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Say for example youre playing rome and youve conquered some tribal territory. There probably isnt a very centralized population. Pops like to try and maintain ratios, and cities will be the main places were pops will promote/demote and there are city buildings to manipulate those ratios and make certain pops happier as well. You may try founding a city in an already reasonably well populated spot, preferably without other cities too close-by. You may also couple this with the "centralize population" focus for the province. It may bring you positive results over time.
But the best long term option is assimilation and eventually conversion as it raise happiness.
Same with barbarians. No war for 15 years and no barbarians. The moment you are at war and inside enemy territory they all spawn at once. Play Egypt, a "easy" faction to play.
I got levantine traditions with ship of the desert and many other camel buffs. They cant get to barbarian strongholds. But barbarians can march on foot through 60°C sandbox filled with scorpions and ♥♥♥♥? BS mechanics and tedious for the sake of tedious. You can not get high enough civilisation without spamming buildings to improve it, but you need tech unlocked and very high population to even reach the civ threshold to reduce it? It sucks the fun right out of every game. Sometimes i simply quit and play another game when the barbarian bs starts piling up again
Thats some serious mixing up things and not understanding how the game works.
First you are apparently mixing up pops and characters.
Barbarians just need a civ30 province next to the stronghold, most civilized nations can get a city to that with their starting tech.
Of course you can also move some slaves, but the purpose is not to decrease unrest directly, it's to make your main culture/religion dominant so you can assimilate/convert faster which leads to higher happiness and therefore lower unrest.
As for barbarians, a level 2-3 fort is usually enough to deplete their forces when they try to take it quickly, leading to less annoyance. Then, as galadon mentioned, just make some cities and develop them enough to make them disappear.
Yesterday i discovered that assimilating slave/freemen cultures causes food shortages. And raiding coastlines for extra slaves just skyrocket my agressive expansion. Now i can not conquer new lands for slaves. Switching province edicts to focus on more food will make me a tyrant? Whenever the governer is replaced i have to do it all again? Tyranny for me!! I prefer EU4 mechanics of managing land and populations. Priests can convert a single tile, same with annexing undesired culture
Also the useless macro builder. It is only good for building great temples and mines. At the very least it should have a option to go on the map where the building will be placed, because all needed info is lacking in macro builder. I just switch map to province view now, and go from there. Than switch to trade goods to see where i want slave estates or farm estate, immigration building
If you're a republic and the senate doesn't approve of you, then yes, you'll become a tyrant for changing province policies. It shouldn't be the case for tribes or monarchies. You'll get accustom with events with experience, then you'll know how to usethem properly. As for governors and government leaders, you need to check the character panel, choose "function" and check their traits about every year or two to see if they didn't get sick. You need to stock money to heal them: this way you'll keep your important characters longer and you'll have to manage them a lot less.
Imperator is the sequel of EU: Rome, it follows those mechanics. EUIV works differently, and it's a good thing.
For cities, you'll see that granaries are quite important to speed up population growth, academy, courthouse,... are good to raise happiness of certain pop and their ratio in the city. Temple, theatre and foundry are great to increase your civilization level and other stuff like research, slaves output,... Depending on how you play, you'll specialize areas. For example, my capital provinces are meant to gather nobles to increase research efficiency and trade routes: it means i'll focus on academy and market production, but also granaries to keep the amount of food very high (and import a lot of grain too). Cities with high valued goods are nice to build mills and gather slaves so you'll have nice goods to export.
You should get accustom to it after a while. You just need to spend the first playthrough reading as much as you can everywhere.
The tyranny from switching a province policy is neglible, unless you do it all the time, wich is plain unnecessary.
Whyever it would be good for those and not for other stuff... but since your posts are, sorry to say, mostly not very coherent grumbling about systems that work differently from EU4 and that you apparently stamped as bad and didnt care to take a real look at I don't see much reason to argue further.