Difference between revisions of "Unrest"

From Stellaris Wiki
Jump to navigation Jump to search
m (top: replaced: {{Version|1.8}} → {{version|1.9}})
m (replaced: {{SVersion|1.8}} → {{SVersion|1.9}} (3))
Line 3: Line 3:
  
 
== Source of Unrest ==
 
== Source of Unrest ==
{{SVersion|1.8}}
+
{{SVersion|1.9}}
 
Unrest is primarily produced by Unhappy pops. As such, the following indirect sources of Unrest have to be considered:
 
Unrest is primarily produced by Unhappy pops. As such, the following indirect sources of Unrest have to be considered:
 
* Slaves can be a considerable source of Unrest. There is also the unique Slave Revolt chain, which requires much lower Unrest to trigger
 
* Slaves can be a considerable source of Unrest. There is also the unique Slave Revolt chain, which requires much lower Unrest to trigger
Line 11: Line 11:
  
 
== Combating Unrest ==
 
== Combating Unrest ==
{{SVersion|1.8}}
+
{{SVersion|1.9}}
 
Unrest is easy to combat on a small scale, but near impossible to combat on an extreme one:
 
Unrest is easy to combat on a small scale, but near impossible to combat on an extreme one:
 
* The most obvious option is to increase happiness above the Unrest threshold (45%) or at least closer to it
 
* The most obvious option is to increase happiness above the Unrest threshold (45%) or at least closer to it
Line 27: Line 27:
  
 
== Effects of Unrest ==
 
== Effects of Unrest ==
{{SVersion|1.8}}
+
{{SVersion|1.9}}
 
The effects of unrest are organized into Levels:
 
The effects of unrest are organized into Levels:
  

Revision as of 08:23, 15 December 2017

Version

Outliner top.png
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.9.

This article is for the PC version of Stellaris only.

Unrest replaces the old Rebel Factions.

Source of Unrest

Unrest is primarily produced by Unhappy pops. As such, the following indirect sources of Unrest have to be considered:

  • Slaves can be a considerable source of Unrest. There is also the unique Slave Revolt chain, which requires much lower Unrest to trigger
  • Pops joining unhappy Factions will also cause unrest
  • The Happiness penalty during Occupation and after Conquest can cause relevant Unrest. However, no unrest Events can trigger during Occupation
  • The maximum amount of Unrest is 20 per pop, which should only be reachable during extreme cases like purging

Combating Unrest

Unrest is easy to combat on a small scale, but near impossible to combat on an extreme one:

  • The most obvious option is to increase happiness above the Unrest threshold (45%) or at least closer to it
  • Unrest Suppression: There are various ways to suppress Unrest specifically
    • Happy Pops produce minimal Unrest Suppression (-5 at 100% Happiness). However, that will only be relevant for basic Faction unrest in an otherwise happy Society
    • Armies produce 10 Unrest Suppression each. That makes armies the primary way to combat unrest from slaves and conquest
    • Governing Ethics can have a major impact on Unrest Suppression
    • A Building slave processing.png Slave Processing Facility will lower the Unrest produced by Slaves by a large percentage.
    • Rulers add Unrest Suppression equal to 10 times Skill Level
    • The Tradition Harmony will suppress unrest both directly and indirectly, making it one of the best tools if armies are not wanted or not enough alone
    • The Building ministry benevolence.png Ministry of Benevolence, Building military academy.png Military Academy and various DLC buildings can also provide local or Empire Wide Unrest reductions

Effects of Unrest

The effects of unrest are organized into Levels:

  • Level 1 (10 Unrest). Slaves may radicalize and eventually Rebel if unrest is allowed to grow.
  • Level 2 (50 Unrest). Every tile yield is heavily penalised and trigger a number of additional Events.
  • Level 3 (80 Unrest). The colony can rebel. After success the game will decide if it was a Separatist or Nationalist Rebellion.

Empires that do not employ slavery are completely unaffected by unrest below Level 2. Having a higher Unrest Level than what is absolutely needed will also often reduces the MTTH for the events.

Most of the Events apply the "Recent Unrest" Lockout, that prevents further events from the same or any specific line to fire. In turn, it might allow further Events to fire.

Level 1: Slave Radicalization

Slaves may start the Planetary Rebel chain above 10 Unrest.png unrest. Only one slave is needed for this, but Mechanical pops are not considered for this. It is separated into a number of severity phases: Stirrings, Hunger Strikes, Riot, then Revolt.

Stirrings can happen if above 10 Unrest. MTTH is 50 years. The world will get a Modifier adding +20 Unrest.png unrest for 20 years. It will also call the gatekeeper event after 720+Random(10) days. Most importantly it sets the hidden Slave revolt Questchain for the Empire and/or add the planet to an already running chain.

Slave Rebellion Gatekeeper: After being first triggered, the gatekeeper will keep retriggering every 2 months. Each planet will have its own cycle of the Gatekeeper. The only way to stop is to have ground combat running or the Planet removed from the Event Chain ended when it hits. The main Gatekeeper branches out depending on unrest level:

  • Above Unrest Level 2, as long as Stirrings are active and there was no recent unrest or resistance event, the Resistance Gatekeeper is triggered
  • Above Unrest Level 3, as long as a recent Resistance Event happened and there was no recent unrest or Riot Event, the Riot Gatekeeper is triggered
  • Above Unrest Level 3, as long as there was a recent Riot event and there and there was no recent Unrest and the Revolt as not already begun, the Revolt Event is triggered
  • Note that the Resistance Event will chain directly into Riots. The gatekeeper seems to exist primarily to trigger Resistance, Revolt and a fallback into Riots if this chaining was disrupted by pure chance coincidence rather then proper resolution

Resistance Gatekeeper: If there is any tile worked by an Enslaved pop without ruined building, there is a 50/50 chance that the Slaves will go on a hunger strike or sabotage the building. If no such building available, they will always go on hunger strike:

  • Sabotage will destroy 3 buildings worked by Slaves. It counts as recent unrest for 2 years and Slave Resistance for 10 years
  • Hunger Strike: The Hunger Strike Modifier (-50% Slave Production) is applied for 5 years. Counts as recent Unrest for 2 years and Resistance for 10 years

The Gatekeeper will always chain into Riot Gatekeeper on 720+Random(10) days

Riot Gatekeeper: The Slave Riot Modifier is added for 10 years: It reduces Slave production by -100%, Pop Growth, Army build and Building Build Speed by -50%. It also causes massive negative Migration attraction and an increase of Emigration Speeds so people not under Migration control will quickly leave. This count as Recent Unrest for 2 years and Riot activity for 10 years.

Revolt When the revolt hits, a random pop on the planet is picked as the "Leading Species" of the Revolt. The Rebel Country is created. It is Always Fanatic Egalitarian/Militarist with Democratic Authority. It takes control of every Slave Army on the planet and spawns 3 Rebel Defense Armies for every Slave pop. This counts as recent Unrest for 2 years.

  • Should the Defender (Slave Owner) win, the Revolt Suppressed Modifier (-50% Unrest) is added for 10 years. Any of the other modifiers and lockouts from this chain are removed.
  • Should the Slaves win, all Chain Modifiers and Lockouts are removed and the Governor is killed. The Rebel country takes ownership of the planet.

The Rebels will look for a country to defect to and will contact it within 4 days. The country must meet the requirements:

  • Any form of Egalitarian
  • Slavery not allowed
  • Default Empire
  • Has communication with the former Rebel owners
  • Default Country
  • A colony within 300 Units
  • Not in a Federation with former Rebel owners

The AI will always accept any such request. If granted, the planet is switched over to the new owner and the Rebel country is silently removed. However, there will be a Diplomatic Penalty between the new owner and the former Slave owner.

Other ways to end the chain: At the start of each month, it is checked if the planet should no longer be part of the Chain. If that happens, all remaining modifiers are removed and if it is the last planet, the hidden Questchain is ended.

A planet should no longer be part of the Chain if either:

  • If there are no Slaves left on it
  • If Unrest is < Level 1 and there are no Chain Modifiers Active on the planet.

Level 2: various penalties

When over 50 Unrest, a warning alert will appear at the top of the screen. Production on the planet will be directly penalized in everything but Food. The penalty equals -1% for every point over 50, up to -50% at the maximum of 100. Purged Pop Production penalized at -2% per point capping out at -100%.

Additionally, these Events can happen: Minor Terror: Requirements:

  • No Recent Unrest
  • Not Riots Averted, any of the Ethics Attraction or any of the Terror Modifiers active
  • MTTH is 50
    • x0.8 if Unrest > Level 2
    • x0.8 if Unrest > Level 3

Effect: Giving the world the "Minor Terror Attack" modifier (-33% Mod pop government ethic attraction.png governing ethics attraction) for 20 years. Counts as Recent Unrest for 2 years.

Severe Terror Requirements:

  • unrest_terror Flag Set (this flag is not set by any code as of 1.8.3. As such this Event can not trigger).
  • MTTH is 50
    • x0.8 if Unrest > Level 2
    • x0.8 if Unrest > Level 3
    • x0.8 if unrest_terror Flag Set

Effect: Giving the world the "Severe Terror Attack" modifier (-75% {{iconify|governing ethics attraction}) for 10 years. Counts as Recent Unrest for 2 years.

Keeping the Peace a beneficial Event. Requirements:

  • Unrest > Level 2 but < Level 3
  • No Recent Unrest
  • Not Riots Averted, any of the Ethics Attraction or any of the Terror Modifiers active
  • MTTH is 50
    • x0.8 if Unrest > Level 2
    • x0.8 if Unrest > Level 3 (this requires a exact match)

Effect: Apply Riots Averted modifier (+33% Mod pop government ethic attraction.png governing ethics attraction) for 20 years. Counts as Recent unrest for 2 years.

Hallowed a group of 8 Events (one per Ethic). Requirements:

  • Unrest > Level2
  • No Recent Unrest
  • Not Riots Averted, any of the Ethics Attraction or any of the Terror Modifiers active
  • MTTH is 50
    • x0.8 if Unrest > Level 2
    • x0.8 if Unrest > Level 3

Effect: Applies the "[Ethic] Unrest" modifier (+100% Attraction for that Ethic) for 20 years. This Can be a governing Ethic. Counts as Recent Unrest for 2 years

General Revolt

The Ultimate expression of Unrest, most of the Planets Population is trying to throw off the current owners Rule. The same Event is used for Nationalist and Seccionist Revolts.

Requirements:

  • MTTH 600 Months
  • Unrest > 80
  • No Recent Unrest
  • None of the Slave Revolt stage lockouts

If the Planet has an Original Owner the game looks for a Country fulfilling these requirements:

  • Not the current Owner
  • Not a Subject
  • Not Gestalt consciousness.png Gestalt Consciousness
  • Any pop in the Empire matches any pop on the Planet

If such a Country is found, this is a Nationalist Revolt and the Country is saved as "Fatherland". Otherwise, this is a secessionist Revolt.

The Nationalist Revolt Country will copy the Fatherlands Ethics, Authority and primary Species. It will create a Defense Army of the Fatherlands for every pop on the Planet.

The Secessionist Revolt Country will be completely Random, but use a species from the planet. It will create a Defense Army of its founder species for every pop on the Planet.

Both variants count as Recent Unrest for 2 years.

If the Defender (owner) wins, the 2nd Revolt Suppressed (-50% Unrest) Modifier is applied for 10 years. If the Rebels win, Nationalists will try to join their Former Empire similar to the Slave Rebellion joining an Egalitarian. Secessionists will just stay an independent country but might become a vassal of another Empire quickly.

Unrest Tactics

If an empire is not using slaves, any unrest below Level 2 can be completely ignored. Only beyond that does it start to matter, both via the production penalty and via the events that can trigger.

Slaver empires, in turn, will have to fight unrest much more seriously. As little as 11 Unrest on a planet with one slave can cause the Stirring events. If those Events increase Unrest to the next level, things might snowball. However is unrest below 30 (before stirrings) is still relatively safe.

References