Stability Guide v1.12

Yeah, why not.
 
Yes, when it's finished.
 
I've added a section on civic stability. Some of the rules are new and will be included in the next commit.
 
Added a section on foreign stability. As always, changes made during the review process will be committed soon.
 
Can you explain the penalties for losing wars? Somehow I always have a massive penalty, even if I'm crushing my opponents (destroying their units, capturing their cities, overall strength much higher).
 
Yes, something does seem to be wrong with war stability. I've had times when I haven't lost a single unit, having captured a city and killed three units from an enemy, only to get -50 war success and -11 war stability.
 
I'm currently in the process of completely redoing the military stability section.
 
You're right. Another attempt:

Your cities have trade routes to other cities generating commerce (exports). Other cities have trade routes to your cities also generating commerce (imports). For all civilizations, their total trade volume is calculated, which usually is the sum of exports and imports, but for Mercantilist civs it is twice their export volume instead.

The trade volume is divided by your number of cities, then subtracted a modifier that increases with your era. It basically means that you have to have a high trade route yield in your cities, and make sure that your cities are attractive for foreign trade routes.
 
"For every open borders treaty with a civ with your state religion: +1
For every open borders treaty with a civ with a different state religion: +2
For every second civilization you can contact: -1"

Different religion brings more stability?
For every "second"? What does it mean?

Moreover, I see that other civs opinions doesn't count at all. How about a system that takes into acount the opinions of the civs. I propose that the foreign stability is the sum of all opinions, and every opinion is weighted by the number of the agreements. No agreement equals a weight of 1. War equals a weight of 0, or in other words, the opinion of civs you are at war with doesn't count.
Having a defensive pact with a stronger civ or being the worst enemy of a stronger civ should not affect foreign stability, war wareness is enough to represent it. Moreover, fanaticism should have effect on other civs, and not the civs running it. For example, let's say that Iran is theocratic and USA is secular. An open border agreement hits USA, because Iran is angry with USA and not the opposite.

Anyway, thank you for the guide, it is most usefull.
 
"For every open borders treaty with a civ with your state religion: +1
For every open borders treaty with a civ with a different state religion: +2
For every second civilization you can contact: -1"

Different religion brings more stability?
For every "second"? What does it mean?
The idea is that civs that share a state religion with a lot of other civs have it easier to have open borders, so they are rewarded less. It's mainly to target medieval Catholic Europe.

Instead of "every second" I also could have written -0.5 per civ you have contact to ... only that fractional points do not exist. It's [number of contacts] / 2 rounded down.

Moreover, I see that other civs opinions doesn't count at all. How about a system that takes into acount the opinions of the civs. I propose that the foreign stability is the sum of all opinions, and every opinion is weighted by the number of the agreements. No agreement equals a weight of 1. War equals a weight of 0, or in other words, the opinion of civs you are at war with doesn't count.
I have decided to remove this kind of modifier because people found it frustrating that they cannot directly control foreign attitudes. Also, as per the above, it would make things a lot easier for civs that have a widespread state religion.

Treaties already reflect your relations. You cannot have OB with someone who hates you.

Having a defensive pact with a stronger civ or being the worst enemy of a stronger civ should not affect foreign stability, war wareness is enough to represent it.
War weariness sounds like something that belongs into the military category (where it currently is).

Defensive pacts and being the worst enemy can also be the case when you are not at war and represent the sense of security / threat that can (de)stabilize a nation even without actual war.

Moreover, fanaticism should have effect on other civs, and not the civs running it. For example, let's say that Iran is theocratic and USA is secular. An open border agreement hits USA, because Iran is angry with USA and not the opposite.
But why should the US care? They're secular, it doesn't directly destabilize them to have relations with a more religious country. On the flip side, the fanaticist regime has to justify why they're dealing with non-believers.

Not to mention that all gains and penalties from Fanaticism are currently war-related.
 
But why should the US care? They're secular, it doesn't directly destabilize them to have relations with a more religious country. On the flip side, the fanaticist regime has to justify why they're dealing with non-believers.

Not to mention that all gains and penalties from Fanaticism are currently war-related.

Let's say that you are unstable due to foreign affairs and one city declares independence. Did the citizents of that city declared indepedence, because other states are angry with the parent state? No. It is more possible that the indepedence was fomented by an other state.
So your foreign stability is affected by what others think about you and not your inner situation including your regime.
 
The inner situation is not affected by my inner situation, but the outside situation?

Sounds counterintuitive.
 
The inner situation ...

What foreign instability is about? Expansion instability are local governoers that seek independence from the motherland. Domestic instability are riots and unrests. Military instability is military and paramilitary groops seeking to control things. Foreign instability are outer states seeking to establish make the state a puppet.

In final analysis what is instability? Instability means that a powerful group of people is angry with the regime and wants to take power at local or nationwide level.
 
Do you have any idea as to when you expect to finish this?
Most of it is done already, I'm currently running a few tests to exclude bugs and fine-tune everything.
 
Under the list of Civic effects on Stability, it notes that, after the discovery of Communism, all labor civics except Totalitarianism and Public Welfare cause a -5 penalty. But Totalitarianism is an organization civic, not a labor civic. Is this a typo? Or do you mean that you need to run both to avoid the penalty? Or is it that running Totalitarianism removes the penalty for not running Public Welfare?
 
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