Protests
#ProtestsCivil 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
Costs
Consumed when used
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Battle
Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
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
Countered By
Scaling
Probability modified by Race, Season, City Category, Buildings, and Population types.