Civics stability?

SvenRanulfsson

Chieftain
Joined
Feb 18, 2011
Messages
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Before I start searching around in stability.py perhaps one of you guys has a simple answer for my issue. In more or less any game I played til now I am suffering sometimes extreme bad stability in my civics rating.
Currently, I am playing with Japan, it is the year 1999, all is working fine, my last anarchy is like 100 years gone and I had perhaps 2 or 3 golden ages since then. My civics are Republic - Representation - Capitalism - Free Markets - Secularism - Commonwealth, which is - at least I thought so - a good combination for a modern state. I also had no Great Depressions myself, though there were some in my vassal states. Nonetheless, my civics rating is down at -59 and has been like that for a while.
Why could that be? Am I missing something?

Some other question, btw: Scrubbing Fallout doesnt work here. Is that a bug or a feature or is there some trick?

I have BTS 3.19 and RFC Dawn of Civilization 1.73 installed.
 
The only problem i see with your civics is representation and republic. Both add penalties for more than 3 and 5 cities respectively. Otherwise, your civics get along quite well. For more info open your DoC folder, there is a .doc guide to civics there.
For the fallout, I just nuked the middle east as america and was able to scrub fallout. Hope you know it requires ecology.
 
A generally superior setup for stability is typically:

Autocracy
State Property
Nationhood
Emancipation
Secularism/Organized Religion
Viceroyalty/Occupation

Considering you are playing Japan, whose general strategy is to occupy China & Corea, and given the civics you are running,
you may be receiving penalties for all those extra cities. Unless you don't have those cities. Then I don't know what to tell you.
But also keep in mind that overall low stability may come from the Foreign penalty for number of contacts;
which Leoreth hasn't found a solution to since the problem came up with all the extra civs he's added.

EDIT: Never mind, you're playing 1.73. Most if not all of the players here are playing the SVN version,
so try upgrading and try another game, then see if you're having the same problems.
 
Well, okay, I have th whole of China, Korea and several cities in Indonesia, so I guess the penalty may be coming from having too many cities. My overall stability is fine though, economy is like +140 up, so equalling out very much the bad civics stability.

Thanks for your help guys!
I will install SVN immediately which is also explaining why there are Koreans, Thais and all that in the posted games and not in mine ;) I was already wondering...
 
Well, okay, I have th whole of China, Korea and several cities in Indonesia, so I guess the penalty may be coming from having too many cities. My overall stability is fine though, economy is like +140 up, so equalling out very much the bad civics stability.

Thanks for your help guys!
I will install SVN immediately which is also explaining why there are Koreans, Thais and all that in the posted games and not in mine ;) I was already wondering...
wats SVN
 
You can also build Jails/Courthouses to lower stability in a foreign land - check the stability map - above the map to the lower right there is a globe, first button left to it shows all stability maps - historical areas/cores etc. Also as Japan i rearly push China's cities above 8-10 before, and the rest of the areas and try to vassilize Thai/indonesia so atleast i dont have to suffer the stability hit. Japan's core is quite small , even though 2 big cities can fit , and later expands to have nagasaki as well , but thats in the late eras. Othwerise everything else pointed out about republic is true :)
 
For the record, this thread was originally posted a decade ago. Needless to say, pretty much EVERYTHING mentioned in this thread (stability, civics, etc) have been heavily reworked. IIIRC at this time Republic increased cottage growth rate and GPP generation or something like that, and the stability system was mostly unchanged from vanilla RFC.
SVN was the old way of distributing the development version. That's been deprecated for what, half a decade at this point?
stability system was pretty much unchanged from Rhye's system.
 
For the record, this thread was originally posted a decade ago. Needless to say, pretty much EVERYTHING mentioned in this thread (stability, civics, etc) have been heavily reworked. IIIRC at this time Republic increased cottage growth rate and GPP generation or something like that, and the stability system was mostly unchanged from vanilla RFC.

SVN was the old way of distributing the development version. That's been deprecated for what, half a decade at this point?
stability system was pretty much unchanged from Rhye's system.
Oh is this thread about the DOC modmod? One day I was going to download it, but then saw right at the TOP of the list of changes, “140 techs”, and decided against it. Are the number of new stuff overwhelming or do they change and unbalance the game too much?
 
Oh is this thread about the DOC modmod? One day I was going to download it, but then saw right at the TOP of the list of changes, “140 techs”, and decided against it. Are the number of new stuff overwhelming or do they change and unbalance the game too much?
The changes are neither overwhelming nor unbalanced IMO. I'd very much suggest trying it.
 
It's definitely not a "massive amounts of new stuff" kind of mod. There have been a few new buildings and units inserted into the existing lineup. The mod does have a lot more wonders than the base game, and a relatively large amount of civics by comparison (42 instead of 25). The number of techs basically just spreads things out a bit further and makes each tech more incremental instead of granular.

I suggest just starting up the mod and having a look at the tech advisor to see how you feel about it.
 
Oh is this thread about the DOC modmod? One day I was going to download it, but then saw right at the TOP of the list of changes, “140 techs”, and decided against it. Are the number of new stuff overwhelming or do they change and unbalance the game too much?

ah, you missed out on quite a lot of context.
The DoC Tech tree is a whole marvel on its own, I think, and pretty balanced actually. Some techs won't change a lot, but are working as a buffer towards the ones you really WANT. Each civ (and religion) has their own priorities in this regard, I'm attaching a screenshot highlighting "Architecture" which you will want to prioritize when you're running Orthodox christianity as Byzantium; but the associated wonders are worthless for Hinduists, so you will likely rush other technologies instead.

It all follows quite logically one each other, and its very balanced (although I am trying to powergame the heck out of it). The tech tree is more compact than the base game, but also more intricate.

Spoiler Here are two screenshots, this tech tree is a marvel and is fully thought through. :

Civ4ScreenShot0231.JPG
Civ4ScreenShot0228.JPG


I would still admit that it is more intricate to play than the Civ IV base game (unmodded Full Edition) which has been the most intricate Civ base game, ever. So this is not fun for everyone, but once I dive into it, it is very rewarding.
 
It's definitely not a "massive amounts of new stuff" kind of mod. There have been a few new buildings and units inserted into the existing lineup. The mod does have a lot more wonders than the base game, and a relatively large amount of civics by comparison (42 instead of 25). The number of techs basically just spreads things out a bit further and makes each tech more incremental instead of granular.

I suggest just starting up the mod and having a look at the tech advisor to see how you feel about it.
Wow I love spamming wonders in RFC:lol:
 
Wow I love spamming wonders in RFC:lol:
Most wonders also now require a specific religion(s) and/or resource, so while the number of wonders you can build has increased, the number of wonders any given civ can build has stayed more or less the same for the majority of the game.
 
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