Unrest is caused by friction between you and a province's 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.
Unrest affects Income, Resources, Recruitment Points, and Blood Hunting success.
A point of Unrest reduces Recruitment Points by 1%. It also reduces "womanpower", reducing the success rate for Blood Hunting by 0.25%.
This also affects Commander Points, just the same as it affects Recruitment Points. The effect is rounded down, however.
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 | % Available | % Available | % Available | % 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% |
Unrest also makes 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.
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 happens in three stages.