Managing Disorder Caused by Growth
What I have found to work reasonably well is to look across the map and check into each city that is going to grow at the end of that turn. Only cities that grow are suddenly thrown into civil disorder, unless something else is producing unhappiness, like war-weariness or a loss of luxury resources. I suppose this method wouldn't work as well when at war and using a representative government, though. Maybe that's why the governor sometimes fails to prevent civil disorder?
Originally posted by Shaka II
Setting the governor button to manage moods in all cities is probably a good idea, but it doesn't always work to prevent unrest. I think a patch could improve this so that it always prevents unrest. Maybe the governor prefers unrest to starvation, in which case, we have to remove the governor. Unfortunate, since this can require too much micromanagement (checking each city each turn to see if they are going to revolt next turn and left clicking on center tile to balance the happy/unhappy quotient). That could put a crimp on my battle fervor.
Setting the governor button to manage moods in all cities is probably a good idea, but it doesn't always work to prevent unrest. I think a patch could improve this so that it always prevents unrest. Maybe the governor prefers unrest to starvation, in which case, we have to remove the governor. Unfortunate, since this can require too much micromanagement (checking each city each turn to see if they are going to revolt next turn and left clicking on center tile to balance the happy/unhappy quotient). That could put a crimp on my battle fervor.
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