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  #1  
Old January 26th, 2004, 06:24 PM

Japher Japher is offline
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Default "Unrest" Discussion

Ok, I've had the game for 2 weeks now, and am still finding myself thinking about it all day at work, and then running home to play it ASAP.

I have pretty much just been going through path combinations and getting a feel for the different races. I still haven't found a race (or path set) that I am decided on as they all have their pluses and minuses.

So, the other day I was playing a Ghost King with the Vanheim. I gave my Ghost King 7 Death, 4 Earth, and 4 Blood or something like that, eventually I pumped him up so much I forgot what he began as. As I terrorized the country sides I studied construction up to 6 I think and made the divining rod that allows you to have greater success with blood hunts. I gave to a Vanjarl (I believe, the dark horse guys) and had them hunt with awesome success. So, everything was going smooth, I had a nice army of demon spawn and undead lead by some pretty awesome heroes. Then, I was unable to produce any more units from my town. It took me a while to realize my unrest was over 100. So, I sent in some priests to preach to them and make them feel better. Well, that didn’t work, I got the message that my Dominion was already at it’s max. So, I lowered the tax and sent my blood hunting hero into surrounding providences. After several turns my unrest was below 100, and several turns later it was at zero.

So, I guess this is just a warning to people who play the “evil” pretenders; keep an eye on your unrest!

I still don’t really understand unrest, how I caused it to get so high, and what is needed to keep it down. Is it a combination of not taking all the virgins for yourself, keeping taxes normal or low, and the Dominion guarded? Is there anything else, or something that I needn’t worry about? What do you do to take maximum advantage of your province without increasing unrest?

Oh, and thanks to Zen’s Item List and Sunray’s Virtual Library… I have actually compiled a manual from all the information (whether it be true or not) that is actually useful, though about the size of a set of encyclopedias.
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Old January 26th, 2004, 06:29 PM

licker licker is offline
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Default Re: "Unrest" Discussion

Briefly...

Unrest goes up when you blood hunt, set taxes above 100, have a battle, have certain bad random events, have an enemy spell, have a spy causing unrest.

Unrest goes down when you patrol, set taxes less than 100, have certain good random events. Maybe a few more for taking it down, but preaching doesn't do anything either way.

As you saw, blood hunting will jack up the unrest, so you either need to patrol along with your blood hunters, or just drop the tax to something (zero even if you are really looking for those chicks) and not worry about your income from that province.

I prefer to use taxes to offset rather than patroling, but that's usually because I can't seem to keep a patroling force away from some hot spot on the front lines
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Old January 26th, 2004, 06:52 PM
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PhilD PhilD is offline
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Default Re: "Unrest" Discussion

Quote:
Originally posted by licker:
Briefly...

Unrest goes up when you blood hunt, set taxes above 100, have a battle, have certain bad random events, have an enemy spell, have a spy causing unrest.

Unrest goes down when you patrol, set taxes less than 100, have certain good random events. Maybe a few more for taking it down, but preaching doesn't do anything either way.
One of the things that confused me a lot in the beginning, is that having an "order" scale does nothing to reduce unrest. I understand how that would make it even more important because of the ability to have taxes higher than 100%, but maybe Order scales should increase effects that decrease unrest, while Turmoil scales should increase effects that increase unrest. Or something like that.
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Old January 26th, 2004, 07:12 PM

licker licker is offline
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Default Re: "Unrest" Discussion

Quote:
Originally posted by PhilD:
quote:
Originally posted by licker:
Briefly...

Unrest goes up when you blood hunt, set taxes above 100, have a battle, have certain bad random events, have an enemy spell, have a spy causing unrest.

Unrest goes down when you patrol, set taxes less than 100, have certain good random events. Maybe a few more for taking it down, but preaching doesn't do anything either way.
One of the things that confused me a lot in the beginning, is that having an "order" scale does nothing to reduce unrest. I understand how that would make it even more important because of the ability to have taxes higher than 100%, but maybe Order scales should increase effects that decrease unrest, while Turmoil scales should increase effects that increase unrest. Or something like that.
Dom1 had unrest affected by your order/turmoil scale. Part of decoupling the overtax/patrol nonsense from Dom1 involved removing the effect of order/turmoil on unrest. Essentially having order/turmoil affect your income is the same as being able to tax higher without unrest. Personally I prefer the system in Dom2 to Dom1.
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Old January 26th, 2004, 07:15 PM
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diamondspider diamondspider is offline
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Default Re: "Unrest" Discussion

It actually makes sense, to me, that Turmoil and Unrest are two very different things.

Unrest seems more like anger at those in power, whereas turmoil seems more like general upheaval and/or rapid change and instability.

I see that there could be a connection in some cases, but not always.

[ January 26, 2004, 17:16: Message edited by: diamondspider ]
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Old January 26th, 2004, 07:36 PM

Japher Japher is offline
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Default Re: "Unrest" Discussion

If there is a spy causing unrest in your province, how would you know? Can you attempt to search them out, or do you have to just deal with it?
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