Rebels vs Uneducated faction weakness

one give +10% unrest ( -10% production and research ) while one only gives -10% research. doesn't that make rebels strictly worse than uneducated?
11,342 views 4 replies
Reply #1 Top

Unrest can be countered though, by playing a low-gildar-requirement faction or focusing on unrest reduction improvements or champions. The tech reduction is a hard limit and while you can focus on improving research, the 10% will always be there.

Reply #2 Top

In theory, no.  You can counteract the 10% unrest with bell towers, town halls, clerics, shrines, etc...  So that you could have 0% unrest despite the weakness.

In practice, yes, for a large part of the game, the 10% unrest will be unmitigated.

But in the grand scheme of things, it does not matter. Both of these weaknesses are terrible, and I doubt anyone takes them.  So who cares that one is worse than the other?  They are both bad enough for people to go for 'vulnerable to magic' or even 'no ranged'.

Reply #3 Top

 

that's kinda my thought, there's only so much unrest you can counter, especially once you start raising taxes ( and cleric + shrine is only good for 2+ essence cities )
 
what makes them so bad though? in my book -10% research is negligible, I'd much rather take that than any "no X" penalty. or do you get shafted by rounding?
 
I'm going to use the Additional Faction Traits mod, and design a Men faction with Betrayers, Wanderlust, Heroic, Skeptical and Rebels. I'll call them the Grigori kingdom :D ( I wanted a crossover between Altar and Shadows, I love adventurer + betrayers )
Reply #4 Top

Well, -10% research might mean that you will need 110 turns instead of 100 to get a research...220 instead of 200 and so. If you rely only in sov and heroes, it may be negligible (binding, beastlord, quest maps,...).

But if you want full speed in research as the way to develop your empire, then better stay away from that.