epicivfreak
Prince
Stability was one of those features I liked in Rhye's of Civilization (Civ4 version), but that I didn't like the implementation of (too 'behind the scenes' and tile-based which is unnecessary for normal civ). So here's my take on it...
How is it calculated?
Each city has its own stability rating (starts at 100% stable and trends towards 100 every turn when it's not there - say a shift of 1 per turn). The average of these is your empire's base stability rating, which then has its own modifiers. You can access this on a stability screen, much like other info and advisor screens. On the stability screen each city is listed below your empire's overall stability rating, along with all of the factors that are adjusting its stability.
City adjustments:
Enemy Unit in borders-
resource in borders+
not connected to capital-
Unit Garrisoned+
Conquered- (decreasing by 1 per turn to 0)
Recaptured- (decreasing by 1 per turn to 0)
Empire adjustments:
Each Open Borders+
Each War-
Neighbor's Stability+/- (a percentage, for example, if your neighbor is 70% stable, you get a penalty equal to 10% of that -30% adjustment)
Each City-
Each Large City+
*A (+) indicates a positive adjustment and a (-) indicates a negative adjustment while a (+/-) indicates an adjustment that could be either
**Also, I didn't bother listing all possible adjustments, just some examples
What does it do?
So what does your stability rating do to your cities and civilization? It either reduces or boosts the output of your cities (everything - food, production, commerce, science, culture, etc.). A low enough stability rating can cause starvation, negative cash flow, weakening culture (allowing a neighbor to push your borders?), etc. The stability adjustment to city output occurs after all other adjustments, so if you have a base of 20 and a +150% modifier in the city, then you've got 30 - which is then modified by your stability rating (if less than 100, it's a negative percentage, otherwise it's positive).
Additional Thoughts:
-A game option could be toggled on with Stability that allows cities with low enough stability to break away into new civs
-A low enough empire stability could result in a total loss of control (AI Auto-play) of your civ for a number of turns (more than 10 would probably be annoying), the AI would have its parameters shifted so that it played differently
-Replaces any happiness, corruption, health or city maintenance type limiters as it does them all
How is it calculated?
Each city has its own stability rating (starts at 100% stable and trends towards 100 every turn when it's not there - say a shift of 1 per turn). The average of these is your empire's base stability rating, which then has its own modifiers. You can access this on a stability screen, much like other info and advisor screens. On the stability screen each city is listed below your empire's overall stability rating, along with all of the factors that are adjusting its stability.
City adjustments:
Enemy Unit in borders-
resource in borders+
not connected to capital-
Unit Garrisoned+
Conquered- (decreasing by 1 per turn to 0)
Recaptured- (decreasing by 1 per turn to 0)
Empire adjustments:
Each Open Borders+
Each War-
Neighbor's Stability+/- (a percentage, for example, if your neighbor is 70% stable, you get a penalty equal to 10% of that -30% adjustment)
Each City-
Each Large City+
*A (+) indicates a positive adjustment and a (-) indicates a negative adjustment while a (+/-) indicates an adjustment that could be either
**Also, I didn't bother listing all possible adjustments, just some examples
What does it do?
So what does your stability rating do to your cities and civilization? It either reduces or boosts the output of your cities (everything - food, production, commerce, science, culture, etc.). A low enough stability rating can cause starvation, negative cash flow, weakening culture (allowing a neighbor to push your borders?), etc. The stability adjustment to city output occurs after all other adjustments, so if you have a base of 20 and a +150% modifier in the city, then you've got 30 - which is then modified by your stability rating (if less than 100, it's a negative percentage, otherwise it's positive).
Additional Thoughts:
-A game option could be toggled on with Stability that allows cities with low enough stability to break away into new civs
-A low enough empire stability could result in a total loss of control (AI Auto-play) of your civ for a number of turns (more than 10 would probably be annoying), the AI would have its parameters shifted so that it played differently
-Replaces any happiness, corruption, health or city maintenance type limiters as it does them all