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View Full Version : Need help with quelling unrest!


ivanichi
12-11-2005, 01:53 AM
Goodness, this problem is present in every damn game that I play! :sulk:

How do I cope with it?

Here are some problems that I identify:

1) Internal Security - Every other turn, I get messages in the sitrep that says my citizens cower in fear of enemy spies. However, I've trained alot of Social Spies for internal security and that didn't help one bit

2) Race - I'm using Ithkul and naturally they have high levels of unrest, and want war, but I'm already fighting it out with several races, so why the unrest?

3) Starvation/Taxes/Oppressometer

I'm more lost about point number (1). It seems that no matter what I do, the enemy spies always assassinate my leaders or cause unrest.

Some tips would be appreciated! :)

P.S I'm using Invader Mod 5.0, with Bhuric's Patches applied

Bolo Mark 33
12-11-2005, 03:47 AM
As far as unrest goes, you can usually figure out what's going on by going to the specific planet, opening up the "domestic" tab (or maybe it's labelled "civilian," I haven't played in a while...), and then clicking on the "unrest" tab below.

1) Internal Security - Every other turn, I get messages in the sitrep that says my citizens cower in fear of enemy spies. However, I've trained alot of Social Spies for internal security and that didn't help one bit

Try maxing out your oppressometer for a few turns. It'll generate more unrest while it's high, but will probably catch those spies. After you bring it back down its unrest effects will disappear.

2) Race - I'm using Ithkul and naturally they have high levels of unrest, and want war, but I'm already fighting it out with several races, so why the unrest?

The Ithkul get unruly if there aren't other races to feed upon. It's just the way they are.

3) Starvation/Taxes/Oppressometer

I would add piracy to this list too.

Starvation is bad (duh :) ), so avoid it. It causes unrest and brings your population down. If you have to, try manually zoning some farm DEAs on one of your better-suited planets. Also, enemy ships in your system can blockade you and prevent food shipments from getting in.

Taxes: High taxes generate unrest. Each system of government has a certain taxation range that is acceptable. Generally, lowering them doesn't help unless they're already too high.

Oppressometer: Sort of covered above. You should keep it right around the sweetspot for your race, but raise it to max for a few turns if spies are really a problem. This generates unrest, but also (probably) kills the spies.

Piracy: Any of your systems without a military presence that are beyond a certain basic population level will experience piracy. If this is a problem, build some system ships or deploy a couple starships to the system.


P.S I'm using Invader Mod 5.0, with Bhuric's Patches applied

My advice above doesn't take this into account. I'm not sure how Invader Mod may change things. I'd recommend at least trying my suggestions (and those of others).

EmP
12-11-2005, 04:17 AM
Build unrest reducting DEAs as soon as planet is colonised, my personal strategy is goverment DEA on each planet and military on every thet is larger then 4.

ivanichi
12-11-2005, 09:13 AM
Thanx for the tips guys :up:

I managed to lower unrest quite abit by lowering taxes. Seems like that was the main problem.

And I realised in all my previous games, I've spent way too much money dealing with unrest, maxing out the unrest grant bar every other turn :eek:

Now I can just concentrate my money into research grants and military building. That feels great knowing I'm not wasting money on pacifying the populace :D

pedxing
12-11-2005, 09:56 AM
yeah, the tab on the planet screen Bolo speaks of is "Demographics" and there's a sub-tab called "Unrest", which lists the cause(s) so you don't have to guess.

i don't know why they burried it so far... in the 1024x768 mod, i made it appear as soon as the Demographics tab is opened.