I already have collected a few saves but please continue attaching saves when you show examples like this. Looking into the actual games helps me to review the contributing factors in detail.
Relations Stability in DoC is based on temporary relations to prevent religion from playing too large a factor. This means that "First Impressions", "Same Civics", "Same Religions", etc don't count. As a result it's very common for nations to be heavily unstable foreign-wise despite maintaining very good relations.I see the exact thing I made an account for has just been talked about, lol. I'll explain and share the save anyway, in case it's helpful at all. c: Awesome mod by the way!!
So basically for a good chunk of this Russian game I've been at extremely bad stability for Bad Relations, and I assumed it mostly had to do with being the only Orthodox civ. However, after the glorious revolution (Including secularism) I was still at -18 for that, which I find rather strange since I have more good relations than bad ones, whether you count total civs that like or dislike me or weight it for annoyed/furious and pleased/friendly. Also I've had worse relations in Byzantine games and had only -3 or -5ish Bad Relations stability.
Even worldbuilder couldn't save this, which is kind of sad because the best part of a Russian game is obviously being the Soviet Union.
Alternatively, if the foreign stability is supposed to work like it is in Zaddy's game and mine, then it'd be nice to have a bit more of a detailed explanation in the Civilopedia for it, because it doesn't really give any reasons why I should be at such a huge penalty in this situation. Given what the Civilopedia says it looks like I should be at +1 or +3 depending on whether there's a difference between the levels of friendliness or if it's just a +1/0/-1 sort of thing.
Anyway, here are the saves. I backup a lot lol, the order of the saves (from earliest to most recent, in case they don't post in the right order) is all the backups from 1-5, Revolution When, and then DoC (Russia). No worldbuilder has been used in them, that was something I tried later and didn't bother to save, and is also a bit irrelevant. As far as I can tell there is no way to avoid collapse in July 1900 (2 turns after the last save).
I think the stability mechanic has got worse since last time. Mostly because of the bad relations mechanic. Here's a summary of my game as England:
* Control all of England pretty quickly.
* Switch to citizenship and republic quick to get markets built and great merchants produced.
* Have lots of food in my core area, plus a huge gold surplus.
* Send troops out to America, slowly start to take control of the entire East coast.
* Meet the Incas, get lots of free soldiers, decide to transport them to India.
* Slowly conquer India by playing the Tamils and the Mughals against each other.
* Start to send settlers to South America, South Africa, and Australasia.
* Collapse.
Now there are a few areas where stability was taking some hits. But the -10 that broke the camels back is the bad relations penalty. When -12 is enough for my empire to collapse, -10 is a huge hit. And yet it seems like that -10 comes from having a few civs annoyed at me... why does that even affect my stability? I mean all I was doing was fighting the Indian civs. I had no other wars going on.
I was probably just playing the best game I've ever played in civ. I had a big empire, it was growing at a nice rate. I had a lot of population in my core. It doesn't make sense that my empire would collapse when the game is going so well. It's not fun playing a game when how well you're actually doing is completely undercut by a stability mechanic that will just end your game for no real reason at all.
Again, I will say, because I want to stress this heavily. If nothing else make it so when it collapses into civil war, you just lose a few cities. You have to deal with rebellions. That would be fine. It just sort of sucks that I was really enjoying that game and now... I can't really keep playing it. Unless I go back and fiddle with some stuff in world builder... which is probably what I will do now.
Yeah, I think the stability threshold of -12 for collapse is too low. I had something similar, where my Polish Empire completely collapsed at because it have but a few bonuses yet get -10 malus from outdated civics/government, which I was in the progress of changing when the empire completely collapsed in the middle of the anarchy.
Good counterpoint, but that is my issue. I am bored from "having to" fly recon manually all the time. Whenever a civilization goes down or re-emerges, I basically have to go scouting with my carriers and have that area remapped, if I want to stay up-to-date. Scouting is actually the main purpose of carriers in peace-time. I use the satellites to do that too, but to cover larger zones of the map, I need several (costly!) satellites which I have to precisely steer manually. Each round. That's great for the first few times that I have them available, but at some point I would hope for automated satellite systems to track global unit movement.Hmm good points, but the intent of the satellite unit is that you can use them for reconnaissance on arbitrary areas of the map. Having the entire map permanently uncovered would be too powerful, but with 3-4 satellite units ready you should be able to scout large parts of the world (and they cannot be intercepted).
Woah. that's cool.You can already do Explore (Automated) with air units and then they do Recon every turn, but the area they recon then is probably random.
Woah. that's cool.