Stability feedback thread

I shortly contemplated the idea of bringing back expansion civics as a way to interact with stability more directly but in the end I couldn't come up with enough concepts to fill a column, which is a good sign that it'd be a bad idea.

Surely there must be enough to fill it?

1. None
2. Satrapy - Half stability penalties for occupying foreign cores
3. Vassalage - +3 stability points for each vassal
4. Centalisation - Core population counts 50% extra in stability checks (stacks well with proposed Absolutism bonus)
5. Resettlement - All cities founded on other continents count as being historical territory for population purposes
6. Occupation - No stability penalties from cities under occupation and population of conquered cities counted as historical territory

With Totalitarianism replacing Imperialism. By the time you get Totalitarianism, Satrapy will be outdated so there's unlikely to be a stacking effect there.

EDIT: Another alternative is Isolationism (or a better name) - No stability penalties (or half penalties) for poor foreign relations. Helps avoid the problem of AIs DOWing on you then refusing to talk, leaving you stuck with a penalty you can't remove for at least 10 turns.
 
1700 Start, American game. In 1812, Spain had a terminal collapse, pop-up message said that it's happening a Inca resurrection, but it's Spain who survives in Inca territories.
 
1700 Start, American game. In 1812, Spain had a terminal collapse, pop-up message said that it's happening a Inca resurrection, but it's Spain who survives in Inca territories.

Same happened to me.
 
Previous autosave please.
 
I have a doubt: When I willingly liberate cities, is it supposed to hit my Stability? For real?

See, I'm playing as the US and I'm currently liberating Spain from French oppresion. Or I was, until I realized that freeing Madrid and Sevilla gave me a -3. It makes no sense. And no, I haven't lost any other cities. The closest I was to losing a city was when a Congress determined I had to give up NYC and La Habana. Which I refused.

...My game is was already at WWI, why would I give up two good cities because my enemies decided that I should? :lol:
 
I have a doubt: When I willingly liberate cities, is it supposed to hit my Stability? For real?

See, I'm playing as the US and I'm currently liberating Spain from French oppresion. Or I was, until I realized that freeing Madrid and Sevilla gave me a -3. It makes no sense. And no, I haven't lost any other cities. The closest I was to losing a city was when a Congress determined I had to give up NYC and La Habana. Which I refused.

...My game is was already at WWI, why would I give up two good cities because my enemies decided that I should? :lol:
I'm not sure what you're talking about. The current system doesn't have any permanent stability effects.

Thanks. There was just a tiny mistake in the resurrection code which prevented Peru from successfully taking over the Spanish cities.

Nice to see Spain lose the rest of their colonies in a rather historical manner and return to being a second rate European power through the collapse to core mechanic, by the way.
 
I often find that Portugal's culture swamps Spain too much now because of city revolts or revolutions.

As a result, Portugal almost always takes over Spain in the games I play.
 
my first impressions :
reasons are useful like ''-6 bad relationship ''
and it's easier and good for gameplay than previous mechanics
only problem is ancient civilizations too powerfull, in my tamil game;
rome discovered new world, capitulated new-borned poland-hre, controlling greece and italy ,
persian empire was the most powerful civilization till the seljuks and still the most advanced (they don't lose any city but soldiers to the seljuks)
china is score leader and crushed mongols at start, mongols have only afrosiyab and dunhuang

I don't have any idea why they're becoming too powerful, may be for mercenary civic or ancient wonders
 
I think the reason is that with the previous mechanic, these civs were collapsed by piling arbitrary maluses on them before they could become so powerful (except China). Maybe I have to dial up my own arbitrary maluses (i.e. fall of civs effect) to take care of them. I agree that they survive for too long.
 
my first impressions :
reasons are useful like ''-6 bad relationship ''
and it's easier and good for gameplay than previous mechanics
only problem is ancient civilizations too powerfull, in my tamil game;
rome discovered new world, capitulated new-borned poland-hre, controlling greece and italy ,
persian empire was the most powerful civilization till the seljuks and still the most advanced (they don't lose any city but soldiers to the seljuks)
china is score leader and crushed mongols at start, mongols have only afrosiyab and dunhuang

I don't have any idea why they're becoming too powerful, may be for mercenary civic or ancient wonders

I've seen some very powerful Romes in 1.11 without the SVN. Playing as Spain, I was very disappointed when I discovered America only to find out that there were also a bunch of Romans there as well.
 
Early medieval Rome which controls few cities outside Italy can be said to represent the Ostrogothic Kingdom of Italy. There's enough continuity between them.
From the reports (I am away from my civ4 comp right now) it happens too often and is too strong, though.
 
i have some questions:

1) Military stability. If you win/lose alot of units is the bonus stability result instantaneous? and is it permanente? does it matter if you win or lose a war or just how many units you kill/lose?

2)anarachy/civic change/losing cities/razing cities/inquisitions/etc. Are all these penalties permanente or just temporary?

3) great people and wonders. Do they really give a stability bonus? If so, where and how much?
4) city plot radius. Does only the cities plot matter for stability calculations or also all the plots in cultural borders?
5)how do civics influence stability besides being "outdated" or "contemporary"?


And yeah, it is quiete annoying with all these penalties as I often find myself completely collapsing late game out of the blue and it seems theres nothing I could do except play a much less imperialistic game next time.
 
1.11 or SVN?
 
Leoreth would be better at answering this. Or maybe the guy who made the game mechanics thread...
 
i have some questions:

1) Military stability. If you win/lose alot of units is the bonus stability result instantaneous? and is it permanente? does it matter if you win or lose a war or just how many units you kill/lose?
There is no longer any such thing as permanent stability.

2)anarachy/civic change/losing cities/razing cities/inquisitions/etc. Are all these penalties permanente or just temporary?
There is no longer any such thing as permanent stability.

5)how do civics influence stability besides being "outdated" or "contemporary"?
Certain civic combinations are good and certain combinations are bad.
 
1) Military stability. If you win/lose alot of units is the bonus stability result instantaneous? and is it permanente? does it matter if you win or lose a war or just how many units you kill/lose?
It's based on the same numbers that determine whether you're winning or losing a war when negotiating with the AI, mainly conquered cities and defeated units. As long as the war is ongoing the events of the war influence your stability.

3) great people and wonders. Do they really give a stability bonus? If so, where and how much?
No, at least not directly (of course certain wonders can boost your economy etc). The only effect is that checks triggered by great people birth or wonders cannot lower your stability or cause a crisis.

4) city plot radius. Does only the cities plot matter for stability calculations or also all the plots in cultural borders?
No, only the city tile counts when determining expansion stability.

And yeah, it is quiete annoying with all these penalties as I often find myself completely collapsing late game out of the blue and it seems theres nothing I could do except play a much less imperialistic game next time.
Build courthouses and jails. Reduce foreign culture. Use Totalitarianism.
 
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