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Unrest: what causes it, what holds it down

Unrest is a level on a scale of a hundred, not a running total. It drifts toward whatever your colony's pressures add up to, closing 35% of the gap each turn.

The four tiers

TierFromOutputGrowthBuilding
Calm0100%100%100%
Restless2585%60%100%
Disorder5065%25%50%
Riot7540%0%25%

Energy is never touched by any of it. Everything else is: at Disorder a worker has a 35% chance each turn of simply walking off its tile, and at Riot that rises to 60% with sabotage on top.

What pushes it up

What can be governed away — and what cannot

This is the rule that catches people out. Civic buildings and civic technology hold down the head-count pressure only: crowding and sealed living, and nothing else. They start by holding 50% of it, and each civic technology raises that ceiling — Civic Order to 60%, Rule of Law to 70%, Civic Networks to 80%.

Remoteness, a siege, a famine and the aftermath of an attack sit entirely outside that and cannot be governed away at all. No amount of civic building will calm a world that is hungry or blockaded. Fix the cause.

The Nemora Bloom begin holding 65% of head-count pressure before researching anything, which is most of what makes them pleasant to play.

Keep reading

What happens when you end a turn

The exact order a turn resolves in, and why it explains most of the surprises.

Power, and what shuts down first

The grid, the shutdown ladder in full, and why a brownout is a warning rather than a disaster.

Food, farms and going hungry

How a sector feeds itself, what a birth actually costs, and how long you have when it goes wrong.

All of the guide →