As mentioned in the recent update, I have revised the stability rules. Initially I only wanted to adjust some factors, but over the course I decided to make more extensive changes. The resulting system is both simpler and should provide better results
Rule changes:
- I have completely removed crises, so far without replacement.
- If you are on collapsing and your stability has not improved since the last check, you collapse. The AI gets a collapse to core instead if possible.
- Stability required for stability levels is now constant for all players in all situations (less than -10 is collapsing, less than 0 is unstable, less than 10 is shaky, less than 20 is stable, more than 20 is solid). Only AI civs beyond their historical fall date have a different threshold (10 higher for all levels).
- On each stability check, if your stability is higher or lower than the boundary of your current level, you lose or gain a level. You can only change by one in either direction per check. AIs beyond their historical fall date can lose multiple levels per check.
- Stability factors that depend on long term trends (economy, happiness) reset when collapsing to core or being vassalised to stabilise civs after a setback.
Changes to stability factors
- Core population multiplier grows only half as much per era (i.e. more limited empire sizes in the late game)
- Added temporary positive expansion stability for recently founded / conquered cities in historical territory (higher for conquered cities when running Conquest)
- Increased the effect of the Portuguese UP
- Economic growth of less than 2% now also counts as recession
- Only requires 0% growth to avoid recession with Central Planning
- Increased (positive and negative) economy stability with Free Enterprise
- Reduced negative economy stability with Public Welfare
- Happiness stability was too all or nothing (often either -10 or +10), now it is bounded by -5 and +5
- Religious unity is now weighted by the population of cities, instead of simply counting them
- Minor religions do not contribute to religious disunity
- Religious disunity impact of non-state religions reduced when state religion is also present
- Positive stability from religious unity halved when running Tolerance
- Completely removed negative stability from unstable neighbours
- Completely removed stability from open borders / instability from number of contacts (penalised the AI too much, while easy to achieve for the player)
- Added new relations stability factor that is based on temporary AI memory of your actions (refusing/agreeing to their proposals, gifts etc.)
- Vassals receive additional stability when their masters are more stable than them
- War success stability is less sensitive to minor events that happened in the past
- Slightly increased war weariness stability
The only thing I am hesitant about is the stricter limits for expansion stability. It is now easier to get overexpansion, but this is counterbalanced by the fact that many other (often unpredictable) sources for negative stability have been removed or softened. Therefore it should be possible to balance these negatives with positives in other areas. But I am open to feedback.
Rule changes:
- I have completely removed crises, so far without replacement.
- If you are on collapsing and your stability has not improved since the last check, you collapse. The AI gets a collapse to core instead if possible.
- Stability required for stability levels is now constant for all players in all situations (less than -10 is collapsing, less than 0 is unstable, less than 10 is shaky, less than 20 is stable, more than 20 is solid). Only AI civs beyond their historical fall date have a different threshold (10 higher for all levels).
- On each stability check, if your stability is higher or lower than the boundary of your current level, you lose or gain a level. You can only change by one in either direction per check. AIs beyond their historical fall date can lose multiple levels per check.
- Stability factors that depend on long term trends (economy, happiness) reset when collapsing to core or being vassalised to stabilise civs after a setback.
Changes to stability factors
- Core population multiplier grows only half as much per era (i.e. more limited empire sizes in the late game)
- Added temporary positive expansion stability for recently founded / conquered cities in historical territory (higher for conquered cities when running Conquest)
- Increased the effect of the Portuguese UP
- Economic growth of less than 2% now also counts as recession
- Only requires 0% growth to avoid recession with Central Planning
- Increased (positive and negative) economy stability with Free Enterprise
- Reduced negative economy stability with Public Welfare
- Happiness stability was too all or nothing (often either -10 or +10), now it is bounded by -5 and +5
- Religious unity is now weighted by the population of cities, instead of simply counting them
- Minor religions do not contribute to religious disunity
- Religious disunity impact of non-state religions reduced when state religion is also present
- Positive stability from religious unity halved when running Tolerance
- Completely removed negative stability from unstable neighbours
- Completely removed stability from open borders / instability from number of contacts (penalised the AI too much, while easy to achieve for the player)
- Added new relations stability factor that is based on temporary AI memory of your actions (refusing/agreeing to their proposals, gifts etc.)
- Vassals receive additional stability when their masters are more stable than them
- War success stability is less sensitive to minor events that happened in the past
- Slightly increased war weariness stability
The only thing I am hesitant about is the stricter limits for expansion stability. It is now easier to get overexpansion, but this is counterbalanced by the fact that many other (often unpredictable) sources for negative stability have been removed or softened. Therefore it should be possible to balance these negatives with positives in other areas. But I am open to feedback.