Dawn of Civilization General Discussion

As far as I can see, that is no longer an option in 1.16.
You could, however, cheat with the world builder to regularly reset your failing stability. Or, more sustainable if you are basing your Greeks in Australia or America, or if you simply want to keep the Macedonian Empire alive in 600 AD? - just take the World Builder and add new core areas wherever your population centers are!

That just about sums it up yeah, I have to expand in order to stay alive, but I run out of historical areas sooner or later :/ All these years of playing, and apparently I am still too much of a noob to keep ancient empires alive throughout the game.
 
I
That just about sums it up yeah, I have to expand in order to stay alive, but I run out of historical areas sooner or later :/ All these years of playing, and apparently I am still too much of a noob to keep ancient empires alive throughout the game.
The ancient civs are supposed to be destroyed eventually. After their UHV are fulfilled, anyway. Keeping ancient Egypt alive after 300 BCE would be quite anachronistic and 600 AD is the definite end date for them. History has set end dates, and that's reflected ingame. Similarly for the Greeks and 100 AD. The Romans and 600 AD. The British and 2016 AD. The Mongols and 1600 AD.
Keeping them alive afterwards for even a few more centuries rather testifies to your skill, not the lack of it.
 
In case you're wondering, there probably won't be a lot of development on DoC for the next two weeks because currently I am either off on vacation or working most of the time to make sure I can go on vacation. I'll probably be around on the forum but don't expect new content.
 
In case you're wondering, there probably won't be a lot of development on DoC for the next two weeks because currently I am either off on vacation or working most of the time to make sure I can go on vacation. I'll probably be around on the forum but don't expect new content.
I live for content...
 
then perish
 
Is there a updated civics guide somewhere, with regards to their stability effects? Apart from the good and bad combos that's shown in-game :) I'm probably just blind and/or dumb
 
Is there a updated civics guide somewhere, with regards to their stability effects? Apart from the good and bad combos that's shown in-game :) I'm probably just blind and/or dumb
Look in the Stability Influence page of the Concepts chapter of the Civopedia
 
Is there a updated civics guide somewhere, with regards to their stability effects? Apart from the good and bad combos that's shown in-game :) I'm probably just blind and/or dumb
There's a "Stability influence factors" entry in the civilopedia, that one was updated recently. It should be somewhere in the "Concepts" section.
edit: oops didn't notice 1SDAN's post
 
Can I ask why Nigeria is not Historical for British? Apart from Freetown it looks like Brits are not expected to colonize their West Africa :dunno:
 
Republic seems way too powerful. It's ability to gain free Food from great people and free specialists means that I end up using it with almost any civ whose core has a low number of cottage or farm spots. England, Maya, Ethiopia, Korea, Indonesia, Japan, and probably more ahistorical civs than I can't think of ATM. The civic combos insanely well with Central Planning, which buffs the Workshops and Watermills you'd often place instead of farms or cottages. The -5 Stability is pretty huge, but it's often able to be compensated for with the massive economic growth you can gain with such a huge core with so many great person points per turn.

Is this just another classic 1SDAN moment and I'm missing something that makes it balanced?
 
Republic seems way too powerful. It's ability to gain free Food from great people and free specialists means that I end up using it with almost any civ whose core has a low number of cottage or farm spots. England, Maya, Ethiopia, Korea, Indonesia, Japan, and probably more ahistorical civs than I can't think of ATM. The civic combos insanely well with Central Planning, which buffs the Workshops and Watermills you'd often place instead of farms or cottages. The -5 Stability is pretty huge, but it's often able to be compensated for with the massive economic growth you can gain with such a huge core with so many great person points per turn.

Is this just another classic 1SDAN moment and I'm missing something that makes it balanced?
Ill just confirm. At least satellites no longer count as specialists.
 
Last edited:
Ill just confirm. At least satellites no longer count as dpevilists.

Honestly, with the recent minimum specialist slot addition, Republic really doesn't need Great People Food. It already makes it much less punishing to run specialists during the early game and lets you start running specialists sooner.

Also
> devilists
 
Last edited:
What does 'recession' in Economic Stability mean?
I often wish that the Stability screen would be more specific in indicating exactly which factors are causing problems.
Take Diplo for example, it would be much better if it told me how much penalties/bonuses I am getting from each civs, and not just the total sum.
 
> devilists
autocorrect strikes again

What does 'recession' in Economic Stability mean?

Afaik, the economy is mostly the increase in currency since the last check, and/or over the last turns if you trigger checks often enough. Production, gold and food are less valued. Didn't check the code for it to remain a little mysterious. Otherwise, I'd go and minmax the economy as well.

If your currency income sinks for whatever reason, you hit a recession, which goes worse if your income doesn't rise again. So if you maxed out your towns and resources and can't get more currency via trade or civics or new conquests... You're screwed. Especially if some of your empire breaks off, so you lose income. I usually heal a bad economy with time, a stable expansion and a very good civic stability to hold me afloat.

It might be okay to wait until recession goes away if you know the economy will gain again within the next turns (get the lighthouse or village working, etc; and delay a new tech (Stab trigger) until then, but that gambit rarely works out.
 
Economic stability:
- "total commerce" is counted, i.e. the sum of gold, science, culture and espionage with city modifiers
- total commerce difference is compared every three turns to compute a "trend"
- positive trend is increase >5%, negative trend is any reduction, neutral trend is inbetween
- the last ten trends are taken into account for your economic stability
- if there are more positive than negative trends, its #positive - #negative + #neutral/2
- if there are more negative than positive trends, its #negative - #positive - #neutral/2
- if they are equal the stability is 0
- running Free Enterprise increases economic stability (positive and negative) by 33%
- running Public Welfare reduces negative economic stability by 50%
- in a golden age, the last total commerce is not updated, so it's always compared to the last total commerce before the golden age was started. This usually leads to consistently positive trends while the golden age lasts without negatives when it ends
 
Economic stability:
Thanks for this. Can you do the same for relations as well, please?

Also, why is it that for some ancient civs who suppose to be around in the late game (like China, Aztec/Mexico, Maya/Colombia) the unstable level set in the positive stability territory?

Spoiler Unstable with +9?! :
Civ4ScreenShot0079.JPG
 
Last edited:
Well the tooltip explains it, doesn't it?
 
Spoiler Lets count faces, shall we? :
Civ4ScreenShot0182.JPG


Well the tooltip explains it, doesn't it?

Not how it is calculated. When it says Bad relations -30 and most faces look pleased -- I just want to understand the math behind it. Also don't forget +9 and yet unstable part, please.
 
Last edited:
My post was in reference to your second question and the tooltip in the accompanying screenshot.
 
Top Bottom