Stability feedback thread

Why? I didn't propose any such thing.
In 1.10, I still can struggle with stability even while making courthouses give +2 stab :rolleyes:
 
Why? I didn't propose any such thing.
What you propose would mean an expansion stability rating that is not negative long after you've expanded out of your historical territory. What's the point.

Expansion penalties should kick in because you have expanded outside the historical limits of your civilisation, not because the population outside of your capital (often the only city in your core) is smaller than your total population from everywhere else.
Population is the best indicator of the usefulness of a city so making it the criterion is the best inhibitor of continent covering super cities.
 
What you propose would mean an expansion stability rating that is not negative long after you've expanded out of your historical territory. What's the point.
That would be the case if the historical and ahistorical were equally weighted. That wasn't the case before, why would it have to be the case now?

EDIT: There could easily be different values for Core, Historical and Ahistorical, depending on whatever weighting you consider to be appropriate.

Population is the best indicator of the usefulness of a city so making it the criterion is the best inhibitor of continent covering super cities.
I think you are using entirely the wrong mechanism to wage your war against super cities.

You should rather take away some of the abundant food (and other) resources if that is your goal.
 
It's the perfect mechanism. If only the city tiles count, there must be an element to counteract the natural response to build as few cities as possible. Conversely, small cities should not be discouraged because they are a destabilizing factor.

And I cannot remove that food as it is meant to feed multiple cities.
 
A quick WB experiment shows that every city beyond the 10th will add 8% to the standard tech cost (which is the cost when you have <= 10 cities). But I don't know what the codes say.

I had always thought the threshold was 8! Well. I should've built more cities back then.
 
Yeah, unfortunately with the city tech penalty it's hard to build cool empire and still remain competitive in tech.

Hear the good news! The tech penalty is a function of total population, and not of the total amount of cities. You can built this vast Russian empire in just ten turns and have a mediocre tech panalty. If you built only the 9 cities needed the penalty is minimal!

Well the new stability and tech cost mechanism made the building of extra large empire fisible. You can build the large Russian or Spanish empire and still be the tech leader. However, the best game should be the English empire. I built it in the old system (v1.10) and I was the tech leader due to its unique power. Just imagine what will happen in the new system...
 
Foreign stability just does not make sense.

I have 14 contacts. My relationships are:
6 Pleased
5 Cautious
2 Annoyed
1 Furious
My foreign stability is -4.

So with more than 75% of my contacts neutral or happy with me, I am penalised for being at war with one civ.

EDIT:
FOREIGN
- open borders with collapsing civs
- stable/unstable vassals
- defensive pacts with stronger civs
- being the worst enemy of a stronger civ
- having furious relations with someone
- being at war while in Autocracy
- being at war with heathens / brothers of faith while in Fanaticism

From this, the only possible ways to improve foreign stability are having stable vassals or defensive pacts with stronger civs.
Having Pleased relations should give + Foreign stability.
 
Hey there,

since I've been struggling with stability in this mod, I'd like to ask a few questions.

In my understanding it would be incredibly useful to switch all citizen (or at least a sizeable amount) to be "citizen" (the non-specialist-specialists) so your production & commerce is considerably lower than usual, before signing a peace treaty or starting a golden age.
the resulting check would give me bad values but won't hurt and the next one will be awesome, since my economy is at +10 compared to the earlier one.
with peace&GA you could do this and then switch to "normal" again in the same turn, so you wouldn't lose anything.
is this gedankenexperiment correct?

- vassalizing another civ (+)
- making peace (+)
- building a wonder (+)
- starting a golden age (+)
- receiving a great person (+)

Checks triggered by events marked with a (+) can only result in a stability increase, never in a decrease or crisis.

to a lesser extent: whipping should also be done just before one of the above events happens, right?
also: how close together can stability checks be? for example if I sign peace twice in the same turn would that give me 2 checks? (the 2nd one would be almost always worse, since there is no economic increase in that turn)

Does razing a city influence stability somehow?

(not exactly fitting here, but I don't want to start a new posting just for this: what is the population treshold for tech cost increase? and does it vary by civ?)
 
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