Unrest for no apparent reasons?

1940LaSalle

Warlord
Joined
Nov 1, 2006
Messages
167
Location
Greater Philadelphia area
(I'll see if I can post a save later; don't have access right now.)

During an ongoing game, I get episodic occurrences of unrest/disorder for no apparent reason: either the happy/content workers outnumber the malcontents, or there aren't any malcontents at all (which I find really odd). On top of that, the city/cities in question typically have one or more entertainers, and while close to the max population, aren't there yet.

To me that doesn't make sense: I don't see the source of unrest immediately when zooming to the city. Could it be something that's buried in contacting the governor (say, a demand for luxury items)? Or is it just the AI up to mischief trying to slow me down with nuisance stuff like this? (FWIW, order is commonly restored in 2-3 turns, with or without intervention.) So what am I missing?

Thanks.
 
There must always be more happy persons than unhappy persons. Content persons won't affect.

I need see the save to say more clearly what you need to do.
 
Do the cities have resistors? Also, I know I've confused content with unhappy citizens in the past myself. So, you sure about those unhappy citizens? You need to have more *happy* citizens than *unhappy* citizens. It's more like happy citizens give you a plus 1, unhappy citizens a negative 1 and content citizens a 0. The total has to equal or exceed 0 or the city revolts. So, you might have 4 happy citizens 2 content citizens and 5 unhappy citizens. The city will still revolt, even though the total number of happy and content citizens exceeds the number of unhappy citizens, the number of unhappy citizens still exceeds the number of happy ones.

Cross post with Arexander.
 
I have seen this as well. The number of happy faces is clearly equal to the number of unhappy ones, but still the city goes into riot?! I change nothing, and the next turn the city is back to normal.

This happens very seldom, and I don't know what's causing it. One theory I have is: in the interturn "something" happens that temporarily increases the number of unhappy people in that city. The city goes into unrest, and before the interturn is over, that "something" goes away again, so the city is back to it's original state, when I get the chance to look it at in my turn. But it is still rioting, because it needs a turn to become functional again.

What could this "something" be? Perhaps a trade route temporarily destroyed and rebuild, so that an imported luxury is "shortly" missing? (Like as follows: in the interturn a barbarian galley disrupts a trade route, and after the barbs are finished moving, one of the AIs that move in the same interturn sink that galley, so that at the end of the interturn the trade route is cleared again. Or two AIs are at war with each other and AI A pillages a road somewhere, and when it's AI B's turn, it finishes another road somewhere to re-estanlish the trade route?!)
Or perhaps some temporary change in the war happiness I get from the AIs?!

Lanzelot
 
Noneof the cities in question have any resistance since all have been my own since each was established.

Hmmm...I didn't realize that the content population doesn't count toward keeping things peaceful/orderly. That may be the issue right there, which in turn suggests a relatively easy fix. I need to investigate and follow up.
 
Yes you can run into this during the IBT. You can have several things occur that could. Use modified pop heads to make faces easier to see. You have to guard against this at the end of a GA.

Most common cause is that you were getting x gold that was converted to make happy pop and something happened during IBT to reduce the gold. An enemy steps on a tile is common. A boat cross a coastal tile in use.
 
Also, if you lose a luxury resource during your part of the turn, but regain it during the AI's part of the turn (by trading for it when an AI makes contact), the happy faces don't update before the riot check. If you scroll through manually and remove a working citizen and then put him right back where he was, the happy faces will update and you will not have riots. If you don't, you'll have riots but lots of happy faces. (This happened to me last night, so I can say this with confidence.)
 
Happened to me as well. Here is an almost ancient screenshot showing the interior of a rioting city on the interturn:
attachment.php


I have absolutely no idea what causes this; all the standard explanation can be ruled out. It is probably just a glitch that happens only every so often.
 
More than once I've been fooled by counting content citizens as happy instead of content when I had no happy citizens in that city. Then I found this, little modification, popHeads Smileys and CivColors Complete: All Epic, Scenarios and Conquests, which has been a great help.

For each happy, unhappy and/or resisting citizen, it adds a small smiley face to indicate clearly which mood that citizen is in. There are screenshots in the thread and the change is very easy to do.
 
Also, if you lose a luxury resource during your part of the turn, but regain it during the AI's part of the turn (by trading for it when an AI makes contact), the happy faces don't update before the riot check. If you scroll through manually and remove a working citizen and then put him right back where he was, the happy faces will update and you will not have riots. If you don't, you'll have riots but lots of happy faces. (This happened to me last night, so I can say this with confidence.)

If you notice this is happening, it's easier to just raise the lux slider one level and move it back down. All the faces to go to the correct position.
 
That works well if you know about it when you can change the lux slider. You can't break out and raise the lux slider while the computer is going through your cities, though. Then you have no choice but to scroll through.
 
True, but when I am going to have my GA end, I will up the slider. Then I do not get the riots after the changes are applied. Once I am back in control, I will lower the slider and look at what towns are unhappy and decide how to deal with it.


Edit:
Note that, if I can see a unit will move onto a tile during the IBT and not be able to move off and not attack, I will adjust that town. You see this with spears in the early game and pikes later. Even cavs at the point where the AI is bypassing that town and heading some know town.
 
The other thing that can cause the equal happy/unhappy is if on the turn before, you move a unit out of the city, causing it to riot on the interturn, then before you zoom in to fix the problem, a unit of yours automoves into the city, causing an unhappy to become content.
 
Happened to me as well. Here is an almost ancient screenshot showing the interior of a rioting city on the interturn:
attachment.php


I have absolutely no idea what causes this; all the standard explanation can be ruled out. It is probably just a glitch that happens only every so often.


1 of the standard explanations imo on this one:

The Resistance of Cologne has ended! It's always a recalculation when it ends and quite normal to go into disorder. I've even had it when setting all as entertainers.
The only workaround I've found to never get it when coming out of resistance is to activate the pesky gov'ner.
 
I recently learned that the pop-rushing penalty disappears after the happiness check, so I'm going to guess that the Germans had been drafting, and the end of the resistance happened at the same time as the end of some drafting unhappiness. Then you have an extra unhappy person who appears, causes disorder, and becomes content as the drafting effects wear off.
 
1 of the standard explanations imo on this one:

The Resistance of Cologne has ended! It's always a recalculation when it ends and quite normal to go into disorder. I've even had it when setting all as entertainers.
The only workaround I've found to never get it when coming out of resistance is to activate the pesky gov'ner.

Using the governor to prevent a city from going straight to disorder after coming out of resistance is really good advice, I agree, and it is one of the very few things where the governor is actually helpful.


However, the end of the resistance does not explain the disorder. You are right that there is some sort of recalculation going on, but the result of that recalculation is what you can see in the screenshot, i.e. 2 happy, 1 content, 2 unhappy.

I recently learned that the pop-rushing penalty disappears after the happiness check, so I'm going to guess that the Germans had been drafting, and the end of the resistance happened at the same time as the end of some drafting unhappiness. Then you have an extra unhappy person who appears, causes disorder, and becomes content as the drafting effects wear off.

That is would explain it, I guess, and I would really like to check it out. But unfortunately, the screenshot is from a game that I played several years ago (I'm a Democracy??? :eek:) and the 1385AD save is long dead (if it ever existed).
 
Lord Emsworth said:
But unfortunately, the screenshot is from a game that I played several years ago (I'm a Democracy??? ) and the 1385AD save is long dead (if it ever existed).

And you're loaded with cash and have tanks. Methinks someone needed to go army shopping.
 
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