or "random" events.

There are several ways to deal with this unrest:

1. Drop taxes, either to 80, 70, or 60, for a static unrest level or 5, 10, or 15, respectively. This will, barring any other complications, reduce unrest to this baseline level(cannot go lower) every turn.

2. Patrol the province with preferrably cheap units.

3. Pillage the province and kill everyone. 0 population = 0 unrest.


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