AbsintheRed
Deity
As there are always many questions about stability, I'm putting all the info from the civilopedia on the forum too.
RFCE stability guide:
The F2 Screen
On the F2-screen you can see the four main stability categories: cities, civics, economy, expansion and a special fifth category called swing.
The main categories have two values: the one on the left side is the sum of all permanent modifiers and the one on the right side is a value that is calculated every turn.
The swing category has only one value and represents effects that last only a few turns. Most of the time this value should be zero.
All values are summed up and give the total stability or simply the stability (The value that can be seen on the main screen). This is the only value that matters in the end.
The two ways how stability is calculated
There are two ways in which stability is calculated: event based and state based.
You can say the state based modifiers look at what you have (eg. total number of cities) and the event based look on how you got there (eg. if you found a city yourself or if you conquer one).
State based modifiers
The state based modifiers have to be updated once in a while. This is usually done every turn or every three turns or when it is obvious that the state has changed (eg. founding a city will change the total number of cities and therefore triggers a recalculation). Because they only look at the current state they can be recalculated from scratch every time. Previous values don't have to be remembered. That means if an error occures, this error can not accumulate over several calculations and the total effect of one modifier can easily be limited.
The effects of state-based modifiers are hard to track because all effects are calculated at once.
Event based modifiers
The event based modifiers on the other hand can not be calculated from the scratch every time and therefore have to be remembered. This is done by storing a single number for each category. It holds the sum of all modifiers that have been triggered so far. That means those modifiers are permanent and cumulative. And that means also that errors can accumulate. And because only a single number is stored it is impossible to say how often a certain event has occured and therefore it is impossible to limit the total effect of a single modifier.
The effect of event-based modifiers can easily be seen. Just found, conquer or raze a city and look on the F2-screen how the corresponding value has changed. Sometimes more then one event is triggered at once (eg. razing a city triggers also conquering a city)
Useful tips
The swing category has only event based modifiers, sometimes with rather big values.
On the other hand it's value gets halved every turn, so it rapidly converges to zero.
Note that one of the big permanent changes in stability happens when some of your provinces change to worse status.
In most cases this happens when a new civ is born in or near your territory (the first example is the Arab spawn for Byzantium).
Various special events and historic mechanisms can also effect your stability.
For example on the reformation event: If you choose to stay catholic, you miss on the economic and scientific benefits of switching to protestantism, but the counter-reformation might bring some stability to your realm.
Or you get a minor bonus to your stability in case you successfully complete one of your UHVs.
List of event based stability modifiers:
(all permanent, apart from the swing stability)
Base stability
-Difficulty:
--Viceroy: +6
--Monarch: +2
--Emperor: 0
-Completing one of your UHVs: +3
Cities
-Entering a war: -1
-Building a courthouse: +1
-After AI collapse date: -1 stability every 4 turns up to a total of -15 stability
Civics
-Building a nightwatch: +1
-Being in anarchy: 0, -1 or -2 for each turn, based on city number (0 for Prussia)
Expansion
-Building a castle: +1
-Founding a city
--in a core province: +1
--in a contested province: -1
--in a foreign province: -2
--while the number of your cities is less than 5: +1
-Conquering a city in a core or historic province: +1
-Conquering a city while running Militarism: +1
-Razing a city
--with a population of 3-5: -1
--with a population of 6-9: -2
--with a population of 10+: -3
--Norwegian UP: one less instability for each raze
-Losing a city in a core or historic province: -3 (-2 for Scotland)
-Losing the capitol city: -10 (-20 for Byzantium, -5 for Scotland)
-Moving the palace: -2
-Building a colony: -2 (-1 with Colonialism)
Economy
-Building a manor house: +1
-Founding a corporation: -2
-Researching certain techs: -1
--(Feudalism, Guilds, Machinery, Aristocracy, Nationalism,
--Civil Service, Gunpowder, Professional Army, Economics)
Swing
(these values are high, but their effect gets halved every turn)
-Being in anarchy: -8 (0 for Prussia)
-Successful religious purge: -3 (0 for Spain)
-Entering a war: -3
-Razing a city: -3 (0 for Norway)
-Own improvement got destroyed: -2
-Moving the palace: -5
-Conquering a city in a core or historic province: +3
-Losing a city in a core or historic province: -4 (-2 for Scotland)
-Losing a city in a border of foreign province: -2 (-1 for Scotland)
-Losing the capitol city: -10 (-20 for Byzantium, -5 for Scotland)
List of state based stability modifiers:
(dynamic, calculated each turn)
Cities
-For an average city happiness of at least k: +k
-For an average city health of at least k: +k
-At least 10% war weariness on average (in your k cities): -k/3 - 1
--so -1 with 1-2 cities, -2 with 3-5 cities, -3 with 6-8 cities, etc.
-For a persecution count (nationwide) of at least 3k+1: -k-1
--so -1 with 1-3 points, -2 with 4-6 points, -3 with 7-9 points, etc.
--a successful purge adds 8 points to the persecution counter (4 for Spain)
--an unsuccessful purge adds 4 points to the persecution counter (2 for Spain)
--the persecution counter goes down with 1 point in each turn
-For each city that
--is unhealthy: -1
--is unhappy (has at least one angry population): -2
--has a foreign religion: -2 (0 for Poland, -1 for Ottomans)
--has a foreign religion with Paganism: -1 (0 for Poland)
--each foreign religion after the 1st one: -1 (0 for Poland)
--any number of foreign religions with Religious Tolerance: 0
--has a Jewish Quarter with religious penalties present in the city: +1
--has some unhappiness because of whipping for production: -1
--has some unhappiness because of no military presence: -1
--has some unhappiness because of religious civics: -1 (0 for Poland)
--has less than 40% own culture: -1 (0 for Hungary)
--has less than 40% own culture with Subjugation: 0
--has less than 20% own culture: -2 (0 for Hungary)
--has less than 20% own culture with Subjugation: -1 (0 for Hungary)
-Stability bonus for Orthodox faith points: +1 for 10 faith
-While in a golden age: +8
Civics
-Feudal Monarchy with
--the Stephansdom wonder: +2
--Feudal Law: +3
-Divine Monarchy with
--the Stephansdom wonder: +2
--Paganism: -4
--State Religion: +2
--Theocracy: +3
--Organized Religion: +4
--Religious Tolerance: -3
--Religious Law: +2
-Constitutional Monarchy with
--the Stephansdom wonder: +2
--Common Law: +3
--Free Peasantry: +2
--Free Labor: +2
-Merchant Republic with
--Feudal Law: -3
--Trade Economy: +4
--Common Law: +3
--Free Peasantry: +2
--Free Labor: +2
--Imperialism: -2
-Merchant Republic with k cities: 5-k (+3 with 2 cities, 0 with 5 cities, -4 with 9 cities, etc.)
--the penalties are halved for Venice ((5-k)/2, if k>5)
-Feudal Law with
--Serfdom: +3
--Manorialism: +2
--Free Peasantry: -4
--Vassalage: +2
-Bureaucracy with k cities: 6-k (+4 with 2 cities, 0 with 6 cities, -3 with 9 cities, etc.)
--the penalties are halved for Novgorod ((6-k)/2, if k>6)
-Serfdom with
--Manorialism: +2
--Common Law: -3
-Religious Law with
--Paganism: -5
--Theocracy: +5
--Religious Tolerance: -3
-Common Law with
--Free Labor: +3
--Theocracy: -4
-Apprenticeship with
--Guilds: +3
Expansion
-For each own city
--in a foreign province: -5 (-4 with Imperialism)
--in a border province: -2 (-1 with Imperialism)
--French UP: additional +1 for each city in a border or foreign province
-For each foreign city
--in a core province: -3 (0 with Militarism)
--in a normal province: -1 (0 with Militarism)
-For each vassal: +1 (+3 with Vassalage)
-For being a vassal of someone else: +8
-Stability penalty for number of cities (with k cities): -(k*k)/40
--So 0 for less than 7 cities, -1 with 7 and 8 cities, -2 with 9 and 10 cities
---3 with 11 and 12 cities, -4 with 13 and 14 cities, -5 with 15 city
---1 for each city after the 15th, -2 for each city after the 31th
--The Ottomans and Muscovy get five cities for free
Economy
-Industrial Stability in your empire: between -3 and +3
--Based on agriculture, production and industrial development
-Financial Stability in your empire: between -4 and +4
--Based on finances, inflation, trade and economic development
RFCE stability guide:
The F2 Screen
On the F2-screen you can see the four main stability categories: cities, civics, economy, expansion and a special fifth category called swing.
The main categories have two values: the one on the left side is the sum of all permanent modifiers and the one on the right side is a value that is calculated every turn.
The swing category has only one value and represents effects that last only a few turns. Most of the time this value should be zero.
All values are summed up and give the total stability or simply the stability (The value that can be seen on the main screen). This is the only value that matters in the end.
The two ways how stability is calculated
There are two ways in which stability is calculated: event based and state based.
You can say the state based modifiers look at what you have (eg. total number of cities) and the event based look on how you got there (eg. if you found a city yourself or if you conquer one).
State based modifiers
The state based modifiers have to be updated once in a while. This is usually done every turn or every three turns or when it is obvious that the state has changed (eg. founding a city will change the total number of cities and therefore triggers a recalculation). Because they only look at the current state they can be recalculated from scratch every time. Previous values don't have to be remembered. That means if an error occures, this error can not accumulate over several calculations and the total effect of one modifier can easily be limited.
The effects of state-based modifiers are hard to track because all effects are calculated at once.
Event based modifiers
The event based modifiers on the other hand can not be calculated from the scratch every time and therefore have to be remembered. This is done by storing a single number for each category. It holds the sum of all modifiers that have been triggered so far. That means those modifiers are permanent and cumulative. And that means also that errors can accumulate. And because only a single number is stored it is impossible to say how often a certain event has occured and therefore it is impossible to limit the total effect of a single modifier.
The effect of event-based modifiers can easily be seen. Just found, conquer or raze a city and look on the F2-screen how the corresponding value has changed. Sometimes more then one event is triggered at once (eg. razing a city triggers also conquering a city)
Useful tips
The swing category has only event based modifiers, sometimes with rather big values.
On the other hand it's value gets halved every turn, so it rapidly converges to zero.
Note that one of the big permanent changes in stability happens when some of your provinces change to worse status.
In most cases this happens when a new civ is born in or near your territory (the first example is the Arab spawn for Byzantium).
Various special events and historic mechanisms can also effect your stability.
For example on the reformation event: If you choose to stay catholic, you miss on the economic and scientific benefits of switching to protestantism, but the counter-reformation might bring some stability to your realm.
Or you get a minor bonus to your stability in case you successfully complete one of your UHVs.
List of event based stability modifiers:
(all permanent, apart from the swing stability)
Base stability
-Difficulty:
--Viceroy: +6
--Monarch: +2
--Emperor: 0
-Completing one of your UHVs: +3
Cities
-Entering a war: -1
-Building a courthouse: +1
-After AI collapse date: -1 stability every 4 turns up to a total of -15 stability
Civics
-Building a nightwatch: +1
-Being in anarchy: 0, -1 or -2 for each turn, based on city number (0 for Prussia)
Expansion
-Building a castle: +1
-Founding a city
--in a core province: +1
--in a contested province: -1
--in a foreign province: -2
--while the number of your cities is less than 5: +1
-Conquering a city in a core or historic province: +1
-Conquering a city while running Militarism: +1
-Razing a city
--with a population of 3-5: -1
--with a population of 6-9: -2
--with a population of 10+: -3
--Norwegian UP: one less instability for each raze
-Losing a city in a core or historic province: -3 (-2 for Scotland)
-Losing the capitol city: -10 (-20 for Byzantium, -5 for Scotland)
-Moving the palace: -2
-Building a colony: -2 (-1 with Colonialism)
Economy
-Building a manor house: +1
-Founding a corporation: -2
-Researching certain techs: -1
--(Feudalism, Guilds, Machinery, Aristocracy, Nationalism,
--Civil Service, Gunpowder, Professional Army, Economics)
Swing
(these values are high, but their effect gets halved every turn)
-Being in anarchy: -8 (0 for Prussia)
-Successful religious purge: -3 (0 for Spain)
-Entering a war: -3
-Razing a city: -3 (0 for Norway)
-Own improvement got destroyed: -2
-Moving the palace: -5
-Conquering a city in a core or historic province: +3
-Losing a city in a core or historic province: -4 (-2 for Scotland)
-Losing a city in a border of foreign province: -2 (-1 for Scotland)
-Losing the capitol city: -10 (-20 for Byzantium, -5 for Scotland)
List of state based stability modifiers:
(dynamic, calculated each turn)
Cities
-For an average city happiness of at least k: +k
-For an average city health of at least k: +k
-At least 10% war weariness on average (in your k cities): -k/3 - 1
--so -1 with 1-2 cities, -2 with 3-5 cities, -3 with 6-8 cities, etc.
-For a persecution count (nationwide) of at least 3k+1: -k-1
--so -1 with 1-3 points, -2 with 4-6 points, -3 with 7-9 points, etc.
--a successful purge adds 8 points to the persecution counter (4 for Spain)
--an unsuccessful purge adds 4 points to the persecution counter (2 for Spain)
--the persecution counter goes down with 1 point in each turn
-For each city that
--is unhealthy: -1
--is unhappy (has at least one angry population): -2
--has a foreign religion: -2 (0 for Poland, -1 for Ottomans)
--has a foreign religion with Paganism: -1 (0 for Poland)
--each foreign religion after the 1st one: -1 (0 for Poland)
--any number of foreign religions with Religious Tolerance: 0
--has a Jewish Quarter with religious penalties present in the city: +1
--has some unhappiness because of whipping for production: -1
--has some unhappiness because of no military presence: -1
--has some unhappiness because of religious civics: -1 (0 for Poland)
--has less than 40% own culture: -1 (0 for Hungary)
--has less than 40% own culture with Subjugation: 0
--has less than 20% own culture: -2 (0 for Hungary)
--has less than 20% own culture with Subjugation: -1 (0 for Hungary)
-Stability bonus for Orthodox faith points: +1 for 10 faith
-While in a golden age: +8
Civics
-Feudal Monarchy with
--the Stephansdom wonder: +2
--Feudal Law: +3
-Divine Monarchy with
--the Stephansdom wonder: +2
--Paganism: -4
--State Religion: +2
--Theocracy: +3
--Organized Religion: +4
--Religious Tolerance: -3
--Religious Law: +2
-Constitutional Monarchy with
--the Stephansdom wonder: +2
--Common Law: +3
--Free Peasantry: +2
--Free Labor: +2
-Merchant Republic with
--Feudal Law: -3
--Trade Economy: +4
--Common Law: +3
--Free Peasantry: +2
--Free Labor: +2
--Imperialism: -2
-Merchant Republic with k cities: 5-k (+3 with 2 cities, 0 with 5 cities, -4 with 9 cities, etc.)
--the penalties are halved for Venice ((5-k)/2, if k>5)
-Feudal Law with
--Serfdom: +3
--Manorialism: +2
--Free Peasantry: -4
--Vassalage: +2
-Bureaucracy with k cities: 6-k (+4 with 2 cities, 0 with 6 cities, -3 with 9 cities, etc.)
--the penalties are halved for Novgorod ((6-k)/2, if k>6)
-Serfdom with
--Manorialism: +2
--Common Law: -3
-Religious Law with
--Paganism: -5
--Theocracy: +5
--Religious Tolerance: -3
-Common Law with
--Free Labor: +3
--Theocracy: -4
-Apprenticeship with
--Guilds: +3
Expansion
-For each own city
--in a foreign province: -5 (-4 with Imperialism)
--in a border province: -2 (-1 with Imperialism)
--French UP: additional +1 for each city in a border or foreign province
-For each foreign city
--in a core province: -3 (0 with Militarism)
--in a normal province: -1 (0 with Militarism)
-For each vassal: +1 (+3 with Vassalage)
-For being a vassal of someone else: +8
-Stability penalty for number of cities (with k cities): -(k*k)/40
--So 0 for less than 7 cities, -1 with 7 and 8 cities, -2 with 9 and 10 cities
---3 with 11 and 12 cities, -4 with 13 and 14 cities, -5 with 15 city
---1 for each city after the 15th, -2 for each city after the 31th
--The Ottomans and Muscovy get five cities for free
Economy
-Industrial Stability in your empire: between -3 and +3
--Based on agriculture, production and industrial development
-Financial Stability in your empire: between -4 and +4
--Based on finances, inflation, trade and economic development