Rhye's Without Stability?

redazncommieDXP

Warlord
Joined
Jan 5, 2007
Messages
176
I LOVE Rhye's, especially the proper earth map and the realistic city names. However, I'm not so much of a fan of the stability feature. Without flaming me please, could someone tell me how I can remove or negate this feature? I have some good reasons not to like it but don't want to get into it right now.
 
Just for yourself or for the AI too? If you want it disabled completely you should realise that it's likely old civs will persist longer than usual and may slow down your late game quite a bit and mess with the balance. But I shouldn't think it would be too major.
 
Stability is one of the most important things of the MOD. If you want to play without stability the best thing you can do is download the map and play a vanilla game.
I have no idea what you could do else, I don't know how to edit stability.
 
Guess you have to disable the stability.py in assets/python, but don't ask me how.
 
Not necessarily, you can just give the player/all civs a huge stability bonus so the effects of low stability is never seen (afaik there aren't any effects of high stability)
 
if u were to disable it try to disable only the players cuz if u disabled AI's then like there will be no "fall" of the rise and fall
 
I don't know how to do it but I do want to say the guy said "without flaming him." So despite the strong temptation, I don't think we need to heckle him about stability. Personally I wouldn't mind having the option so I could try playing a game as X Civilization and just try to conquer the world without worrying about collapsing. Civs could still rise or be wiped out- they just wouldn't collapse.
 
I don't know how to do it but I do want to say the guy said "without flaming him."
We aren't flaming him...

@redazncommieDXP: Do you want to remove stability for everyone or just you? Because removing it for the AI would make some things go like they aren't supposed to. For example, Egypt and China would never collapse. Also, there would basically be no Independant civs in that case (except the triggered cities).
 
I wanted to remove stability for everyone, in large part because I hate civilizations collapsing just as I move in for the kill or try to break and vassalize them.
 
Try opening up bts folder\Mods\Rhye's and Fall of Civilization\Python\Stability.py in notepad and changing the lines
Code:
        def setStability( self, iCiv, iNewValue ):
                scriptDict = pickle.loads( gc.getGame().getScriptData() )
                scriptDict['lStability'][iCiv] = iNewValue
                gc.getGame().setScriptData( pickle.dumps(scriptDict) )
into
Code:
        def setStability( self, iCiv, iNewValue ):
                scriptDict = pickle.loads( gc.getGame().getScriptData() )
                ## scriptDict['lStability'][iCiv] = iNewValue
                scriptDict['lStability'][iCiv] = 500
                gc.getGame().setScriptData( pickle.dumps(scriptDict) )
 
I, too, would be interested in this change. I don't see stability as the chief plus to R&F - rather I see the civs coming in at different times as the coolest factor, in addition to the appropriate city names.
 
How could I remove stability just for the player? I don't like how the stability thing works. My small empire collapses easily, but another civ wont collapse even when I've razed its capital and destroyed most of its improvements.
 
I, too, would be interested in this change. I don't see stability as the chief plus to R&F - rather I see the civs coming in at different times as the coolest factor, in addition to the appropriate city names.
Really? I see it as the opposite: I see stability as the main feature of the mod (besides the world map of course), and the whole "Rise and Fall" thing as just a bonus.
 
I think the meshing of both brings some cool reality to Civ in general. Still, I'm not going to argue with someone who wants only one part. It's their choice, and they're not changing my computer settings. :p
 
Once you learn how the system works, it's pretty easy to tell when a Civ is going to collapse. If you don't want a Civ to collapse, don't take their capitol. Kill as much of their army as possible, and threaten their most valuable cities with your armies (without capturing them all). The more defenseless (having few units but big cities) you make an AI feel, the quicker he'll capitulate. If you take his capitol or focus on grabbing land instead of killing his armies, you're attacking Stability more than Power, and he'll probably collapse before he feels weak enough to capitulate.

If a capitulated enemy is unstable from the war, gift him back some of the land you took, and perhaps some resources and tech (but land is a quicker fix) to help him regain his balance. Vassals lack the means to improve their stability easily, so you have to help them.

The biggest problem with Stability IMO is that it's poorly documented and has poor feedback to the player... the addition of mouse-over help on the financial screen (like the financial data there has) that gave a more detailed breakdown of what is giving/removing points would make Stability infinitely more user-friendly.
 
If stability was better documented so I could know why my stability was going down, that would be awesome and then I'd be able to have a lot more fun.
 
I think the main point is, even with the recent updates, it is still hard to tell where the actual problem lies. This is especially true for new players and people who can't check the wiki for whatever reason.
There are so many factors affecting stability it is hard to link one thing you did with the change, in many cases.
 
say1988 said:
I think the main point is, even with the recent updates, it is still hard to tell where the actual problem lies. This is especially true for new players and people who can't check the wiki for whatever reason.
There are so many factors affecting stability it is hard to link one thing you did with the change, in many cases.

Exactly. I've now played through almost every UHV (had some time off work :) ) and I STILL don't know how it works. I've gotten a rough feel for it so I can avoid problems and take advantage of enemy instability, but it still feels extremely vague and grey.

The answer to almost every "Why is Civ X Unstable?" question seems to be, "Well, it could be A, or it could be B, or maybe C...". That indicates poor in-game feedback, IMO. It would be like if the Income panel just said "+780" with no further breakdown. Doubly strange is how the civics show explicit numbers (Viceroyalty = +4 stability per vassal) but you're never given any other numbers to compare those to, so they're meaningless - it could say +0.0004 or +4000 and it wouldn't matter since you don't know whether +4 is a little or a lot... :)

If the general heading in the Wiki were used for mouse-over help, it would be a huge improvement.For example, when moving the mouse over the CITIES stability panel, you might get a pop-up that shows:

Citizen Moods: -20
Foriegn Culture: -5
Happiness: +15
Buildings: +10
Religion: -10
TOTAL: -10

I don't expect the mod to explain in detail every factor that affects stability, but the current headings and star ratings are just too abstract to really be useful.
 
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