I wander over to this forum after many months away - just after the BtS launch. And I find some similar stability discussions occuuring yet again. The initial reason I wrote my stability guide. (probably needs updating!)
I do not know what changes have been made over the last six months - but the questions seem the same.
If any really interested poster wanted to find some answers - try looking at older pages of this forum and you will find threads related to the stability problem: this includes the details in the wiki for those who do not want to access that site.
Note the details on the Wiki site are 8 months old, any changes Rhye has made since then are not yet added.
So to try and answer some of Tweakee's questions:
So obvious that no one is able to give reliable answers when people are confused about instability in specific games.
That is because there are so many variables, to simulate real life situations. Consider the recent events in Kenya after the elections, or what happenned in France a few weeks ago -etc. Not predictable but effecting national stability. For R&F, the Wiki lists all the possible effects - you have to determine those that affect you in any given game.
The problem is that in many cases you aren't even aware of them with any degree of certainty. That's not a strategy game.
The stability part of the info screen breaks them down into categories. The Wiki explains those categories.
Read the Wiki - and think of the possible consequences of your governmental decisions.
I printed out some parts, to refer to when I played the game.
The mod keeps track of every factor, or it couldn't use them to make calculations. The formulas exist, you've just made a decision to keep their presentation extremely abstract when presenting them to the player - far more abstract than any of the systems the original game has. There's a reason Civ's designers didn't keep Health or Happiness or Combat so vague that you had to guess why a city was unhealthy or rioting or why you lost a battle. It's not fun, it's frustrating.
True - but showing all the factors would remove the fun from the game. Also that would probably put off the majority of players. So Rhye made the decision to show a simplified screen displaying the categories and the current status.
We are playing a game and not trying to understand a complex spreadsheet etc. For those players who want more detailed info, there is the wiki, which gives you pointers as to what may be happening - so you can decide if that is what is causing your problems.
I wouldn't expect (or want) the exact formula sitting on the screen all the time, but it seems obvious from user comments (-especially- those defending the system) that the current presentation of 5 categories is far too obscure for something this complicated. The challenge should be in trying to balance the factors that cause instability versus your desires to improve your empire. The challenge should not be to guess what those are and which are affecting you.
Again true - but as you mentioned, showing all the factors would remove the fun from the game. See the above answer.
If you do not want to access the Wiki the same information is available in this forum - you just have to look back a few pages to find the relevent thread heading's on stability.
If you want I could bump them.
If you can't even tell people why something is happening in understandable terms, the system is broken. I actually liked the stability system a lot more before I read this thread.
Thats what the leaders of Kenya and France want to know today. Not forgettig all the ancient civs etc.
The main thing to remember is the name of the Mod.
Rhyes [Rise] and Fall of Civilization.
Without stability - you will not get the Fall.
It is not a mod where you keep getting bigger and better and eventually win.
It is about real civilizations, that rise and fall and maybe rise again and probably fall again. Then maybe they .......???? Who knows.
Does that help answer your questions?