Both sides previous revision
Previous revision
Next revision
|
Previous revision
|
unrest [2020/04/12 02:33] loggy |
unrest [2023/02/17 14:37] (current) negate changed step to be in line with turn order sequence page |
====== Unrest ====== | ====== Unrest ====== |
| |
Unrest in a province causes a variety of effects, which are detrimental in most situations. In particular, province [[income]] and [[resources]] are reduced: | {{misc:gui:unrest.png}} **Unrest** in a [[province]] causes a variety of detrimental effects. In particular, province [[Province Attributes#Income]] and [[Province Attributes#Resources]] are reduced. |
| |
Income is divided by 1 + (unrest*0.02). | Additionally, [[commander|commanders]] and [[units]] cannot be [[Province Attributes#Recruitments|recruited]] if a province has over 100 unrest. |
| |
Resources are multiplied by 100/(unrest+100). | |
| |
Additionally, units cannot be recruited if a province has over 100 unrest. | Unrest is modified through [[random events]], various [[rituals]], [[blood hunting]], [[pillaging]], [[patrolling]], [[blood hunting]], [[spy|spies]] instilling uprisings, units with the [[cause unrest|cause]] or [[reduces unrest]] abilities, and [[battle|battles]] in the province. Certain [[magic sites]] also affect unrest: those which increase it are often [[blood]] sites, while those that reduce it tend to be [[holy]] sites. Additionally, some [[global enchantment]]s such as ??Fata Morgana?? and ??Burden of Time?? affect unrest globally. |
| |
Unrest is modified through [[random events]], various [[rituals]], [[blood hunting]], [[pillaging]], [[patrolling]], [[spy|spies]] instilling uprisings, units with the [[cause unrest|cause]] or [[reduces unrest]] abilities, and battles in the province. Certain [[magic sites]] also affect unrest: those which increase it are often [[blood]] sites, while those that reduce it tend to be [[holy]] sites. Additionally, some [[global enchantment]]s such as ??Fata Morgana?? and ??Dark Skies?? affect unrest globally. | |
| |
Unrest reduces "naturally" on its own, which occurs before patrolling: | Unrest diminishes in three sub-steps during [[Turn Order|turn order sequence]] Step 40: |
| |
* First, unrest falls by 1 + [[province defence]] unrest reduction + [[https://en.wikipedia.org/wiki/Floor_and_ceiling_functions|ceiling]](friendly [[dominion]] score / 2). If the dominion in the province is hostile, it is treated as a negative dominion score. | * Subtract (1+(1 for each full 10 PD)+(Dominion/2, round up)). |
* The remaining unrest is divided by floor(10+[[scales|order]]). | * Subtract (unrest/(10-Order), round down) |
| * [[Patrol]] |
| |
Units with [[chaos power]] can additionally use 15 points of unrest in place of a point of turmoil for the purposes of calculating their bonuses. | Hostile [[dominion]] may add unrest in the first sub-step. |
| |
| Units with [[chaos power]] count 15 points of unrest as one scale of turmoil for the purposes of calculating their bonuses (still capped at {{scales>T3}}). |