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Mailer
06-30-2003, 10:14 PM
Some reasons for unrest--


High tax--obvious, but keep in mind that the total tax from empire, system, and planetary all work together to irritate your citizens. You may have lowered your empire tax, but an individual planet may be taking 25-30 percent in tax.

Spending policy--This one is oft overlooked. in the finance tab, you can set your spending policy--anywhere from peace and prosperity to holy war. The policies regulate how much empire money (allocated on the slider bars in the same screen) can be spent on military. If you set it to Total war, your empire expects you to spend something like 20-50 percent of your empire taxes on military spending. If you deviate from this range, unrest starts going up on your planet. Once I realized this and started setting my policy correctly, unrest was reduced quite a bit.

Piracy--we all know this one, but just in case. Build planetery defense systems(fighter bases, planetary shields, etc.) build system defense ships, and send a task force of ships to the system and you will see a reduction in piracy.

Leaders--Don't forget that some of your leaders cause unrest.

The Oppressometer--depending on your race, setting this too high can really make your unrest go up. It can be a difficult choice if the enemy keeps busting your butt with spies.

Causus Belli--Being a sweety-pie to empires your people hate generates unrest, as does declaring war on empires your people love.

Government--Different governments rub different races the wrong way, I THINK. Would like to hear more oppinions on this one.

Basic needs--stuff like starvation, unemployment, poor terraforming, etc. Causes unrest.

Forced labor--forced labor irritates some races, but if you use it anyway (I always do) watch the slider and be sure not to work them too hard or your boys might get ticked.

Recreation and government--these DEA and facilities help to reduce unrest, some of them system or even empire wide.

Spies--enemy spies can cause unrest.

I'm sure I haven't covered them all, and would love to see a discussion in this thread. There's a lot of detail in the unrest system, so hopefully this thread will stay active to help others out.

Multiple races--I THINK sharing planets with certain races irritates other races, would love more comments on this one.


Mailer

Zodicus
06-30-2003, 11:46 PM
@Mailer

Hmm. Not a bad summary but why are you posting this in GD? There's a Strategy section for this stuff where people are looking for this kind of info.

vorenhutz
07-01-2003, 05:27 AM
Spending policy
Are we sure about this one? Just because the descriptions of the spending policy controls say it's so don't make it so. I'm starting to think it only affects the vr's preferred spending ratios, and has no effect on unrest.

Gerra
07-01-2003, 06:45 AM
Originally posted by vorenhutz
Are we sure about this one? Just because the descriptions of the spending policy controls say it's so don't make it so. I'm starting to think it only affects the vr's preferred spending ratios, and has no effect on unrest.

You can be sure by using the spending policy whilst disabling Economy AI's on all planets ,
but I'm not sure if it will be mentioned as a cause of unrest under the demographics tab , t'would be nice

Maxx Power
07-01-2003, 07:32 AM
Originally posted by Mailer
Some reasons for unrest--


Multiple races--I THINK sharing planets with certain races irritates other races, would love more comments on this one.


Mailer


Harvesters on a planet with no food = some unrest
'Food' on a planet with Harvesters does too

Mailer
07-01-2003, 03:22 PM
regarding the unrest on spending policy--

I think that only your empire spending is effected by this. if you set it to say, total war, i think it wants you to spend 15-30 percent of your EMPIRE money on military. Thats the group of sliders you can adjust in the finance screen. When you select spending policy, there is a window in the lower left corner that describes what is happening.

So say, if you pick peace and prosperity, which only allows 10 percent, and you jack your military up to 30 percent, unrest will increase across your empire. I don't believe an individual planet spending money on military has any effect, this, at least as far as I can tell, is only related to empire spending.

Also, I think over time, the AI will slowly adjust your empire spending sliders, and the spending policy guides your viceroys on how much to move to or away from military spending (once again empire only)

I am quite certain this effects unrest, because I was having some pretty bad unrest problems, and when I put the spending in line with the spending policy, it dropped dramatically.



Also, someone asked why I din't post in the strat section. Well, I noticed a lot of questions on this particular forum regarding a lot of various unrest issues, so I tried to sum it all up right here. Also, I targeted this one for newer, less experienced players who I've noticed frequent this forum more often. It's not only for the newbies though, a lot of this stuff is hard to figure out.

Thanks,

Mailer

The Big Joke
07-01-2003, 06:32 PM
Greate stuff :up:
Il save it on disk, because i might one day need it!

Ron_Lugge
07-02-2003, 03:17 PM
Originally posted by Mailer
SNIP!

I'm not so certain. As shown in the "How to make the AI build the Big Boys" thread the setting actually DOES effect individual planet's settings - thats why setting it higher gets the bigger ships built.

kevm
07-02-2003, 06:41 PM
Originally posted by Ron_Lugge
I'm not so certain. As shown in the "How to make the AI build the Big Boys" thread the setting actually DOES effect individual planet's settings - thats why setting it higher gets the bigger ships built.

what does that have to do with unrest? or unreast being affected by spending outside of policy? No flame..honest question :D

Ron_Lugge
07-02-2003, 06:43 PM
Originally posted by kevm
what does that have to do with unrest? or unreast being affected by spending outside of policy? No flame..honest question :D

Mailer says that the setting controls only the empire level settings... when in fact, it seems to control the planetary level.

:mad:60:mad:Second:mad:limit:mad:

kevm
07-02-2003, 06:52 PM
Originally posted by Ron_Lugge
Mailer says that the setting controls only the empire level settings... when in fact, it seems to control the planetary level.

:mad:60:mad:Second:mad:limit:mad:

I thought he was saying that spending 30% of your empires budget on military when the policy says 10% would cause unrest, while spending 30% of your planetary budget would not.

RobNelson
07-02-2003, 08:22 PM
Spending policy--This one is oft overlooked. in the finance tab, you can set your spending policy--anywhere from peace and prosperity to holy war. The policies regulate how much empire money (allocated on the slider bars in the same screen) can be spent on military. If you set it to Total war, your empire expects you to spend something like 20-50 percent of your empire taxes on military spending. If you deviate from this range, unrest starts going up on your planet. Once I realized this and started setting my policy correctly, unrest was reduced quite a bit.


The spending policy affects how the VR spends money towards Military Build Queue (MBQ) as such. Using Peace Through Strength as an example, the VR will set the spending on the MBQ anywhere from 0% of the total available money to 20% total available money. The total available money is the income plus the reserves.

Having said that, I do agree that unrest is caused when the spending is "outside acceptable range". In fact, the VR is a smart fellow (or gal, if you prefer ;) ). If a project is getting close to completion, I've seen the VR jack up planetary spending 3-5% higher than the accepted high (I play stock Nommo, so if you don't use liberty pick, you might see higher deviations). On the other hand, if you just picked up a new region build queue item (like automated factories or sanitation infrastructure) then the VR may even drop below the level (limited war or higher only :D ) so that more money is available to "Normal Economic Development" for a few turns. Remember that the funding for the MBQ competes with the PBQ (Planetary build queue), the RBQ (funded through Normal Economic Development) and the research slider, as well as the T-form slider.

Above all, as far as the spending policy goes, VR is smart. VR will push the limits when he feels it's worth it, while trying to stay out of unrest (only fails sometimes, usually my fault :D ).

Ron_Lugge
07-02-2003, 11:28 PM
Originally posted by RobNelson
(only fails sometimes, usually my fault :D ).

Usually? ;)

RobNelson
07-03-2003, 04:38 AM
Yes, usually. The others are indeterminate cause. ;)

Mailer
07-03-2003, 03:20 PM
The spending policy section in the finance tab is obviously quite complex. Most of the points above (mine as well as others) seem to make sense even when they contradict one another.

Is it possible to get some sort of official conformation on how this thing works. I'm talking I would like a DETAILED description of this from a developer or something. Better yet, how about a freaking manual.

That said, most of my information was derived from the description box that now appears (post patch) in the lower right hand corner of the screen when you are viewing your spending policy.

It says something to this effect:

Total War: Current spending policy allows the AI to spend 30-50 percent of EMPIRE income on military expenses. Spending outside this range will cause unrest.

This is where I got my ideas on spending policy and unrest (and some in-game observation.) But, the description box is still somewhat vague, and some of the above ideas seem as reasonable as my explanation.

OFFICIAL CONFORMATION PLEASE!!!!!

This has been a very productive thread. May it serve as an example for the rest of the MOO3 community.

Mailer

Kralizec!
07-05-2003, 05:10 PM
Mailer wrote:
This has been a very productive thread. May it serve as an example for the rest of the MOO3 community.

If wishes were fishes ...