Blasphemous
Graulich
I've mentioned this idea before but I have now worked on it more extensively and this post is the result.
The Problem:
The problem that spawned this idea is the inconsistency and unfairness in two really cool scripted mechanisms that make this mod what it is: collapse and revolutions. Basically these two very related mechanisms work very differently, and more importantly revolutions are unfairly random and almost unavoidable in many cases. They cause a lot of damage and not really as a result of bad management. This is not realistic and most importantly, unfun.
The Solution (abstract):
The basic idea is that each civ now has a Stability rating. The game stores the numbers invisibly and displays nicknamed levels, just like diplo relationships in the vanilla game. Many many different factors alter your Stability, making this rating reflect a lot about the way you play. Maintaining high Stability means you will not collapse and it will be harder for revolutions to grab your cities. Losing your Stability is a very quick path to death. Stability can be achieved in diametrically opposed ways, as long as you pay attention to it and maintain balance. The system will be designed so that what the AI does by default will usually make the AI relatively stable (but just like in real history, sometimes the AI will screw up and fall.) The Stability system will not actually force any play style, only make you need to account for your actions. Generally, Civics that are made for war maintain high Stability, but wars endanger your stability (especially when you fail to protect your cities.) Generally, Civics that are good in peacetime aren't as awesome for Stability, but typical peacetime activity is very good for your Stability. If you go into a war with Universal Suffrage and Free Speech you are in for some turmoil. These effects are complementary to existing game mechanisms.
What Makes it Better:
My solution to this problem sounds very complicated. It is. But it is more than a solution - it's a new feature that will add a lot of missing depth, imho.
In real international politics a lot of what is done is about stabilizing or destabilizing other nations as suits you. A Stability system that tells the player how stable her enemies are will allow a much more interesting game experience (especially in the somewhat lackluster late game) though nobody will be forced to play this way. Again, the AI will deal with it well (or at least realistically) because the way the system is designed works with default AI behavior.
The Crunch (or, How This is Done)
Each civ has a stability rating between -100.0 and +100.0. Every range of ratings has a Stability Level, or nickname, which will be displayed to players. Whenever you go from one level into another, the game will tell you (the same way it tell you when you switch Civics). Rivals' Stability will be displayed on the scoreboard.
There are two things that are "constant" Stability factors, and the rest is events that will make your Stability fluctuate. Fluctuation always remains within the range of +/-100 because the system will not allow anything outside that range.
The first constant factor is your Civics. The effects of Civics are expressed on the Civics screen with a nickname ("Stable", "Affords fragile stability", etc.). Every Civic has a Stability effect of -5 to +20, and every Civic dictates a minimum stability. This way some Civics make it harder to go so far into destabilization that you can't get out. The Civic with the highest minimum Stability rating is the only one that counts for that civ. The highest possible minimum is -20. With such a high minimum you still have a chance to save yourself when you hit rock bottom.
The other constant factor is the diplo deals you have going on. For every thing you are currently getting from another civ (treaties, resources, or gpt), you get +1 Stability. This is extremely important because it makes trade super-important again (in a way that has not been so clear since RoX) and moreover, it makes trade embargoes a potent weapon of destabilization, as they are in real life.
The way your rating affects you is simple. Collapse checks and revolution checks stay as they were, except the only thing they check for is your stability. When a collapse check takes place on a civ, if stability is negative that civ collapses. When a revolution check takes place, you take the number of cities that would leave you in the revolution (N), and compare with your Stability rating (S). The basic equation is that IF 10*N is not greater than S, THEN you don't lose any cities to the revolution. This is done separately for each civ controlling the dead civ's lands, so you can have a revolution take place partially.
The specific situation in the cities that will revolt should be taken into account. Add to the basic number, 10N, 5 for each city starving among the revolting civ's cities (5Xs), another 5 for each city unhappy (5Xu), and another 10 for each city in revolt/unrest (10Xr). One city can be counted as many times as necessary. For every city in WLTKD, subtract 10 (10Xw). So the final equation is: IF 10N+5Xs+5Xu+10Xr-10Xw>S THEN you lose the cities.
Now, what affects Stability, and how?
Here's what I have:
CIVICS
Name: effect/minimum "Nickname" (the five Civics for max stability are marked with an asterisk)
(Any Starting Civic): +1/-100 "Unstable"
-
Hereditary Rule: +15/-50 "Very Stable"
Representation: +10/-80 "Stable"
Police State: +20/-10 "Extremely Stable"*
Universal Suffrage: +3/-90 "Affords fragile stability"
-
Vassalage: +10/-40 "Stable"
Bureaucracy: +15/-80 "Stable"
Nationhood: +20/-30 "Extremely Stable"*
Free Speech: -5/-50 "Unstable"
-
Slavery: -2/-60 "Unstable"
Serfdom: +2/-50 "Barely Stable"
Caste System: +10/-50 "Stable"
Emancipation: +20/-80 "Very Stable"*
-
Mercantilism: +5/-90 "Barely Stable"
Free Market: +5/-70 "Barely Stable"
State Property: +20/-30 "Extremely Stable"*
Environmentalism: +10/-80 "Stable"
-
Organized Religion: +10/-40 "Stable"
Theocracy: +5/-30 "Stable"
Pacifism: +20/-70 "Very Stable"*
Free Religion: -2/-40 "Slightly Unstable"
I decided on many of these arbitrarily. It took a long time, but I think I have a good mix of gameplay and historical-realistic considerations behind these. I'd be glad to discuss any decision I made here, but it would take a while to actually write out in advance what was behind each and every choice. And some decision were synergistic - sometimes I decided on a few Civics at once so they would work together or oppose each other in some way.
You may note these effects will make it so generally the late game is more stable than the early game. This is good for gameplay because it allows more civs to die early on and it somewhat minimizes the chance of losing a huge empire after hundreds of years and right before you win.
And now the list of events. I have generally aimed to make wars slightly destabilizing by nature, and extremely destabilizing when you're losing them. This will allow us to retain the effect that being conquered makes you collapse. Building units adds stability because you lose that stability and more if you lose the units, so you only actually gain from building military units if you play peacefully (or very successfully), on the long run. You also gain stability for a while when you build up for war, but if that war goes badly you lose a lot more than you gained. Take a look at the Nazi Era and World War II with Germany as a case study. Please take into account that many of these values are intended to work together - losing a city hurts, but regaining a city you founded yourself will make up for it and a bit more. Building peaceful units gets you some stability, but losing them is a bigger blow than that (so you should guard them well, duh). Getting a war declared on you is destabilizing, but ending a war is far more stabilizing (which will realistically make it sensible to start a stupid war and end it quickly, to gain stability - you lose none for starting a war yourself.) Still, most of what I wrote is highly debatable. I see it all as working together in one big system, but I can defend any decision I made individually.
Event effect note
<-9: Collapsing
(-9)-0: Disintegrating
1-10: Unstable
11-30: Restless
31-50: Stable
51-70: Very Stable
>70: Rock Solid
Feel free to skip the Crunch, but if you comment on it, please take the time to read all of it and consider it carefully. I have invested a great amount of time in putting it together and I intended it to be presented as a whole and not a random mix of ideas.
Civ on!
EDIT: Here is The Crunch as it was originally. The version above is edited whenever I agree with stuff posted in this thread about changes.
Each civ has a stability rating between -100.0 and +100.0. Every range of ratings has a Stability Level, or nickname, which will be displayed to players. Whenever you go from one level into another, the game will tell you (the same way it tell you when you switch Civics). Rivals' Stability will be displayed on the scoreboard.
There are two things that are "constant" Stability factors, and the rest is events that will make your Stability fluctuate. Fluctuation always remains within the range of +/-100 because the system will not allow anything outside that range.
The first constant factor is your Civics. The effects of Civics are expressed on the Civics screen with a nickname ("Stable", "Affords fragile stability", etc.). Every Civic has a Stability effect of -5 to +20, and every Civic dictates a minimum stability. This way some Civics make it harder to go so far into destabilization that you can't get out. The Civic with the highest minimum Stability rating is the only one that counts for that civ. The highest possible minimum is -20. With such a high minimum you still have a chance to save yourself when you hit rock bottom.
The other constant factor is the diplo deals you have going on. For every thing you are currently getting from another civ (treaties, resources, or gpt), you get +1 Stability. This is extremely important because it makes trade super-important again (in a way that has not been so clear since RoX) and moreover, it makes trade embargoes a potent weapon of destabilization, as they are in real life.
The way your rating affects you is simple. Collapse checks and revolution checks stay as they were, except the only thing they check for is your stability. When a collapse check takes place on a civ, if stability is negative that civ collapses. When a revolution check takes place, you take the number of cities that would leave you in the revolution (N), and compare with your Stability rating (S). The basic equation is that IF 10*N is not greater than S, THEN you don't lose any cities to the revolution. This is done separately for each civ controlling the dead civ's lands, so you can have a revolution take place partially.
The specific situation in the cities that will revolt should be taken into account. Add to the basic number, 10N, 5 for each city starving among the revolting civ's cities (5Xs), another 5 for each city unhappy (5Xu), and another 10 for each city in revolt/unrest (10Xr). One city can be counted as many times as necessary. For every city in WLTKD, subtract 10 (10Xw). So the final equation is: IF 10N+5Xs+5Xu+10Xr-10Xw>S THEN you lose the cities.
Now, what affects Stability, and how?
Here's what I have:
CIVICS
Name: effect/minimum "Nickname" (the five Civics for max stability are marked with an asterisk)
(Any Starting Civic): +1/-100 "Unstable"
-
Hereditary Rule: +15/-50 "Very Stable"
Representation: +10/-80 "Stable"
Police State: +20/-10 "Extremely Stable"*
Universal Suffrage: +3/-90 "Affords fragile stability"
-
Vassalage: +10/-40 "Stable"
Bureaucracy: +15/-80 "Stable"
Nationhood: +20/-30 "Extremely Stable"*
Free Speech: -5/-50 "Unstable"
-
Slavery: -2/-60 "Unstable"
Serfdom: +2/-50 "Barely Stable"
Caste System: +10/-50 "Stable"
Emancipation: +20/-80 "Very Stable"*
-
Mercantilism: +5/-90 "Barely Stable"
Free Market: +5/-70 "Barely Stable"
State Property: +20/-30 "Extremely Stable"*
Environmentalism: +10/-80 "Stable"
-
Organized Religion: +10/-40 "Stable"
Theocracy: +5/-30 "Stable"
Pacifism: +20/-70 "Very Stable"*
Free Religion: -2/-40 "Slightly Unstable"
I decided on many of these arbitrarily. It took a long time, but I think I have a good mix of gameplay and historical-realistic considerations behind these. I'd be glad to discuss any decision I made here, but it would take a while to actually write out in advance what was behind each and every choice. And some decision were synergistic - sometimes I decided on a few Civics at once so they would work together or oppose each other in some way.
You may note these effects will make it so generally the late game is more stable than the early game. This is good for gameplay because it allows more civs to die early on and it somewhat minimizes the chance of losing a huge empire after hundreds of years and right before you win.
And now the list of events. I have generally aimed to make wars slightly destabilizing by nature, and extremely destabilizing when you're losing them. This will allow us to retain the effect that being conquered makes you collapse. Building units adds stability because you lose that stability and more if you lose the units, so you only actually gain from building military units if you play peacefully (or very successfully), on the long run. You also gain stability for a while when you build up for war, but if that war goes badly you lose a lot more than you gained. Take a look at the Nazi Era and World War II with Germany as a case study. Please take into account that many of these values are intended to work together - losing a city hurts, but regaining a city you founded yourself will make up for it and a bit more. Building peaceful units gets you some stability, but losing them is a bigger blow than that (so you should guard them well, duh). Getting a war declared on you is destabilizing, but ending a war is far more stabilizing (which will realistically make it sensible to start a stupid war and end it quickly, to gain stability - you lose none for starting a war yourself.) Still, most of what I wrote is highly debatable. I see it all as working together in one big system, but I can defend any decision I made individually.
Event effect note
<-9: Collapsing
(-9)-0: Disintegrating
1-10: Unstable
11-30: Restless
31-50: Stable
51-70: Very Stable
>70: Rock Solid
The Problem:
The problem that spawned this idea is the inconsistency and unfairness in two really cool scripted mechanisms that make this mod what it is: collapse and revolutions. Basically these two very related mechanisms work very differently, and more importantly revolutions are unfairly random and almost unavoidable in many cases. They cause a lot of damage and not really as a result of bad management. This is not realistic and most importantly, unfun.
The Solution (abstract):
The basic idea is that each civ now has a Stability rating. The game stores the numbers invisibly and displays nicknamed levels, just like diplo relationships in the vanilla game. Many many different factors alter your Stability, making this rating reflect a lot about the way you play. Maintaining high Stability means you will not collapse and it will be harder for revolutions to grab your cities. Losing your Stability is a very quick path to death. Stability can be achieved in diametrically opposed ways, as long as you pay attention to it and maintain balance. The system will be designed so that what the AI does by default will usually make the AI relatively stable (but just like in real history, sometimes the AI will screw up and fall.) The Stability system will not actually force any play style, only make you need to account for your actions. Generally, Civics that are made for war maintain high Stability, but wars endanger your stability (especially when you fail to protect your cities.) Generally, Civics that are good in peacetime aren't as awesome for Stability, but typical peacetime activity is very good for your Stability. If you go into a war with Universal Suffrage and Free Speech you are in for some turmoil. These effects are complementary to existing game mechanisms.
What Makes it Better:
My solution to this problem sounds very complicated. It is. But it is more than a solution - it's a new feature that will add a lot of missing depth, imho.
In real international politics a lot of what is done is about stabilizing or destabilizing other nations as suits you. A Stability system that tells the player how stable her enemies are will allow a much more interesting game experience (especially in the somewhat lackluster late game) though nobody will be forced to play this way. Again, the AI will deal with it well (or at least realistically) because the way the system is designed works with default AI behavior.
The Crunch (or, How This is Done)
Spoiler The Crunch. The Long, Long Crunch. You don't have to read this. :
Each civ has a stability rating between -100.0 and +100.0. Every range of ratings has a Stability Level, or nickname, which will be displayed to players. Whenever you go from one level into another, the game will tell you (the same way it tell you when you switch Civics). Rivals' Stability will be displayed on the scoreboard.
There are two things that are "constant" Stability factors, and the rest is events that will make your Stability fluctuate. Fluctuation always remains within the range of +/-100 because the system will not allow anything outside that range.
The first constant factor is your Civics. The effects of Civics are expressed on the Civics screen with a nickname ("Stable", "Affords fragile stability", etc.). Every Civic has a Stability effect of -5 to +20, and every Civic dictates a minimum stability. This way some Civics make it harder to go so far into destabilization that you can't get out. The Civic with the highest minimum Stability rating is the only one that counts for that civ. The highest possible minimum is -20. With such a high minimum you still have a chance to save yourself when you hit rock bottom.
The other constant factor is the diplo deals you have going on. For every thing you are currently getting from another civ (treaties, resources, or gpt), you get +1 Stability. This is extremely important because it makes trade super-important again (in a way that has not been so clear since RoX) and moreover, it makes trade embargoes a potent weapon of destabilization, as they are in real life.
The way your rating affects you is simple. Collapse checks and revolution checks stay as they were, except the only thing they check for is your stability. When a collapse check takes place on a civ, if stability is negative that civ collapses. When a revolution check takes place, you take the number of cities that would leave you in the revolution (N), and compare with your Stability rating (S). The basic equation is that IF 10*N is not greater than S, THEN you don't lose any cities to the revolution. This is done separately for each civ controlling the dead civ's lands, so you can have a revolution take place partially.
The specific situation in the cities that will revolt should be taken into account. Add to the basic number, 10N, 5 for each city starving among the revolting civ's cities (5Xs), another 5 for each city unhappy (5Xu), and another 10 for each city in revolt/unrest (10Xr). One city can be counted as many times as necessary. For every city in WLTKD, subtract 10 (10Xw). So the final equation is: IF 10N+5Xs+5Xu+10Xr-10Xw>S THEN you lose the cities.
Now, what affects Stability, and how?
Here's what I have:
CIVICS
Name: effect/minimum "Nickname" (the five Civics for max stability are marked with an asterisk)
(Any Starting Civic): +1/-100 "Unstable"
-
Hereditary Rule: +15/-50 "Very Stable"
Representation: +10/-80 "Stable"
Police State: +20/-10 "Extremely Stable"*
Universal Suffrage: +3/-90 "Affords fragile stability"
-
Vassalage: +10/-40 "Stable"
Bureaucracy: +15/-80 "Stable"
Nationhood: +20/-30 "Extremely Stable"*
Free Speech: -5/-50 "Unstable"
-
Slavery: -2/-60 "Unstable"
Serfdom: +2/-50 "Barely Stable"
Caste System: +10/-50 "Stable"
Emancipation: +20/-80 "Very Stable"*
-
Mercantilism: +5/-90 "Barely Stable"
Free Market: +5/-70 "Barely Stable"
State Property: +20/-30 "Extremely Stable"*
Environmentalism: +10/-80 "Stable"
-
Organized Religion: +10/-40 "Stable"
Theocracy: +5/-30 "Stable"
Pacifism: +20/-70 "Very Stable"*
Free Religion: -2/-40 "Slightly Unstable"
I decided on many of these arbitrarily. It took a long time, but I think I have a good mix of gameplay and historical-realistic considerations behind these. I'd be glad to discuss any decision I made here, but it would take a while to actually write out in advance what was behind each and every choice. And some decision were synergistic - sometimes I decided on a few Civics at once so they would work together or oppose each other in some way.
You may note these effects will make it so generally the late game is more stable than the early game. This is good for gameplay because it allows more civs to die early on and it somewhat minimizes the chance of losing a huge empire after hundreds of years and right before you win.
And now the list of events. I have generally aimed to make wars slightly destabilizing by nature, and extremely destabilizing when you're losing them. This will allow us to retain the effect that being conquered makes you collapse. Building units adds stability because you lose that stability and more if you lose the units, so you only actually gain from building military units if you play peacefully (or very successfully), on the long run. You also gain stability for a while when you build up for war, but if that war goes badly you lose a lot more than you gained. Take a look at the Nazi Era and World War II with Germany as a case study. Please take into account that many of these values are intended to work together - losing a city hurts, but regaining a city you founded yourself will make up for it and a bit more. Building peaceful units gets you some stability, but losing them is a bigger blow than that (so you should guard them well, duh). Getting a war declared on you is destabilizing, but ending a war is far more stabilizing (which will realistically make it sensible to start a stupid war and end it quickly, to gain stability - you lose none for starting a war yourself.) Still, most of what I wrote is highly debatable. I see it all as working together in one big system, but I can defend any decision I made individually.
Event effect note
- New tech received in any way +2 So stability increases slowly over time and tech trading helps stabilize you
- You found a new city +4 so a civ starting the game with its spawned settlers will get some base Stability to play with.
- You get a city by trade +3
- You gain a city in any way when you have 10 cities or more already -5 this stacks with whatever other effect gaining that city has. This is so large civs have to work hard to stay stable, as in reality. Notice how so many large empires spread fast and then disappeared almost as quickly. This may finally make that happen in-game (instead of those empires being monoliths that nobody can beat.)
- You relocate your Palace -10
- You build a secondary palace (Forbidden Palace, Summer Palace) +5 stacks with World Wonder bonus for the World Wonder one
- You build any of the following: Courthouse, Barracks, Broadcast Tower, Stables, Airport, Bomb Shelter, Castle +2 these are buildings that were used historically to help control the nation. This way you can improve your cities to regain your people's faith.
- You lose population to starvation -2 per pop lost
- Production pop-rushed -2 per pop lost
- Military unit built +1
- Unit drafted -2
- Non-military unit trained +0.5
- Non-military unit lost -1
- Military with 5 experience or more lost -1.5 losing stability for every field casualty would be too crippling to warmongers. Still, losing elite units is a major no-no.
- Great General unit killed -5 Losing national heroes can be pretty bad for a war-time government
- Great General unit wins a battle +0.5 Having news of successful battles fought by the national heroes has never made a government collapse...
- You lose any unit defending a city -1 stacks with the elite unit hazard. Being invaded can be the end of a nation even if its lands stay intact at first.
- You lose any battle in your capital's city radius -2 see two previous notes.
- An enemy spy successfully performs a mission against you -2 to turn spies into a weapon of destabilization, like in reality.
- An improvement in your territory is pillaged -0.5 so pillaging the countryside is one way to destabilize your enemy.
- City lost to another full civ -6
- City lost to barbarians or a Minor Civ -7
- Lost city razed on conquest -3 additional
- Capital lost in any way -15 no matter who conquered it and no matter what they did with it
- City lost to spawning civ -8 to make it as dangerous to lose the cities as to go to war - spawns are a vicious killer of nations
- City lost to revolution -7 it's less necessary to reduce Stability here because stable nations will not usually lose to revolutions. But the hit has to be there so you can lose a lot of stability fast if you don't watch yourself.
- An enemy declares war on you -1
- You declare war on another civ -5 under Pacifism, -0 under other Religion Civics
- You sign a peace treaty +10
- A civ at war with you dies +5 to make winning a war one way to stabilize your country anew
- A war ally of yours dies -7 so it's dangerous when you side starts losing
- An enemy capitulates to you +2
- A rival becomes your vassal peacefully +10, +1 per vassal city
- A vassal breaks away violently -17
- A vassal breaks away peacefully -10
- You become someone's vassal in any way +20, an additional +10 if the master state's Stability is above 50
- You violently stop being a vassal -35 I'm not sure about this, but it seems to me this is traumatic to a sovereignty's control of its people. This way a vassal breaking away has to fight to stay in one piece.
- You stop being a vassal, peacefully +5
- You conquer a city you founded +9
- You raze an enemy city +2 so the side winning a war doesn't collapse as easily.
- You conquer and occupy an enemy city +3 see note directly above.
- You build a World Wonder +10
- You spawn a Great Person +4
- You change civics -5 per Civic changed
- State Religion changed -7
- First SR adopted +10
- Your SR spreads to a city under your control +2 so spreading the State Religion is a way to create stability, like in reality.
- A non-state religion spreads to a city of yours +2 under Free Religion, -2 under the other Religion Civics
- State Religion Temple, Monastery or Cathedral built +3
- Non-state religious building built +2 under Free Religion, -2 under the other RCs
- A city riots -5 keeping your cities happy is essential to stability.
- A city has WLTKD +1 per turn see note directly above.
<-9: Collapsing
(-9)-0: Disintegrating
1-10: Unstable
11-30: Restless
31-50: Stable
51-70: Very Stable
>70: Rock Solid
Feel free to skip the Crunch, but if you comment on it, please take the time to read all of it and consider it carefully. I have invested a great amount of time in putting it together and I intended it to be presented as a whole and not a random mix of ideas.
Civ on!
EDIT: Here is The Crunch as it was originally. The version above is edited whenever I agree with stuff posted in this thread about changes.
Spoiler The Crunch (archive version) :
Each civ has a stability rating between -100.0 and +100.0. Every range of ratings has a Stability Level, or nickname, which will be displayed to players. Whenever you go from one level into another, the game will tell you (the same way it tell you when you switch Civics). Rivals' Stability will be displayed on the scoreboard.
There are two things that are "constant" Stability factors, and the rest is events that will make your Stability fluctuate. Fluctuation always remains within the range of +/-100 because the system will not allow anything outside that range.
The first constant factor is your Civics. The effects of Civics are expressed on the Civics screen with a nickname ("Stable", "Affords fragile stability", etc.). Every Civic has a Stability effect of -5 to +20, and every Civic dictates a minimum stability. This way some Civics make it harder to go so far into destabilization that you can't get out. The Civic with the highest minimum Stability rating is the only one that counts for that civ. The highest possible minimum is -20. With such a high minimum you still have a chance to save yourself when you hit rock bottom.
The other constant factor is the diplo deals you have going on. For every thing you are currently getting from another civ (treaties, resources, or gpt), you get +1 Stability. This is extremely important because it makes trade super-important again (in a way that has not been so clear since RoX) and moreover, it makes trade embargoes a potent weapon of destabilization, as they are in real life.
The way your rating affects you is simple. Collapse checks and revolution checks stay as they were, except the only thing they check for is your stability. When a collapse check takes place on a civ, if stability is negative that civ collapses. When a revolution check takes place, you take the number of cities that would leave you in the revolution (N), and compare with your Stability rating (S). The basic equation is that IF 10*N is not greater than S, THEN you don't lose any cities to the revolution. This is done separately for each civ controlling the dead civ's lands, so you can have a revolution take place partially.
The specific situation in the cities that will revolt should be taken into account. Add to the basic number, 10N, 5 for each city starving among the revolting civ's cities (5Xs), another 5 for each city unhappy (5Xu), and another 10 for each city in revolt/unrest (10Xr). One city can be counted as many times as necessary. For every city in WLTKD, subtract 10 (10Xw). So the final equation is: IF 10N+5Xs+5Xu+10Xr-10Xw>S THEN you lose the cities.
Now, what affects Stability, and how?
Here's what I have:
CIVICS
Name: effect/minimum "Nickname" (the five Civics for max stability are marked with an asterisk)
(Any Starting Civic): +1/-100 "Unstable"
-
Hereditary Rule: +15/-50 "Very Stable"
Representation: +10/-80 "Stable"
Police State: +20/-10 "Extremely Stable"*
Universal Suffrage: +3/-90 "Affords fragile stability"
-
Vassalage: +10/-40 "Stable"
Bureaucracy: +15/-80 "Stable"
Nationhood: +20/-30 "Extremely Stable"*
Free Speech: -5/-50 "Unstable"
-
Slavery: -2/-60 "Unstable"
Serfdom: +2/-50 "Barely Stable"
Caste System: +10/-50 "Stable"
Emancipation: +20/-80 "Very Stable"*
-
Mercantilism: +5/-90 "Barely Stable"
Free Market: +5/-70 "Barely Stable"
State Property: +20/-30 "Extremely Stable"*
Environmentalism: +10/-80 "Stable"
-
Organized Religion: +10/-40 "Stable"
Theocracy: +5/-30 "Stable"
Pacifism: +20/-70 "Very Stable"*
Free Religion: -2/-40 "Slightly Unstable"
I decided on many of these arbitrarily. It took a long time, but I think I have a good mix of gameplay and historical-realistic considerations behind these. I'd be glad to discuss any decision I made here, but it would take a while to actually write out in advance what was behind each and every choice. And some decision were synergistic - sometimes I decided on a few Civics at once so they would work together or oppose each other in some way.
You may note these effects will make it so generally the late game is more stable than the early game. This is good for gameplay because it allows more civs to die early on and it somewhat minimizes the chance of losing a huge empire after hundreds of years and right before you win.
And now the list of events. I have generally aimed to make wars slightly destabilizing by nature, and extremely destabilizing when you're losing them. This will allow us to retain the effect that being conquered makes you collapse. Building units adds stability because you lose that stability and more if you lose the units, so you only actually gain from building military units if you play peacefully (or very successfully), on the long run. You also gain stability for a while when you build up for war, but if that war goes badly you lose a lot more than you gained. Take a look at the Nazi Era and World War II with Germany as a case study. Please take into account that many of these values are intended to work together - losing a city hurts, but regaining a city you founded yourself will make up for it and a bit more. Building peaceful units gets you some stability, but losing them is a bigger blow than that (so you should guard them well, duh). Getting a war declared on you is destabilizing, but ending a war is far more stabilizing (which will realistically make it sensible to start a stupid war and end it quickly, to gain stability - you lose none for starting a war yourself.) Still, most of what I wrote is highly debatable. I see it all as working together in one big system, but I can defend any decision I made individually.
Event effect note
- New tech received in any way +2 So stability increases slowly over time and tech trading helps stabilize you
- You found a new city +4
- You get a city by trade +3
- You gain a city in any way when you have 10 cities or more already -5 this stacks with whatever other effect gaining that city has. This is so large civs have to work hard to stay stable, as in reality. Notice how so many large empires spread fast and then disappeared almost as quickly. This may finally make that happen in-game (instead of those empires being monoliths that nobody can beat.)
- You build any Palace building (National, Secondary, or World Wonder) +5 stacks with World Wonder bonus where applicable
- You build any of the following: Courthouse, Barracks, Broadcast Tower, Stables, Airport, Bomb Shelter, Castle +2 these are buildings that were used historically to help control the nation. This way you can improve your cities to regain your people's faith.
- You lose population to starvation -2 per pop lost
- Production pop-rushed -2 per pop lost
- Military unit built +1
- Unit drafted -2
- Non-military unit trained +0.5
- Non-military unit lost -1
- Military unit lvl3 or more lost -1.5 losing stability for every field casualty would be too crippling to warmongers. Still, losing elite units is a major no-no.
- You lose any unit defending a city -1 stacks with the elite unit hazard. Being invaded can be the end of a nation even if its lands stay intact at first.
- You lose any battle in your capital's city radius -2 see two previous notes.
- An enemy spy successfully performs a mission against you -2 to turn spies into a weapon of destabilization, like in reality.
- An improvement in your territory is pillaged -0.5 so pillaging the countryside is one way to destabilize your enemy.
- City lost to another full civ -6
- City lost to barbarians or a Minor Civ -7
- Lost city razed on conquest -3 additional
- Capital lost in any way -15 no matter who conquered it and no matter what they did with it
- City lost to spawning civ -8 to make it as dangerous to lose the cities as to go to war - spawns are a vicious killer of nations
- City lost to revolution -7 it's less necessary to reduce Stability here because stable nations will not usually lose to revolutions. But the hit has to be there so you can lose a lot of stability fast if you don't watch yourself.
- An enemy declares war on you -1
- You sign a peace treaty +10
- An enemy capitulates to you +2
- A civ at war with you dies +5 to make winning a war one way to stabilize your country anew
- You conquer a city you founded +9
- You raze an enemy city +2 so the side winning a war doesn't collapse as easily.
- You conquer and occupy an enemy city +3 see note directly above.
- You build a World Wonder +10
- You spawn a Great Person +4
- You become someone's vassal in any way +20, an additional +10 if the master state's Stability is above 50
- You stop being a vassal, for whatever reason -35 I'm not sure about this, but it seems to me this is traumatic to a sovereignty's control of its people. This way a vassal breaking away has to fight to stay in one piece.
- You change civics -5 per Civic changed
- State Religion changed -7
- First SR adopted +10
- Your SR spreads to a city under your control +2 so spreading the State Religion is a way to create stability, like in reality.
- A non-state religion spreads to a city of yours +2 under Free Religion, -2 under the other Religion Civics
- A city riots -5 keeping your cities happy is essential to stability.
- A city has WLTKD +1 per turn see note directly above.
<-9: Collapsing
(-9)-0: Disintegrating
1-10: Unstable
11-30: Restless
31-50: Stable
51-70: Very Stable
>70: Rock Solid