Okay, I've been thinking about this lately when someone commented that it doesn't make sense to have a complete collapse just because you've won a war and have overextended into someone's core.
So what if the consequences of a collapse, or instability in general would depend on the actual cause of instability?
(Please note that I'm merely musing a bit here, and nothing of that might ever actually happen. Whether it does depends on the issues raised in this thread. So this is not a "planned feature".)
There are two main purposes of the stability mechanic as far as I see it:
- to motivate the player to expand historically (or at least prefer historical locations)
- to clear the map from civs that aren't supposed to survive
For the second case, we definitely still need the total collapse. For the first, we don't really. Therefore I would make the following change: total collapse, i.e. losing all units and cities, can only happen if the civ is already reduced to its core, completely pushed out of it or is past its historical "fall" date. In all other situations, the consequences depend on the factor that contributed most to the collapse (by whatever metric). This would give us different types of collapses, for instance:
Economic collapse (economic stability): towns and villages degrade, settled specialists disappear, economic buildings are destroyed, additional (maybe temporary) inflation.
Territorial collapse (expansion stability): you lose all cities outside of your historical area, cities outside of your core have a chance to secede, you lose the larger portion of your army.
Domestic collapse (cities + civic stability): change of civics based on time period, long period of anarchy, loss of most of your army.
Military collapse (losing a war): I could actually see this triggering a complete collapse.
The chances to suffer these collapses would be a bit higher individually. Overall stability would determine your chances to be checked for collapse, but only the individual stability in individual categories decides whether it actually happens.
So what if the consequences of a collapse, or instability in general would depend on the actual cause of instability?
(Please note that I'm merely musing a bit here, and nothing of that might ever actually happen. Whether it does depends on the issues raised in this thread. So this is not a "planned feature".)
There are two main purposes of the stability mechanic as far as I see it:
- to motivate the player to expand historically (or at least prefer historical locations)
- to clear the map from civs that aren't supposed to survive
For the second case, we definitely still need the total collapse. For the first, we don't really. Therefore I would make the following change: total collapse, i.e. losing all units and cities, can only happen if the civ is already reduced to its core, completely pushed out of it or is past its historical "fall" date. In all other situations, the consequences depend on the factor that contributed most to the collapse (by whatever metric). This would give us different types of collapses, for instance:
Economic collapse (economic stability): towns and villages degrade, settled specialists disappear, economic buildings are destroyed, additional (maybe temporary) inflation.
Territorial collapse (expansion stability): you lose all cities outside of your historical area, cities outside of your core have a chance to secede, you lose the larger portion of your army.
Domestic collapse (cities + civic stability): change of civics based on time period, long period of anarchy, loss of most of your army.
Military collapse (losing a war): I could actually see this triggering a complete collapse.
The chances to suffer these collapses would be a bit higher individually. Overall stability would determine your chances to be checked for collapse, but only the individual stability in individual categories decides whether it actually happens.