![]() ![]() ![]() Religion: The pagan religions Animism, Shamanism and Totemism give −1 national unrest.Government type: Despotic Monarchy, Tribal Despotism and Elective Monarchy all give −1 national unrest.Advisor: a Theologian will reduce unrest by −2.Overextension: +0.05 for each percent of overextension, e.g.(Religious unity above 100% doesn't reduce unrest.) Religious unity: scales linearly from +3 to 0 as religious unity varies from 0% to 100%.Horde unity: scales linearly from +2 to −2 as horde unity varies from 0 to 100.Republican tradition: scales linearly from 0 to −2 as republican tradition varies from 0 to 100.Legitimacy: scales linearly from +2 to −2 as legitimacy varies from 0 to 100.Stability: +2 per point of negative stability, and -1 per point of positive stability.The total unrest in a province is the sum of its own local unrest and the country's national unrest. Some are specific to a province (local unrest), while others affect unrest in every province in the country (national unrest). The last version it was verified as up to date for was 1.23.Įach province has a number called unrest denoting how discontent the people of that province are. This section may contain outdated information that is inaccurate for the current version of the game. Rebellions may be combated by increasing province autonomy to reduce unrest, harsh treatment, or brute military force to slay the rebels once they rise up. They are caused by unrest and certain events. Rebellions are uprisings of subject peoples making demands of their regent, mostly for more autonomy or complete freedom. ![]()
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