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Unrest indicates a city's tendency to produce Rebels, citizens who generate no Icon FoodFood, Icon Production Production, or Icon Gold Taxes (like all citizens, they consume Icon Food1, and Rebels still generate Icon Mana Mana for races that do so. See Citizens for more details). Unless you maintain a tax rate of 0 and have only cities of friendly races, eventually unrest will be a problem your empire will need to deal with.

Sources of Unrest

There are two types of Unrest generation: percentage-based and flat. To determine total Unrest, add up all unrest percentiles, multiply by population, drop all fractions, and then add all flat modifiers. For example, in a Halfling Town with population 9, a Tax Rate of Icon Gold 2, a Barbarian capital city, and Dark Rituals in effect, total unrest would be (0.45 + 0.1)*9 +1, or 5. There are three sources of Unrest: Taxes, Racial Unrest, and Spells.

Unrest from Taxes

The one universal cause of Unrest is Taxes: apparently even in Arcanus, people don't like to pay taxes. Unrest from taxes is a percentile, as follows:

Unrest from Taxes
Tax Rate Icon Gold 0 Icon Gold ½ Icon Gold 1 Icon Gold  Icon Gold 2 Icon Gold  Icon Gold 3
Unrest 0% 10% 20% 30% 45% 60% 75%

Racial Unrest

The town containing the Fortress has an important effect on all other towns in the same empire (including itself) - depending entirely on which Race populates this Fortress town and the other towns.

Relations between the various races is sometimes strained and uncomfortable. When an empire includes towns belonging to two or more races, race-relations can become an important factor in the efficiency of the entire empire. No race likes to be conquered or ordered around by another race, and especially if the dominating race is their mortal enemy.

For example, if the Fortress town belongs to the Klackon race, Unrest in each town in the same empire that is not populated by Klackons will increase by exactly 20% - i.e. turning 20% of the town's citizens into unproductive Rebels who only drain your resources. This is because every race hates the Klackons equally (relations are -20% between the Klackons and all other races), and no one seem to like being part of an empire that is controlled by these insectoids. On the other hand, while the Fortress is in a Klackon town, all Klackon towns in the empire receive an Unrest reduction of 20% - meaning they will have 20% fewer Rebels per citizen than normal (allowing for a higher Tax Rate without negative repercussions).

The Klackons are only the simplest example of this. Race relations are much more complex, with some races reacting more strongly to specific other races. For example, High Elves do not mind being part of an empire run by Halflings (i.e. they get +0% Unrest), but will vehemently oppose being part of an empire run by Dark Elves (+40% Unrest).

Note that relations are completely symmetrical. In the example above, High Elves will resent living under occupation by Dark Elves, but the same is true in reverse: a Dark Elf town in an empire run by High Elves will receive the same +40% Unrest penalty.

Unrest Table

The chart below illustrates the various race relations, as of patch 1.2 to 1.31. The numbers indicate the change in a town's Unrest as a percentage of the town's total population. For example, a value of "+10%" means that 10% of a town's citizens will turn into Rebels - on top of whatever unrest is caused by the current Tax Rate.

Capital Race BA BE DE DR DW GN HF HE HM KL LZ NO OC TR
Barbarians -- +10% +10% +10% +10% +10% +10% +10% +10% +20% +10% -- -- +10%
Beastmen +10% -- +20% +20% +20% -- +10% +20% +10% +20% +10% +10% +10% +20%
Dark Elves +10% +20% -- +20% +30% +20% +20% +40% +20% +20% +20% +20% +20% +30%
Draconians +10% +20% +20% -- +20% +10% +10% +10% +10% +20% +10% +10% +10% +20%
Dwarves +10% +20% +30% +20% -- +10% -- +30% -- +20% +10% -- +30% +40%
Gnolls +10% -- +20% +10% +10% -- -- +10% +10% +20% +10% +10% -- --
Halflings +10% +10% +20% +10% -- -- -- -- -- +20% -- -- -- --
High Elves +10% +20% +40% +10% +30% +10% -- -- -- +20% +10% -- +20% +30%
High Men +10% +10% +20% +10% -- +10% -- -- -- +20% +10% -- -- +10%
Klackons +20% +20% +20% +20% +20% +20% +20% +20% +20% -20% +20% +20% +20% +20%
Lizardmen +10% +10% +20% +10% +10% +10% -- +10% +10% +20% -- +10% +10% +10%
Nomads -- +10% +20% +10% -- +10% -- -- -- +20% +10% -- -- +10%
Orcs -- +10% +20% +10% +30% -- -- +20% -- +20% +10% -- -- --
Trolls +10% +20% +30% +20% +40% -- -- +30% +10% +20% +10% +10% -- --

Sorted Unrest Table

Next table shows racial relations for each capital race as sorted list, going from most loyal to most rebellious. Racial relation unrest is indicated by background colour. Races with equal relations are additionally sorted by pacification effect of their religious buildings (shown below each race) and then by their economical power.

Unrest produced by racial relations:
-20% 0% +10% +20% +30% +40%


Capital Race Sorted Racial Loyalty
Barbarians NO
(7)
OC
(7)
BA
(3)
DR
(7)
BE
(7)
HM
(7)
DE
(6)
TR
(5)
HF
(4)
HE
(3)
DW
(2)
LZ
(2)
GN
(2)
KL
(1)
Gnolls BE
(7)
OC
(7)
TR
(5)
HF
(4)
GN
(2)
DR
(7)
NO
(7)
HM
(7)
HE
(3)
BA
(3)
DW
(2)
LZ
(2)
DE
(6)
KL
(1)
Halflings NO
(7)
HM
(7)
OC
(7)
TR
(5)
HF
(4)
HE
(3)
DW
(2)
GN
(2)
LZ
(2)
DR
(7)
BE
(7)
BA
(3)
DE
(6)
KL
(1)
High Elves NO
(7)
HM
(7)
HF
(4)
HE
(3)
DR
(7)
BA
(3)
GN
(2)
LZ
(2)
BE
(7)
OC
(7)
KL
(1)
TR
(5)
DW
(2)
DE
(6)
High Men NO
(7)
HM
(7)
OC
(7)
HF
(4)
HE
(3)
DW
(2)
DR
(7)
BE
(7)
TR
(5)
BA
(3)
GN
(2)
LZ
(2)
DE
(6)
KL
(1)
Klackons KL
(1)
DR
(7)
BE
(7)
NO
(7)
HM
(7)
OC
(7)
DE
(6)
TR
(5)
HF
(4)
HE
(3)
BA
(3)
DW
(2)
GN
(2)
LZ
(2)
Lizardmen HF
(4)
LZ
(2)
DR
(7)
BE
(7)
NO
(7)
HM
(7)
OC
(7)
TR
(5)
HE
(3)
BA
(3)
DW
(2)
GN
(2)
DE
(6)
KL
(1)
Nomads NO
(7)
HM
(7)
OC
(7)
HF
(4)
HE
(3)
BA
(3)
DW
(2)
DR
(7)
BE
(7)
TR
(5)
GN
(2)
LZ
(2)
DE
(6)
KL
(1)
Orcs NO
(7)
HM
(7)
OC
(7)
TR
(5)
HF
(4)
BA
(3)
GN
(2)
DR
(7)
BE
(7)
LZ
(2)
DE
(6)
HE
(3)
KL
(1)
DW
(2)
Beastmen BE
(7)
GN
(2)
NO
(7)
HM
(7)
OC
(7)
HF
(4)
BA
(3)
LZ
(2)
DR
(7)
DE
(6)
TR
(5)
HE
(3)
DW
(2)
KL
(1)
Dark Elves DE
(6)
BA
(3)
DR
(7)
BE
(7)
NO
(7)
HM
(7)
OC
(7)
HF
(4)
GN
(2)
LZ
(2)
KL
(1)
TR
(5)
DW
(2)
HE
(3)
Draconians DR
(7)
NO
(7)
HM
(7)
OC
(7)
HF
(4)
HE
(3)
BA
(3)
GN
(2)
LZ
(2)
DE
(6)
BE
(7)
TR
(5)
DW
(2)
KL
(1)
Dwarves NO
(7)
HM
(7)
HF
(4)
DW
(2)
BA
(3)
GN
(2)
LZ
(2)
DR
(7)
BE
(7)
KL
(1)
DE
(6)
HE
(3)
OC
(7)
TR
(5)
Trolls OC
(7)
TR
(5)
HF
(4)
GN
(2)
NO
(7)
HM
(7)
BA
(3)
LZ
(2)
DR
(7)
BE
(7)
KL
(1)
DE
(6)
HE
(3)
DW
(2)

Unrest from Spells

While the majority of Unrest comes from the above factors, there are also a few spells that can increase Unrest:

Spell Casting
Cost
Upkeep
Cost
Effects
Icon Death Dark Rituals Icon Mana 30 -- +1
Icon Death Cursed Lands Icon Mana 150 Icon Mana 2 +1
Icon Death Pestilence Icon Mana 350 Icon Mana 5 +2
Icon Death Famine Icon Mana 200 Icon Mana 5 +25%
Icon Death Evil Presence Icon Mana 100 Icon Mana 4 Negates pacifying effects of the city's religious institutions (if owner of the city has no Icon DeathDeath spell books).
Icon Chaos Great Wasting Icon Mana 1,000 Icon Mana 20 +1*, and due to a bug it negates pacifying effects of all buildings in all enemy cities.
Icon Chaos Armageddon Icon Mana 1,250 Icon Mana 40 +2*, and due to a bug it negates pacifying effects of all buildings in all enemy cities.

* not cumulative with each other (also due to the bug).

Note. See below for buildings definition.

Suppression of Unrest

Just as there are effects that increase Unrest, there are also effects that reduce it. There are three methods of reducing unrest:

Garrison Forces

The simplest way of dealing with Rebels is a tried and true method, used by rulers everywhere and everywhen: oppressive police forces. For every 2 Normal Units located in a city, Unrest is reduced by 1. Sadly for the wizard who prefers to do everything with magic, most Fantastic Units are ineffective at this task, though apparently being Chaos Channeled or Undead does not interfere with police work. As you cannot put more than 9 units in a Town, the maximum bonus from a garrison is -4 Unrest.

Religion

The next most common method is religion. There are six buildings that can reduce unrest: four religious institutions (as they are defined per game manual), each one reducing unrest by -1, the Animist's Guild and the Oracle in addition. Effect of institutions is increased by 50% (-1.5 unrest each) when wizard has Icon LifeDivine Power or Icon DeathInfernal Power retort. Retort bonus is rounded down, so it has impact only on every even institution. Not all races are capable of building all of these structures, and thus each race has a maximum potential from this source, as follows:

Unrest Suppression Buildings by Race
Building Cost Citizen Barbarian Rebel Citizen Gnoll Rebel Citizen Halfling Rebel Citizen HighElf Rebel Citizen HighMen Rebel Citizen Klackon Rebel Citizen Lizardmen Rebel Citizen Nomad Rebel Citizen Orc Rebel Citizen Beastmen Rebel Citizen DarkElf Rebel Citizen Draconian Rebel Citizen Dwarf Rebel Citizen Troll Rebel
TownBuilding Shrine Shrine Icon Production 100 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
TownBuilding Temple * Temple * Icon Production 200 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
TownBuilding Parthenon Parthenon Icon Production 400 -1 -1 -1 -1 -1 -1 -1 -1 -1
TownBuilding Cathedral * Cathedral * Icon Production 800 -1 -1 -1 -1 -1 -1 -1
TownBuilding AnimistsGuild Animist's Guild Icon Production 300 -1 -1 -1 -1 -1 -1 -1 -1
TownBuilding Oracle Oracle Icon Production 500 -2 -2 -2 -2 -2 -2
Total -3 -2 -4 -3 -7 -1 -2 -7 -7 -7 -6 -7 -2 -5
Icon LifeIcon Death With retorts -4 -3 -6 -4 -9 -1 -3 -9 -9 -9 -7 -9 -3 -7

* Additional -1 unrest with Icon LifeDivine Power or Icon DeathInfernal Power retort.

Spells that Reduce Unrest

There are exactly three spells which can reduce unrest:

Spell Casting Cost Upkeep Cost Effects
Icon LifeJust Cause Icon Mana 150 Icon Mana 5 -1 Unrest in every city you own.
Icon LifeStream of Life Icon Mana 300 Icon Mana 8 Eliminates all Unrest in target city.
Icon NatureGaia's Blessing Icon Mana 300 Icon Mana 3 -2 Unrest in target city.

Effects of Unrest

There is only one direct effect of Unrest: one citizen per point of Unrest will become a Rebel -- a special type of citizen who pays no Icon Gold Taxes and generates neither Icon FoodFood nor Icon Production Production, though it will still consume Icon Food1. This has two effects:

  • Rebels may not be assigned as either Farmers or Workers.
  • If it is impossible to assign sufficient Farmers to produce at least Icon Food1 per citizen (1,000 people) in the Town, the people will start to starve, resulting in a loss of 50 people per turn per missing unit of Icon FoodFood.

Maximal city size

City limit:

Specify maximum city size allowed
or leave it unlimited (unchecked box).

Note:
In-game limit for city size is 25.

25
Military Units:

Each 2 military units pacify 1 rebel.

Note:
City can garrison up to 9 units.

8
2

Set taxed Icon Gold gold per each citizen.

Note:
Klackons have +20% loyalty bonus
pacifying all rebels at low tax rates.

Icon LifeDivine / Icon DeathInfernal

Icon LifeDivine Power
Icon DeathInfernal Power
Religious buildings have

  • +50% pacifying effect
  • +50% power production

in every city owned by player.

Icon LifeJust Cause

Icon LifeJust Cause
Pacifies 1 rebel
in every city owned by player.

Icon NatureGaia's Blessing

Icon NatureGaia's Blessing
Pacifies 2 rebels and
increases food output by +50%
in affected city.

Note:
See spell details for other effects.

Icon DeathDark Rituals

Icon DeathDark Rituals
Doubles power from religious buildings,
but creates 1 rebel and
reduces population growth by 25%
in affected city.

Icon DeathCursed Lands

Icon DeathCursed Lands
Creates 1 rebel and
reduces production by 50%
in affected city.

Icon DeathPestilence

Icon DeathPestilence
Creates 2 rebels and
randomly kills 1 citizen each turn
in affected city.

Note:
See spell details for more information.

Icon DeathFamine

Icon DeathFamine
Increases unrest by 25%
and reduces food output by 50%
in affected city.

Icon DeathEvil Presence

Icon DeathEvil Presence
Eliminates pacifying effect
of religious buildings
if owner of affected city does not
have Icon DeathDeath spell books.

Icon ChaosGreat Wasting

Icon ChaosGreat Wasting
Creates 1 rebel
in every enemy city and
randomly corrupts map tiles.

Note:
Eliminates pacifying effect
of all enemy buildings
in non-patched version of the game.
Note:
See spell details for more information.

Icon ChaosArmageddon

Icon ChaosArmageddon
Creates 2 rebels
in every enemy city and
randomly raises volcanoes.

Note:
Eliminates pacifying effect
of all enemy buildings
in non-patched version of the game.
Note:
See spell details for other effects.

Choose whether spells
Icon ChaosGreat Wasting
Icon ChaosArmageddon
should eliminate pacifying effect
of all enemy buildings as they do
in version 1.31 and earlier.

Note:
Rebels created by these spells
are not cumulative.

true Buildings nullified
capital Citizen Race
BA GN HF HE HM KL LZ NO OC BE DE DR DW TR
Barbarians
Gnolls
Halflings
High Elves
High Men
Klackons
Lizardmen
Nomads
Orcs
Beastmen
Dark Elves
Draconians
Dwarves
Trolls
true Grid
true Size
true Infinity

Grid table view

Fields are aligned according to their
ruler-citizen racial relations,
showing one relation in left row header
and the other in top column header.

Related races can be highlighted
by mouse pointing specific field.

You can customize which values
should be displayed inside fields
independently from sort view.

Sort
true Race
true Size
true Infinity

Sorted table view

Fields in row are sorted by their city size,
starting with best city size on the left
and ending with worst city size on the right.
Chosen (ruler or citizen) race relation
is displayed in left header of the sorted row
and the other race relation is displayed
inside of fields together with city size.

Top table header also displays
the other race and city size
of the field pointed to by mouse.

You can customize which values
should be displayed inside fields
independently from grid view.


Race link
true Initials
Folks
Units

Choose how races should be displayed
in column headers and inside fields.

  • Initials - text abbreviation of race
  • Folks - worker or rebel image of race
  • Units - image of unit belonging to race
Same Race
true Border
Big
Underline
Italic

Table highlights fields where
citizen race equals to ruler race.
Highlight options are customizable.

This is more useful in sort view.


Colour
#287020 #904828 #300030

Field colour reflects its city size.
Click on square to change colour for:
(from the left)

  • maximal city size
  • medium city size
  • minimal city size
true Value

Colour by field value.

100 99 50 1 0



Fields with more similar value are
coloured with more similar colour.
Fields with more different value are
coloured with more different colour.

Position

Colour by value position.

100 99 50 1 0



Fields are coloured evenly,
regardless of how big gap
is between their values.

#b0b090 [B]

Customize text appearance.

Text colour applies also to borders.

Strategy

The cheapest way to suppress unrest is to install two Spearmen in a city. Unfortunately, they consume Icon Food2, and so the net effect is to replace one Rebel with a Farmer, for a net gain of Icon Production ½ and Icon Gold equal to your tax rate. If your city is already producing its maximum Icon FoodFood, you will need 2 Farmers. By comparison, any of the buildings will allow replacing one Rebel with a Worker, for a net gain of Icon Production 2 and Icon Gold equal to your tax rate, plus any other costs and benefits from the building itself.

It is almost always worth installing a garrison of 2, as you need a garrison of 1 to even try to defend a city, and spearmen are cheap. Beyond that point, it may be better to use other options, though remember that you can always dismiss them later. If you are playing Icon DeathDeath, note that Undead Normal Units have no upkeep cost, making them perfect for this purpose; this is an excellent reason to use Ghouls for capturing neutral cities.

Other than this, consider exactly what tax rate you want to have: yes, a higher tax rate earns you more money, but you pay for it by being required to construct more troops and/or buildings, and remember, Rebels don't pay Taxes. If you don't build any Unrest suppressing buildings, just either nothing or a garrison, and only produce required Icon FoodFood, the net benefit per citizen in a city varies with tax rate, as follows (all values are base values, excluding bonuses to production and gold). Note that tax rates of Icon Gold  or Icon Gold 3 are actually impossible, as you cannot maintain sufficient Farmers. If you build garrison forces, you are in effect trading Icon Production Production for Icon Gold Gold.

Nominal Tax Rate Icon Gold 0 Icon Gold ½ Icon Gold 1 Icon Gold  Icon Gold 2
Bonus per Citizen

No Garrison

Icon Production 1.25Icon Gold 0 Icon Production 1.05Icon Gold 0.45 Icon Production 0.85Icon Gold 0.80 Icon Production 0.65Icon Gold 1.05 Icon Production 0.35Icon Gold 1.10
Bonus per Citizen

Max Garrison

Icon Production 1.25Icon Gold 0 Icon Production 1.10Icon Gold 0.5 Icon Production 0.95Icon Gold 1.0 Icon Production 0.80Icon Gold 1.5 Icon Production 0.525Icon Gold 2.0
Production per Gold n/a -0.3 -0.3 -0.3 -0.55

At the start of the game, pay attention to rounding -- if you keep your two starting units at home you can manage a tax rate of Icon Gold 2 since that only creates 1.8 Unrest, drop fractions, reduce for garrison, 0. Once your starting city reaches population 5,000, you will probably want to either reduces taxes or arrange for unrest suppression. Later in the game, you probably want a constant Tax Rate for your empire. In general, Icon Gold  is somewhat less hassle to deal with, but Icon Gold 2 has marginally superior performance.

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