RTW and RR don't seem to have a mechanic to generate temporary and decreasing unrest, so here's how you can do it by script


First, the building that will be placed into each region experiencing temporary unrest


Code:

building hinterland_turmoil
{
    classification culture 
    icon law
    levels turmoil+1 turmoil+2 turmoil+3 turmoil+4 turmoil+5 turmoil+6 turmoil+7 turmoil+8 turmoil+9
    {
        turmoil+1 requires hidden_resource not_here 
        {
            capability
            {                
			happiness_bonus bonus -2 requires not is_player
			}
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
			
            }
        }
        turmoil+2 requires hidden_resource not_here 
        {
            capability
            {                
			happiness_bonus bonus -4 requires not is_player
			}
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
			
            }
        }
        turmoil+3 requires hidden_resource not_here 
        {
            capability
            {                
			happiness_bonus bonus -6 requires not is_player
			}
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
			
            }
        }
        turmoil+4 requires hidden_resource not_here 
        {
            capability
            {                
			happiness_bonus bonus -8 requires not is_player
			}
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
			
            }
        }
        turmoil+5 requires hidden_resource not_here 
        {
            capability
            {                
			happiness_bonus bonus -10 requires not is_player
			}
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
			
            }
        }
        turmoil+6 requires hidden_resource not_here 
        {
            capability
            {                
			happiness_bonus bonus -12 requires not is_player
			}
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
			
            }
        }
        turmoil+7 requires hidden_resource not_here 
        {
            capability
            {                
			happiness_bonus bonus -14 requires not is_player
			}
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
			
            }
        }
        turmoil+8 requires hidden_resource not_here 
        {
            capability
            {                
			happiness_bonus bonus -16 requires not is_player
			}
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
			
            }
        }
        turmoil+9 requires hidden_resource not_here 
        {
            capability
            {                
			happiness_bonus bonus -18 requires not is_player
			}
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
			
            }
        }
    }
    plugins
    {
    }
}

Real simple stuff, just make sure the player can't destroy it. The script to place this building in the correct regions is even more simple thanks to RR's new scripting features.


Code:

******************


;;; Turmoil


monitor_event NewTurnStart TrueCondition
	; Destroy all turmoil buildings to rid them for the player and rebels, and to prepare for the AI faction's next turn
	for_each settlement in world
		destroy_building "local" turmoil+1
		destroy_building "local" turmoil+2
		destroy_building "local" turmoil+3
		destroy_building "local" turmoil+4
		destroy_building "local" turmoil+5
		destroy_building "local" turmoil+6
		destroy_building "local" turmoil+7
		destroy_building "local" turmoil+8
		destroy_building "local" turmoil+9
		
		declare_counter turmoil                                             
		retrieve_counter settlement_turmoil settlement turmoil     
		
		if I_CompareCounter turmoil = 1
			
			console_command create_building "local" turmoil+1 
		end_if
		if I_CompareCounter turmoil = 2
			
			console_command create_building "local" turmoil+2 
		end_if
		if I_CompareCounter turmoil = 3
			
			console_command create_building "local" turmoil+3 
		end_if
		if I_CompareCounter turmoil = 4
			
			console_command create_building "local" turmoil+4 
		end_if
		if I_CompareCounter turmoil = 5
			
			console_command create_building "local" turmoil+5 
		end_if
		if I_CompareCounter turmoil = 6
			
			console_command create_building "local" turmoil+6 
		end_if
		if I_CompareCounter turmoil = 7
			
			console_command create_building "local" turmoil+7 
		end_if
		if I_CompareCounter turmoil = 8
			
			console_command create_building "local" turmoil+8 
		end_if
		if I_CompareCounter turmoil >= 9
			
			console_command create_building "local" turmoil+9 
		end_if
		
		if I_CompareCounter turmoil > 0
			inc_counter turmoil -1
		end_if
			
		store_counter turmoil settlement settlement_turmoil  
    end_for
	
end_monitor

This sets up an easy system where a local variable in the settlement determines what level of turmoil to simulate. The turmoil also slowly decreases thanks to that final code block. Next is how you can easily activate the turmoil from anywhere in the campaign script


Code:

declare_counter turmoil     
	set_counter turmoil 9


	for_each settlement in faction "romans_julii"
		if SettlementName Tyana
			
			store_counter turmoil settlement settlement_turmoil
		end_if
		if SettlementName Ikonion
			
			store_counter turmoil settlement settlement_turmoil
		end_if
	end_for

This spawns massive unrest in Tyana and Ikonion, forcing its owners to keep an eye on it until the turmoil subsides.