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<Tag>TXT_KEY_CONCEPT_DISSENT</Tag>
<English>Dissent</English>
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<Tag>TXT_KEY_CONCEPT_DISSENT_PEDIA</Tag>
<English>
Dissent[\H1]
Throughout the history of a civilization there are times when its governance is effective and appreciated, but also times when it is misguided and resented. Not everyone agrees with the goals and values of a regime, nor is everyone treated fairly by them. This discontent can accumulate over time and, if left unaddressed, can become a destabilizing force in a civilization. At worst, it can lead to a [LINK=CONCEPT_CIVIL_WAR]Civil War[\LINK]. In Civilization IV: History Rewritten this is represented by Dissent.
Dissent Levels[\H2]
Dissent is a numerical value that accretes or decretes each turn. Every city has its own dissent value which is displayed in the city screen as a progress bar. An overview of dissent in all cities can be viewed in the Dissent Advisor. Once dissent passes or falls below certain thresholds (higher on slower gamespeeds), the dissent level of a city changes. Each dissent level has different implications for the stability of a civilization:
[ICON_BULLET][BOLD]Loyal:[\BOLD] Loyal cities are very pleased with the leadership of the civilization and are dedicated to the common goals of the empire. There is no risk of rebellion whatsoever. Newly founded cities start Loyal, as do newly conquered cities - though the effects of conquest and occupation may cause their dissent to rise quickly.
[ICON_BULLET][BOLD]Stable:[\BOLD] Stable cities are just that; neither enthusiastic nor discontent with their place in the civilization. In the event of a civil war, Stable cities remain in the empire, and any higher dissent city that opted not to rebel will have its dissent reset to this level.
[ICON_BULLET][BOLD]Unsettled:[\BOLD] Trouble is brewing in Unsettled cities; citizens are beginning to feel politically isolated from the rest of the civilization. Unsettled cities will never instigate a civil war, but may side with the rebels should one occur. The chance of this happening is determined by the dissent of the Unsettled city and its distance from the rebel capital.
[ICON_BULLET][BOLD]Rebellious:[\BOLD] Rebellious cities are frustrated, disillusioned, and yearn to secede. A check is made each turn a city is Rebellious - the higher the city's dissent, the higher the chance that the city will instigate a [LINK=CONCEPT_CIVIL_WAR]Civil War[\LINK].
Sources of Dissent[\H2]
[ICON_BULLET][BOLD]Unhappiness:[\BOLD] Even temporary anger can lead to long term discontent. The more excess [ICON_UNHAPPY] there is in a city, the more its dissent increases each turn.
[ICON_BULLET][BOLD]Unhealthiness:[\BOLD] It's not easy to have faith in government if where you live and work is making you ill. The more excess [ICON_UNHEALTHY] there is in a city, the more its dissent increases each turn.
[ICON_BULLET][BOLD]Religion:[\BOLD] Differences in belief and spiritual practice are common causes of friction and division. If a civilization has a [LINK=CONCEPT_RELIGION]State Religion[\LINK], each city with that religion present earns a reduction in dissent. However, cities without that religion present incur a dissent penalty, and dissent is also increased slightly by the presence of any non-state religions in a city.
[ICON_BULLET][BOLD]Civics:[\BOLD] [LINK=CONCEPT_CIVICS]Civics[\LINK] are the primary cause of dissent in a civilization. Each civic has a dissent rating: Low, Medium, or High, the value of which applies to all cities in the civilization. This value each varies slightly with difficulty setting. Furthermore, the larger the empire, the harder it is to keep cities content; each new city in a civilization increases the civic dissent of [BOLD]all[\BOLD] cities slightly. Use the Civics Advisor to find the total dissent that would be applied each turn for different combinations of civics.
Reducing Dissent[\H2]
[ICON_BULLET][BOLD]Happiness:[\BOLD] Excess happiness in a city will reduce dissent, but not as quickly as excess unhappiness increases it.
[ICON_BULLET][BOLD]Healthiness:[\BOLD] Excess health in a city will reduce dissent, but not as quickly as excess unhealthiness increases it.
[ICON_BULLET][BOLD]Culture:[\BOLD] Culture represents self-identity, traditions and customs, and investment in arts and leisure. It's thus no surprise that culture plays an integral role in keeping dissent at bay. The higher the culture level of a city, the higher the amount of dissent that will be offsets. Nationality matters though, as the reduction is in proportion to the percentage of the city's culture that belongs to the player. If a player has only 60% of the culture in a city they control, then that city will only benefit from 60% of the dissent reduction from its culture level.
[ICON_BULLET][BOLD]Buildings:[\BOLD] Dissent can also be suppressed by enforcing law and order, encouraging patriotism, and spreading propaganda. Buildings such as the [LINK=BUILDING_CONSTABULARY]Constabulary[\LINK] and the [LINK=BUILDING_BROADCAST_TOWER] reduce the overall dissent of the city where they're constructed.
[ICON_BULLET][BOLD]Golden Ages:[\BOLD] During a [LINK=CONCEPT_GOLDEN_AGE]Golden Age[\LINK] citizens put aside their differences and grievances for a while. No dissent from civics is accumulated for the duration. If dissent from other sources is not too great, this can mean a reduction of dissent each turn, especially in high culture cities.</English>
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