Rather than tag this on the end of the Empire/Species thread, I decided to start a new thread for clarity. The following screenshot is the Pop Political Status table from the database, which shows some of the various modifiers involved in the unrest calculations.
Unrest RulesUnrest is caused when the inhabitants, or local government, of a population are in dispute with the central imperial authority. This can cause anything from mild production problems to rebellion and has several different causes. In all cases below, the annual rate of unrest is shown. In the game, the actual amount of unrest will be a pro rata amount based on the length of the 5-day increment compared to one year.
RadiationIf a planet is suffering from high background radiation due to a recent bombardment, this can cause significant unrest. The annual amount of unrest points due to radiation is equal to the radiation level / 10. So a radiation level of 1000 would cause 100 unrest points per year. A radiation level of 200 would cause 20 unrest points per year
OvercrowdingIf a planet with a colony cost above 0 has insufficient infrastructure, this can cause unrest. If no infrastructure is available, the annual amount of unrest points is 25. If some infrastructure is available then the calculation for unrest is as follows:
Unrest Points = 25 x (Missing Infrastructure / Available Infrastructure)
Insufficient Occupying ForcesIf a planet is in a political state that requires the use of occupation forces, sufficient ground troops must be provided to meet the occupation needs or unrest will result. The required occupation strength is equal to:
Population x ((Determination + Militancy + Xenophobia) / 300) x Political Status Occupation Modifier
If there are no ground forces present, the annual number of unrest points will be 100. If there are ground forces present but their combined defence strength is below required occupation strength then the annual amount of unrest points will be calculated as follows:
Unrest Modifier = 1 ? (Actual Strength / Required Strength)
Unrest Points = 100 x Unrest Modifier
Minority StatusIf a species is a small minority within an Empire it may resent its situation, resulting in unrest. Therefore if a species forms less than ten percent of an Empire?s population and its has a Xenophobia of at least 50%, any populations of that species will suffer unrest based on the following calculation:
Unrest Points= (10 ? Species Percentage Population) x (Xenophobia/100) x2
Insufficient Local DefencePopulations of at least ten million may require the presence of military forces, such as warships, orbital bases or PDCs. In some cases, such as Imperial Populations, Candidate Population and, to a lesser extent, Subjugated Populations, this is because they desire protection from hostile aliens. In the case of Vanquished populations, it is to remind the population of the orbital bombardment that caused their surrender and in the case of Client Populations, it is to reassure the inhabitants that they made the right decision in joining the Empire. The demand for protection from Client Populations is particularly strong as they no longer have their own military to rely on. The amount of protection required is based on:
Required Protection = Population in millions x Militancy/100 x Political Status Protection Modifier
As local politicians are not always the most astute military minds, their demand for protection is based on a simple premise. Warships with lots of guns, missiles and hangar bays are good. Warships with lots of unnecessary fluff such as fire control, sensors, high speed or EW systems are not good. Therefore the suitability of a ship for local defence purposes is based on its Population Protection Value (PPV), which is the total hull space devoted to missile launchers, beam weapons and hangar bays. The PPV now appears at the end of the second line on the Ship Design Display. Obviously this means that ships that will keep local politicians happy may not be ideal in terms of military efficiency or capability. I am sure that in the real world, politics would never influence ship design
Steve