The main problem was figuring out that a long term window is needed - there was a time where economic stability was only a snapshot and that indeed was often very swingy and punishing.And your coding skills are so impressive. That seems like a ton of work to implement.
I think the easiest way is to switch to Russia using Ctrl+C and checking the financial advisor.Question. Is there a way through WB to see sum of AI stability points? Was wondering just how much punishment Russia needs to take that their stability goes to even shaky? As seen from the pic, Russians war weariness is 150 and their nation is still going strong. They have despotism, revolutionism, individualism, free trade, clergy and multilatelarism.
View attachment 682132
I think the easiest way is to switch to Russia using Ctrl+C and checking the financial advisor.
Apologies if I am missing something because my brain is bad - but how would you have negative commerce growth? Would that just be if you made your cities stop working tiles with commerce?
(BTS 3.17)
In BTS the GNP is not just about the commerce. The GNP also includes the beakers, culture and espionage points produced in each turn. All these are calculated with the effects of improvements taken into account. Therefore the GNP calculation is;
Total commerce + total culture + total espionage + (total research * research bonus) – expenses.
The research bonus is what you get from knowing the prerequisite and other nations you have met who know the tech you are researching, so your GNP can increase by your neighbour discovering the tech you’re currently researching. If you look at the F2 screen it gives you the totals in the left hand column and the expenses in the right column, however the research figure doesn’t take into account the research bonus.
View attachment 682135
In this pic I swapped to Russians to check how things are. War weariness was 145 before the swap. Now, because the value for "military" is zero, is there something I don't understand how this value is calculated. After all I destroyed a good amount of their troops/conquered cities. And further more if I loose a couple of units during fighting it seems to give a fast negative value to my "military" section.
Good points!I'll let the boss handle the under-hood details. If you haven't read the Stability sections of the Pedia please do. There's a lot. Meanwhile I'd just like to suggest that if the goal is to induce collapse, focusing on Military stability might be a misdirected effort, especially at so late a stage in the game (massive pop, WW-reducing buildings, civ combos). At that point your only viable option is probably to conquer most if not all of Russia's core cities.
Just for context, commerce for the purpose of economic stability is the sum total of your gold, science, culture and espionage output, not just the raw commerce.Apologies if I am missing something because my brain is bad - but how would you have negative commerce growth? Would that just be if you made your cities stop working tiles with commerce?
I am not sure, but my first idea would be the duration of the war. War weariness stability is both relative to your opponent and scales down over time (to reflect that war weariness can only rise over the course of the war), so maybe the war has been going on for too long for it to matter?View attachment 682135
In this pic I swapped to Russians to check how things are. War weariness was 145 before the swap. Now, because the value for "military" is zero, is there something I don't understand how this value is calculated. After all I destroyed a good amount of their troops/conquered cities. And further more if I loose a couple of units during fighting it seems to give a fast negative value to my "military" section.
Changing civics is a classic one. Switching to Free Enterprise in one game I recall gave me something like +25 economic growth stability points.Just for context, commerce for the purpose of economic stability is the sum total of your gold, science, culture and espionage output, not just the raw commerce.
Just off the top of my head, I can think of many things that reduce your commerce output: losing cities, losing population, destroyed improvements. But maybe less obviously also rearranging population to produce less commerce, assigning/unassigning specialists, switching your commerce sliders to something you have worse modifiers for. Common causes are also a flip or the plague.
None of these are likely to happen or have a big impact if you are playing well (plague notwithstanding) but that is the point. Something has to go really wrong for bad economy stability to affect you.
I am not sure, but my first idea would be the duration of the war. War weariness stability is both relative to your opponent and scales down over time (to reflect that war weariness can only rise over the course of the war), so maybe the war has been going on for too long for it to matter?
I did some back tracking. You are right, the war lasted long...maybe some 150 turns (epic turns ~600-750). At first I only did war of attrition by just sitting next to their one city and destroying while enemy troops popped up. Eventually started to invade on turn ~50. At this point war weariness was 80 and Russia was stable (and ctrl + C "military" was 0).I am not sure, but my first idea would be the duration of the war. War weariness stability is both relative to your opponent and scales down over time (to reflect that war weariness can only rise over the course of the war), so maybe the war has been going on for too long for it to matter?
To me that massive weariness and not even a small effect to "military" section during the entire war sounds a bit off...
I say my opinions/thoughts despite you telling me or not.You admitted to not understanding the system so you don't get to say things like this since you lack a frame of reference to compare to. Have you read the Pedia entries yet? Hint: Look for the part headed War Weariness where or says "Your war weariness is compared to your enemies".
Tangentially related, but what do you think about a mechanic wherein switching to wartime civics while at (global) war doesn't give you anarchy? I've always found it hard to justify some of the later game wartime civics with how strong free enterprise and democracy are, and losing two-three turns around then can hurt. Might make them slightly sweeter.I am not saying it's working as intended, but I don't think it's a bug. I am just explaining how it works and it seems consistent with your description of the game. I can only do more if you upload a save.
I remember the war stability aspect of the stability calculation being more aggressive, and eventually changed it to the current state because it was just too swingy. It was very easy to push someone into being unstable just from losing a war by some arbitrary metric, and it made wars easy to win and finish prematurely, and in general made the world more volatile with frequent collapses. It's very hard to capture a war stability calculation that captures "what is really going on" in the war, so I decided to err on the side of caution and let it only have a small impact on overall stability.
For your specific situation you could also argue that nothing much has happened in your war, with no meaningful territory changing hands and war weariness being more or less on the same order of magnitude, despite being accumulated over a long period of time.
Another thing to account for is that meaningful losses in a war already affect other stability categories, e.g. expansion from losing core cities, economy from losing any cities or shifting the economy to unit production, and domestic from switching to wartime civics and unhappiness caused by war weariness.