Protests
City event

Protests

#Protests
Value: 0 pts

Civil unrest disrupts commerce and production. Pay concessions to resolve.

Description

Citizens take to the streets demanding change. Resource production drops 15-20%, gold plummets 40%, research falls 30%. Defenders remain functional but distracted (-10% Attack, -10% Life). Costs 300 Gold over 120 seconds to resolve with concessions.

📖 Full Encyclopedia Entry

Protests represent civil discontent that disrupts normal operations without complete breakdown. Citizens demand better conditions, lower taxes, or political change. Production suffers moderate losses (-15-20% resources, -40% Gold from disrupted commerce, -30% Research from distracted scholars). Military remains loyal but distracted (-10% Attack, -10% Life). Unlike Mutiny, Protests can be resolved quickly with political concessions (300 Gold, 120 seconds). If ignored, Protests may escalate to Mutiny. Prevention through Priests (-15% Protests) and Tabern (-15%) is more economical.

Activation

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Costs

Consumed when used

Time 120000
2m
💰 Gold 300

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Production Modifiers
💰 Gold Production -40%
📖 Research Production -30%
💎 Food Production -15%
💎 Wood Production -20%
💎 Herbs Production -15%
💎 Stone Production -15%
💎 Mineral Production -15%
💎 Gems Production -20%
💎 Coal Production -15%
💎 Elixir Production -15%
💎 Marble Production -15%
💎 Mithril Production -15%
💎 Dextronium Production -10%

Battle

Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.

Side Modifiers RATIO
Locals
⚔ Attack -10%
❤ Life -10%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Moderate civil unrest event
Relevance All Stages
Type Unique

Disadvantages

  • - -40% Gold production - commerce disrupted
  • - -30% Research production - scholars distracted
  • - -20% Wood, Gems production
  • - -15% Food, Herbs, Stone, Mineral, Coal, Elixir, Marble, Mithril production
  • - -10% Dextronium production
  • - -10% Attack and Life for defenders

Warnings

  • ! Resolution costs: 300 Gold, 120 seconds (quickest)
  • ! May escalate to Mutiny if ignored
  • ! Winter increases risk by 35%
  • ! Humans have +15% base probability
  • ! Storehold cities have +20% risk from inequality
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Countered By

Priests reduce probability by 15%Tabern reduces probability by 15%Orcs have -40% base probability (no protests)NoDeaths have -60% base probabilityTownship cities have -10% riskWarcamp cities have -30% risk (military authority)
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Scaling

Probability modified by Race, Season, City Category, Buildings, and Population types.