A quick question regarding the new civic system and unrest levels. I got the impression elsewhere in this thread that there had a been a discussion about the best settings to use. Is it still viewable somewhere?
I have found that in several of my games, the unrest at early stages of the game is very hard to get around. I have been playing marathon speed and ancient start on normal size maps, Monarch difficulty.
One example was quite early on, pre-Democracy. An empire with about 4 cities (i.e. that has not over-expanded) has no negative unrest items listed against any cities apart from "distance from captial" in all non-capital cities. They are all close to the capital though, I doubt they are being heavily penalised for that. It seems that at this point in the game, you have to avoid major expansion as you don't yet actually have any civic options available to combat the unrest that kicks in one you have a couple more cities. At that point in the game you have:
GOVERNMENT:
Chiefdom
Despotism
a little later, Monarchy
POWER:
Junta
Nobility
maybe Patrician
SOCIETY:
Tribal
ECONOMY:
Barter
Slavery
RELIGION:
Folklore
Prophets
Divine Cult
WELFARE:
Survival
Charity
In particular, the Government and Power civic are the root of the problem, you have nothing but aggravating options available until Democracy is researched. If you expand before then, you run the real risk of losing your civ to unrest. If you don't expand, you fall behind versus the other civilisations. This is when in every other way your civ is thriving (lots of resources, lots of money buildings, low tax, second place). Once you hit Democracy the problem is a lot better, and then Public Works Welfare follows shortly behind and things improve further. There does seem to be this "hump" to get over though, is this intended? In my games the unrest is such a threat that I have to take the unrest-reducing civics like Democracy and can't imagine being able to make a go of Monarchy for example, which is often a natural choice at some point in the game.
I also found a second thing to raise. In the same game, I had a economy problem just before getting the Free Market civic. I was up to about 7 cities, most of whom had Courthouses, Bazaars, Harbours and Markets. All were close together on a single continent. Playing as Llewelyn I was neither Organised nor Financial and my slider dropped to 25% science despite having no war and prioritising money buildings for a long time. It seems that having Barter was crippling, most of my internal trade routes were either 0 or 1 gold. I had a small complement of troops, I was rated 0.6 power versus first place and 0.9 versus third and fourth place who were way behind in score. The only other Economy civic was Slavery which again would bring unrest. In the end, I reached Banking and when I switched to Free Market, I was able to adjust the slider immediately back up to 85%. My trade routes were all 5 or 6 gold apiece and everything was solved. I think maybe the trade penalty is a little harsh here!
It's certainly not the case that I am not having fun with the mod, I love how much has been included. I wonder if some parts of the civic system might need looking over though, with regard to having some earlier option within the Government or Power civics to limit unrest, and perhaps a look at the finance side too.