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.