Stability Guide v1.12

There is a stability guide in the civilopedia that should cover some of the factors. If you want the exact calculation, you have to look into the Python code. But yes, it is based on the populations in those areas multiplied by a number of modifiers.
 
I read those last comments, and couldn't stop myself. Would it be a good idea to make culture in the periphery affect stability, maybe also depending on the happiness, civics and foreign relations? Just throwing this out there for discussion, here are some possibilities:
- Having higher foreign culture in the periphery would be worse for stability than having more of your own culture
- Civics like multilateralism/tolerance/etc would reduce the penalty from foreign culture (or perhaps, it gives a bonus), while civics like nationalism/conquest/etc would increase the penalty
- Having friendly relations with civs whose culture you have in your territory improves stability, while having unfriendly relations with those civs increases the penalty
- Happy foreign population gives a lower (negligible?) penalty than having unhappy foreign population
 
Foreign culture already effects the periphery population modifier. Having <50% of the culture increases the modifier by 1. Having <20% of the culture increases it by 2. (Except for Persia due to their UP)
 
Moderate territorial crisis: a single city secedes from your empire. It is chosen according to your stability map, so if available it will be a city on ahistorical territory.
Severe territorial crisis: "Collapse to core": if more than half of all non-core cities are ahistorical, all ahistorical cities will secede. Otherwise, all non-core cities will secede.

Moderate economic crisis: You lose gold equivalent to 50% of your research progress (sum of all techs which you have begun to research). If you do not have enough gold on treasury, the beakers invested in the techs will be subtracted directly.
Severe economic crisis: You lose gold equivalent to 100% of your research progress (see above). All your cottages downgrade one level. You lose all GP points in all cities.

Moderate domestic crisis: All unhappy cities will go into two turns of unrest.
Severe domestic crisis: Two turns of anarchy. All unhappy cities secede.

Moderate diplomatic crisis: Your relations with 2 civilizations will deteriorate.
Severe diplomatic crisis: Your relations with 5 civilizations will deteriorate. All your vassals are set free.

Moderate military crisis: The defense value of all cities with enemy claim is reduced to 0.
Severe military crisis: Two turns of unrest in all cities with enemy claim. You cannot move all military units for one turn.
Could anyone tell me, is it a bug or everything is ok:

Every time any civilization in my game fully collapse.

I mean, there was the remaining capital in RFC. But here is just "game over" screen every time.
(And i know, how not to collapse.
But i am asking is it normal to lose the game every time if I am collapsing)
 
A full collapse means that you lose the game.
 
A full collapse means that you lose the game.
Of course it is:)
I mean is it usual situation?
As it works in RFC, player (after collapsing) is left with capital city.

Is it work differently in DoC?
Or it could be full collapse or partial collapse? (depending on circumstances)

And thanks for your feedback
 
There is no special exception for the player that allows them to retain their capital. A full collapse is a full collapse.
 
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