3Miro
Deity
Stability numbers: permanent, varying every 3 turns and temporary. Permanent stability refers to stability that has changed for one reason or another and stays there (i.e. -3 points for every anarchy, -x points for loosing a city). Some things (mainly economy and some expansion and foreign) is computed every 3 turns. Those things depend directly on your current situation, i.e. number of OB, number of defensive pacts and so on. The third part is temp stability that comes from Great Depression (in RFC not RFCE), or -20 for 1 turn following anarchy. (Some categories do not have temporary instability, jut permanent and varying every 3 turns).
The model of stability as taken 1-1 from RFC did not work for RFCE. Pretty much all the AI players collapsed about 50 turns after spawn. So I had to make changes (also everyone complained that stability was too-harsh, now people are complaining it was too-easy
).
- Expansion outside "natural" borders in RFC is heavily penalized. I had to nerf that penalty since RFCE suggests that one is likely to control several cities outside the "natural" borders. (in RFC the penalty for even 1 city is huge, in RFC there are very few cities anyways). I have to tweak that, I probably nerfed it too much.
- Economy: the model that Rhye was using for the Economy made little sense to me (I admit that it works, but it is somewhat unnatural to me). Rhye took in consideration mainly food production and considered food per real people. The number of real people in the empire (as shown by the demographics screen) exhibits power growth (in every city, count the number of the size (size 4, size 6, size 10) and raise it to the power 2.8). The actual food production of the empire grows at most linearly (it exhibits heavy initial growth and then it drops to linear). That results in huge penalty for having large cities (IIRC every city beyond size 8 was inevitably economically unstable). Second point was that commerce part of the Economy considered only raw commerce (from rivers, sea and cottages), it did not take into account merchant specialists or bonuses from markets and banks. That leads to inherit Economical instability.
I wanted to change the Economical part to something that makes sense. So I wanted people to take screen shots of typical cities of size 4-6, 8-10 and 14-16 and post them (take screen shot when in the city screen). I wanted to see what typical game is so I can change the economical part and reward markets and banks and merchant specialists and do not punish so heavily large city growth.
Bottom line, stability needs more work.
In another matter, the Norse UHV and UP are supposed to work on the new version (Dec 3). If they don't please post a save-game couple of turns before you notice the problem.
The model of stability as taken 1-1 from RFC did not work for RFCE. Pretty much all the AI players collapsed about 50 turns after spawn. So I had to make changes (also everyone complained that stability was too-harsh, now people are complaining it was too-easy

- Expansion outside "natural" borders in RFC is heavily penalized. I had to nerf that penalty since RFCE suggests that one is likely to control several cities outside the "natural" borders. (in RFC the penalty for even 1 city is huge, in RFC there are very few cities anyways). I have to tweak that, I probably nerfed it too much.
- Economy: the model that Rhye was using for the Economy made little sense to me (I admit that it works, but it is somewhat unnatural to me). Rhye took in consideration mainly food production and considered food per real people. The number of real people in the empire (as shown by the demographics screen) exhibits power growth (in every city, count the number of the size (size 4, size 6, size 10) and raise it to the power 2.8). The actual food production of the empire grows at most linearly (it exhibits heavy initial growth and then it drops to linear). That results in huge penalty for having large cities (IIRC every city beyond size 8 was inevitably economically unstable). Second point was that commerce part of the Economy considered only raw commerce (from rivers, sea and cottages), it did not take into account merchant specialists or bonuses from markets and banks. That leads to inherit Economical instability.
I wanted to change the Economical part to something that makes sense. So I wanted people to take screen shots of typical cities of size 4-6, 8-10 and 14-16 and post them (take screen shot when in the city screen). I wanted to see what typical game is so I can change the economical part and reward markets and banks and merchant specialists and do not punish so heavily large city growth.
Bottom line, stability needs more work.
In another matter, the Norse UHV and UP are supposed to work on the new version (Dec 3). If they don't please post a save-game couple of turns before you notice the problem.