Ethnic, loyalty, unrest, and ideal pop size seems backwards
Posted: Sun Jul 14, 2019 10:43 pm
Is it just me or does the unrest mechanic seem a bit backwards to anyone?
Brief unrest mechanic info
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Non-native Ethnic: flat 2 to 6 unrest depending on Ethnic
Slaves: flat 3 to 9 unrest depending on Ethnic (events can change this on a per slave bases)
Main Ethnic: 2 to ∞ (every 4 is +1 unrest, at 28 they cause 9 unrest the same as the worse slave)
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Main Ethic Provinces:
First lets start with a pure main ethnic provinces. Each province has a base loyalty rate of around 100, possibly higher/lower depending on country modifiers. Then it can gain 1/3 of that from culture. Given how important culture is, it would be rare for the province to not have that extra 33% (worse case the player can assign 14ish workers to culture. Once the population gets large, keeping workers focused on food and production isn't important with buildings supporting the needs). This leaves the province with +133 loyalty, giving 83 room for population. With no loyalty buildings, the province could support 20 population. With the good loyalty buildings (alot of upside, little to no downside, basically an auto build) it would be mid 20's population. After that the province is getting 8-9 unrest per pop, which means not many of the loyalty buildings with downsides are worth building. This is because a building with a downside that gives 10 loyalty means they only cover 1 population, they use 1 population/buildslot, and have other costs so overall it decreases the effectiveness of the province or breaks even with the production power of the worker. Some exceptions are the 30 loyalty buildings, as the downside can normally be offset with 1 t2/t3 culture building, allowing a net gain of 1 population/buildslot.
In the end the city could be around 25-30 population before unrest becomes a problem
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Main Ethnic + Slaves Provinces:
This will mainly depend on what ethnic you country is. If the country has a high unrest rate for its main ethnic it won't really be worth it to have slaves around. However if the unrest rate is low like 3, then the province could easily have 2 slaves for 1 less citizen. It would also make the the worse loyalty buildings actually worth getting, allowing population to hit mid 30's and possibly 40's with out unrest problems. Due to the mechanics of slaves allowing only tiny player control over, there isn't much ability to min/max close to the revolt edge. More experimentation is needed to determine if long term use of slaves is effective, as they would cause revolts though out the game requiring armies to keep them down, along with negative modifiers to the province.
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Mixed Ethnic:
The important thing to note about ethnics other then the countries main is they have flat rates and cap at 6. This means they are the best population type. A mixed province with the "worst" ethnic will allow a decent population increase before a revolt possibility (It also makes loyalty buildings a lot more effective). In the best case of 2 unrest ethnic, there is close to no population cap. All loyalty buildings become effective at this point. In either case, mixed ethnic provinces out perform your main ethnic provinces.
Im not sure what the exact penalty is for non-main ethnic provinces, but i remember seeing a -10 or -15 loyalty modifier with another minor effect. Even with that effect a pure Hellene province would drastically out perform a main province. Also not sure what causes it to trigger, in my current game i have a 45% main ethnic province and it doesn't have the effect. So id guess it is around 25% threshold, and rarely a issue because the only case where a pure non-main province would be worse then a main is with the 6 unrest ethnics and its only at a specific pop range.
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The issues that this system causes:
The most populous and loyal provinces are those that are NOT the main ethnic. Infact for your capital and nearby provinces to by loyal, they have the smallest population cap. Also because loyalty effects how culture impacts HCV the most effective places to produce culture is in far reaches of your empire, not the center... (Ok, not the edge because of raiding issues)
Then there is the issue of converting pops. As a country convert pops to its ethnic/culture it is actually causing unrest to rise... Is that not the opposite effect of what the country wants? and what should happen? Take a city of 50 loyal Hellene, convert them all, and they would cause huge amounts of unrest. Im not sure how culture converting happens, as i looked though the manual multiple times, but can't find it. In game there are buildings/modifiers that give +/-10% to current conversion rate, but no idea what the base conversion rate is (The only thing iv seen is the event that converts pop).
Brief unrest mechanic info
--------
Non-native Ethnic: flat 2 to 6 unrest depending on Ethnic
Slaves: flat 3 to 9 unrest depending on Ethnic (events can change this on a per slave bases)
Main Ethnic: 2 to ∞ (every 4 is +1 unrest, at 28 they cause 9 unrest the same as the worse slave)
------
Main Ethic Provinces:
First lets start with a pure main ethnic provinces. Each province has a base loyalty rate of around 100, possibly higher/lower depending on country modifiers. Then it can gain 1/3 of that from culture. Given how important culture is, it would be rare for the province to not have that extra 33% (worse case the player can assign 14ish workers to culture. Once the population gets large, keeping workers focused on food and production isn't important with buildings supporting the needs). This leaves the province with +133 loyalty, giving 83 room for population. With no loyalty buildings, the province could support 20 population. With the good loyalty buildings (alot of upside, little to no downside, basically an auto build) it would be mid 20's population. After that the province is getting 8-9 unrest per pop, which means not many of the loyalty buildings with downsides are worth building. This is because a building with a downside that gives 10 loyalty means they only cover 1 population, they use 1 population/buildslot, and have other costs so overall it decreases the effectiveness of the province or breaks even with the production power of the worker. Some exceptions are the 30 loyalty buildings, as the downside can normally be offset with 1 t2/t3 culture building, allowing a net gain of 1 population/buildslot.
In the end the city could be around 25-30 population before unrest becomes a problem
---
Main Ethnic + Slaves Provinces:
This will mainly depend on what ethnic you country is. If the country has a high unrest rate for its main ethnic it won't really be worth it to have slaves around. However if the unrest rate is low like 3, then the province could easily have 2 slaves for 1 less citizen. It would also make the the worse loyalty buildings actually worth getting, allowing population to hit mid 30's and possibly 40's with out unrest problems. Due to the mechanics of slaves allowing only tiny player control over, there isn't much ability to min/max close to the revolt edge. More experimentation is needed to determine if long term use of slaves is effective, as they would cause revolts though out the game requiring armies to keep them down, along with negative modifiers to the province.
---
Mixed Ethnic:
The important thing to note about ethnics other then the countries main is they have flat rates and cap at 6. This means they are the best population type. A mixed province with the "worst" ethnic will allow a decent population increase before a revolt possibility (It also makes loyalty buildings a lot more effective). In the best case of 2 unrest ethnic, there is close to no population cap. All loyalty buildings become effective at this point. In either case, mixed ethnic provinces out perform your main ethnic provinces.
Im not sure what the exact penalty is for non-main ethnic provinces, but i remember seeing a -10 or -15 loyalty modifier with another minor effect. Even with that effect a pure Hellene province would drastically out perform a main province. Also not sure what causes it to trigger, in my current game i have a 45% main ethnic province and it doesn't have the effect. So id guess it is around 25% threshold, and rarely a issue because the only case where a pure non-main province would be worse then a main is with the 6 unrest ethnics and its only at a specific pop range.
---
The issues that this system causes:
The most populous and loyal provinces are those that are NOT the main ethnic. Infact for your capital and nearby provinces to by loyal, they have the smallest population cap. Also because loyalty effects how culture impacts HCV the most effective places to produce culture is in far reaches of your empire, not the center... (Ok, not the edge because of raiding issues)
Then there is the issue of converting pops. As a country convert pops to its ethnic/culture it is actually causing unrest to rise... Is that not the opposite effect of what the country wants? and what should happen? Take a city of 50 loyal Hellene, convert them all, and they would cause huge amounts of unrest. Im not sure how culture converting happens, as i looked though the manual multiple times, but can't find it. In game there are buildings/modifiers that give +/-10% to current conversion rate, but no idea what the base conversion rate is (The only thing iv seen is the event that converts pop).