====== Unrest ====== {{:misc:gui:unrest.png?nolink }} **Unrest** is caused by friction between you and a province's {{:misc:gui:population.png?nolink}} [[population]]. In physics terms, it's inefficiency. What causes torches and pitchforks? Quite a bit; conquest, random events, [[blood hunting]], heinous [[rituals]], and especially unsavory units. ===== Effects of Unrest ===== Unrest affects {{:misc:gui:income.png?nolink}}**Income**, {{:misc:gui:resources.png?nolink}}**Resources**, {{:misc:gui:recruitmentpoints.png?nolink}}**Recruitment Points**, and {{:misc:magic:bloodslave.png?nolink}} **Blood Hunting** success. === Manpower === A point of Unrest reduces Recruitment Points by **1%**. It also reduces "womanpower", reducing the success rate for Blood Hunting by **0.25%**. {{:misc:gui:commanderpoints.png?nolink}} This also affects **Commander Points**, just the same as it affects Recruitment Points. The effect is rounded down, however. === Taxes and Labor === Monthly Income and Resources in provinces are each divided by 1. Unrest **adds to these denominators**; a point of Unrest adds **0.02** to the Income denominator, and **0.01** to the Resources denominator. ^ Unrest ^ % {{:misc:gui:recruitmentpoints.png?nolink}} Available ^ % {{:misc:magic:bloodslave.png?nolink}} Available ^ % {{:misc:gui:income.png?nolink}} Available ^ % {{:misc:gui:resources.png?nolink}} Available ^ | 0 | 100% | 100% | 100% | 100% | | 25 | 75% | 93.75% | 66.67% | 80% | | 50 | 50% | 87.5% | 50% | 66.67% | | 75 | 25% | 81.25% | 40% | 57.14% | | 100 | 0% | 75% | 33.33% | 50% | | 200 | 0% | 50% | 20% | 33.33% | | 300 | 0% | 25% | 14.29% | 25% | | 400 | 0% | 0% | 11.11% | 20% | | 500 | 0% | 0% | 9.09% | 16.67% | === Patrol Strength === {{:abilities:patrol_bonus.png?nolink }} Unrest also makes **[[Patrol|Patrolling]]** in the province tougher. Every point of Unrest decreases local Patrol Strength by **0.5**, though this penalty is capped at **50** from 100 Unrest. === Maximum Unrest === The maximum amount of Unrest a province can have is determined by its Population. A province with zero taxpayers in it cannot have Unrest. Every **10** taxpayers (with 10 being the minimum unit of Population) increases the Unrest cap by **1**, up to a maximum of **500** Unrest with 5000 taxpayers. ===== Unrest Reduction ===== Unrest Reduction happens in three stages. * Every month/turn, Unrest passively decreases by a minimum of **1** point. Every point of friendly [[Dominion]] in the province also removes **0.5** points of Unrest, **rounded up** after it's all added together. Every 10 points of local **[[Province Defense]]** removes **1** point of Unrest as well; the effect of Province Defense is **rounded down**, so 59 Points is just as effective as 50. * After that, Unrest is passively decimated, reduced by **1/10th rounded down**. The denominator of 10 is decreased by {{:misc:scales:order.png?15&nolink}} Order on the [[Scales]] (increasing the shave up to 1/5th with 5 points), and increased by {{:misc:scales:turmoil.png?15&nolink}} Turmoil (decreasing the shave down to 1/15th with 5 points). * After all that, **[[Patrol|Patrolling]] squads** (but not Patrolling Province Defenses) actively reduce Unrest. In Dominions 5, Patrolling had a base 50% chance to succeed at Unrest-reducing, modified by 2% in either direction by Patrol Strength, removing 1d(Patrol Strength) Unrest if successful; the manual for Dominions 6 doesn't say anything about the formula, but it mentions a change in other Patrol effects, so this formula might not apply. According to the manual, Patrollers **kill 10 taxpayers** for every "filthy brigand" (**every point of Unrest**) they cull.