
Hyper Pink |
Unrest isn't really that big of a deal in terms of mechanics.
Our group had already built some housing and a barracks prior to constructing their tenements, so they didn't even notice the +2 unrest when they were constructed.
They were also holding festivals, so eventually a fairgrounds made sense after they had some roleplaying encounters in their town where the aftermath of their festivals resulted in litter/waste through the town's main square. The fairgrounds took another dent out of unrest.
I forget the exact formula I adopted in terms of "housing requirements" but they just made common sense. You can figure many merchants work above their shops and some folks live in the abstract "outskirts" of towns (and work hex improvements). Even still, the population was outpacing housing if they didn't keep building housing or tenement every so often. I believe the stock rules allow for building housing in tandem with other buildings too, so trying to encourage more housing felt natural.
My group has always felt very different about unrest. You start losing hexes at only 11 unrest, and many random events can quickly add 4 or more unrest. They try to keep unrest at 0 and actively work to keep it there. Sure, 2 unrest is hardly noticeable. But that doesn't mean they're going to take it willingly.