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In previous versions, the general rule was, run Welfare until Inequality is below 4, then run Economy until pcGDP is above $7k, then run Welfare until the Cohesion resting point is where it should be. I'm not sure how much this has changed, but I'm guessing it's still on point.
Fortunately if you start early you'll have less problems to worry about (such as other factions running spoils for 2 decades) but every African country you grab means points not being used to hold better nations.
A high unrest rest value isn't the end of the world.
@POWER WITHIN USER: A unrest rest value of 7 is fine i guess, it just cripples your ability to actually get something out of the nation and it gives a chance for nasty events that reset anything you did. A unrest rest value of 10 is the end of your ambitions for that nation, there is no stablizing against it and if you try to, like you said you are using resources you would rather use for something else. It's really a pity that the current model means only 3 or 4 sub saharan countries are salvageable :(
In practice councilors will be able to keep up with unrest and there's also critical successes.
Keeping unrest hovering near 4 would buy you enough time to come up with a more permanent solution to the problem such as creating an army (which counters some unrest, and allows for declaring war to neighboring countries at which point a larger nation can take over the 'recruitment' process), peaceful unification or to get some other nation related value high enough.
The rest value only determines at what point it will stop changing monthly. Using Stabilize to prop up the country requires the same amount of maintenance for any country below its Unrest resting point (1 Successful Stabilize mission every 2 months, or a Critically Successful mission for 4 months). 7 or 10, it's all the same, as long as Cohesion isn't 0.
And use your high miltech other megastates to beatstick the African nations into the AU. Trying to do it diplomatically for anything sub-Saharan is generally a giant waste of time and councilor actions because keeping them stable long enough to last through the diplo cooldown timers is not worth the effort. Just keep in mind the way unoccupied regions effect defensive army bonuses and don't let defensive modifiers stack or they will bog down your armies.
By the way, does anybody know why the african countries below the equator have a cohesion change towards 0 of -0,25 and not 0,1 as the wiki claims? Haven't found anything that influences the drift speed online or in game. But there is a difference and i can't figure it out.
Countries with more than 4.0 Inequality have increased monthly cohesion loss. It scales from -0.1 at 4.0 or less to -0.25 at I believe 4.5 or more.
I am pretty sure the event that moves cohesion to the extremes already passed? Or is that dependent on a tech that was late?