Unrest

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

Moderator: Pocus

Post Reply
Surt
General - King Tiger
General - King Tiger
Posts: 3990
Joined: Thu May 21, 2020 9:50 pm

Unrest

Post by Surt »

Manual states that each nationality has some base unrest when they are not your national ethnicity.
The manual says for example that a Germanic slave with a base of 6 unrest gets +50% for 6+3=9 unrest, most I see ingame has 8, but they might be from the start of the game as we are only in turn 22.

Looking at the Helots in Laconia all 12 has unrest 3 so Greek + 50% = 3.

Now citizen of your nationality has 2+1 per 4 extra pops, ie. 2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5 OK, can I convert those last to Helots for only 3 unrest?

So I think there must be a bug that slaves don't get added the extra unrest for being many? else once the city grows large the slaves are the preferred pop?

Else what am I overlooking here?
There are 10 kind of hard problems in computer science, naming, cache invalidations and off-by-one errors.
There are also 10 kinds of people, those who understand binary and those who do not.
Willcol100
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 7
Joined: Thu Jun 12, 2025 1:20 am

Re: Unrest

Post by Willcol100 »

To my knowledge the manual has not be updated to include changes made in DLC. The DLC did include some changes to facilitate larger cities. Namely by adding multiple tier 3 culture buildings that add +40 loyalty and I think placing a hard cap on unrest from pops at a per pop 8. (Which explains the Germanic slave with an unrest of 8 instead of the manuals suggested 9)

Free pops not of your culture have a unrest based on their ethnicity irrespectively of how many you have. However free pops not of your culture take penalty to their yields.

Enslaved pops have a unrest based on their ethnicity +50% irrespectively of how many you have. Slave pops unlike Free pops not of your culture don't take penalties to Food and Infrastructure but take larger penalties to commerce/culture jobs. (Slaves not providing extra unrest for being many is not a bug, as the unrest being variable is a feature of Free pops of your culture)

Free pops of your culture (so not slaves, not none-culture pops) irrespective of your culture follow the following unrest progress. 2,2,2,2,3,3,3,3,4,4,4,4,5,5,6,6,7,7 and then 8 for each additional pop. Pops of your culture take no culture based penalties. (Before the DLC every pair past the 7s jumped by 1, rapidly making it untenable to grow your cities past 20 without using slaves) I think it was a DLC change made to facility larger cities of 20+ by placing a hard cap at 8 unrest per pop as pops of your culture would be at 9+ unrest after you had more than 20.

In large cities (20+ primary culture) slaves are the preferred pop type for making food and infrastructure although they are still likely inferior to pops of your culture on unrest to yield ratios for commerce/culture jobs. This makes Greek, Egyptian, and Indian slaves particularly efficient. (3 unrest per slave) And encourages the younger nations (Barbarians and to a lesser extent Rome/Carthage) to fight the older nations to collect the docile slaves of those culture types. While discouraging the older nations from enslaving the barbarian cultures. (8 unrest per slave)

P.S. Agoge the double edge modifier for Sparta that allows them to "grow" slave pops is intended as a buff as slaves of Greek culture (Helots) are tied for the best pops for food/infrastructure work.
Post Reply

Return to “Field of Glory: Empires”