Ok, here is the first try of a list of the current stability modifiers.
I think that the list is complete except for the economy rating. For the AI the values differ at some points. They are not listed here.
I tried to stick to terms that are used ingame and not the ones used internally whereever possible. I hope that this document is comprehensible and that
it gives an insight into how stability is calculated.
Any comments are appreciated.
List of stability modifiers
last update February 25. 2013, RFCE 1.0, svn revision 1056
The F2 Screen
On the F2-screen you can see the four main stability categories: cities, civics, economy, expansion and a special fifth category called swing.
The main categories have two values: the one on the left side is the sum of all permanent modifieres and the one on the right side is a value that is calculated every turn.
The swing category has only one value and represents effects that last only a few turns. Most of the time this value should be zero.
All values are sumed up and give the total stability or simply the stability (The value that can be seen on the main screen). This is the only value that matters in the end.
The two ways how stability is calculated
There are two ways in which stability is calculated: event based and state based. You can say the
state based modifiers look at what you have (eg. total number of cities) and the
event based look on how you got there (eg. if you found a city yourself or if you conquer one).
The
state based modifiers have to be updated once in a while. This is usually done every turn or every three turns or when it is obvious that the state has changed (eg. founding a city will change the total number of cities and therefore triggers a recalculation). Because they only look at the current state they can be
recalculated from scratch every time. Previous values don't have to be remembered. That means if an error occures, this error can not accumulate over several calculations and the total effect of one modifier can easiliy be limited.
The effects of state-based modfiers are hard to track because all effects are calculated at once.
The
event based modifiers on the other hand can not be calculated from the scratch every time and therefore have to be remembered. This is done by storing a single number for each category. It holds the sum of all modifiers that have been triggerd so far. That means those modifiers are
permanent and
cumulative. And that means also that errors can accumulate. And because only a single number is stored it is impossible to say how often a certain event has occured and therefore it is impossible to limit the total effect of a single modifier.
The effect of event-based modifiers can easily be seen. Just found, conquer or raze a city and look on the F2-screen how the corresponding value has changed. Sometimes more then one event is triggerd at once (eg. razing a city triggers also conquering a city)
The swing category has only event based modifiers but in addition this value gets halfed every turn, so that it rapidly converges to zero.
List of event based modifiers / permanent stability:
Cities
- entering a war -1
- building a courthouse +1
Civics
- building a nightwatch +1
- beeing in anarchy max(-2, -numCities/4) (this applies for each turn in anarchy)
Expension
- building a castle +1
- founding a city
- in a solid province +1
- in a unstable or OK province -2 (0 for Portugal and Norse)
- while numCities < 5 +1
- conquering a city in a solid province +1
- conquering a city while running Militarism +1
- razing a city -2 (-1 for Norse)
- loosing a city in a solid province -2
- loosing the capitol city -5 (-15 for Byzantium)
- moving the palace -3
- building a colony while running colonialism +1
Economy
- building a manor house +1
- founding a corporation -2
- researching certain techs -1
(Feudalism, Guilds, Gunpowder, ProfessionalArmy, Nationalism, CivilService, Economics, Machinery, Aristocracy)
Swing
- beeing in anarchy -8
- entering a war -3
- own improvement destroyed -2
- moving palace -5
- conquering a city in a solid province +3
- loosing a city in a solid province -5
- loosing a city in another province -2
- loosing the capitol city -10
(note: those values are high, but their effect gets halfed every turn)
List of state based modifiers / Base stability
Cities
- for an average city happiness of at least
3 +1
5 +2
7 +3
etc.
- for a prosecution countdown of at least
1 -2
11 -4
21 -6
etc.
- add for each city that
- is healty +1
- is unhappy (angry population) -2
- has at least one foreign religion -2 (-1 if running paganism, 0 for Poland or if running free religion)
- has unhappy population because of hurrying -1
- has unhappy population because of no military -1
- has unhappy population because of war weariness -1
- has unhappy population because of religion -1
- has less than 40% own culture -1 (0 for Hungary and France)
the sum of war weariness and no military penalties for all cities together will never exceed -2
the sum of all values so far is bound between -6 and 8
- add the stability bonus for orthodox civs (+0.08 per faithpoint)
- add +8 while in a golden age
Civics
The following civic combos give bonuses/penalties
- Feudal Monarchy with
- Wonder Stephansdom +2
- FeudalLaw +1
- Divine Monarchy with
- Paganism -4
- StateReligion +2
- Theocracy +3
- OrganizedReligion +2
- FreeReligion -5
- ReligiousLaw +2
- Wonder Stephansdom +2
- Limited Monarchy with
- Wonder Stephansdom +2
- CommonLaw +3
- FreePeasantry +2
- FreeLabor +2
- Merchant Republic with
- FeudalLaw -4
- TradeEconomy +3
- CommonLaw +3
- FreePeasantry +2
- FreeLabor +2
- Number of cities max( -3, 4 - NumCities )
- Feudal Law with
- Serfdom +1
- Manorialism +1
- FreePeasantry -4
- Bureaucracy with
- Number of cities max( -4, 5 - NumCities )
- Religious Law with
- Paganism -5
- Theocracy +3
- FreeReligion -5
- Common Law with
- FreeLabor +3
- Theocracy -4
- Serfdom with
- Manorialism +2
- Apprenticeship with
- Guilds +3
Expansion
- for each own city in
- an unstable province -3
- a OK province -1
- with Imperialism +1 for each city in a non solid province (up to a maximum of +6)
(as France +2 per city with a maximum of +12)
- for each foreign city in
- a core province -3
- a normal province -1
(note that core and normal provinces are in game both labeld solid)
(these penalties do not apply if the civ is running Militarism or hasn't owned a city in that province at least once)
- for each vassal +1 (+3 with Vassalage)
- for beeing a vassal of someone else +8
- for total number of cities beeing at least
7 -1
9 -2
11 -3
12 -4
15 -5
for each city beyond 16 add -1
for each city beyond 31 add -2
(the exact formula is -(numCities*numCities)/40 )
(Turkey and Moscow get five cities for free, that means -1 at 12 cities, -2 at 14 cities, etc.)
Economy
The total value is bound between -7 and 7