I raised the difficulty in the game to Metropolis, I built one city, it got attacked by a non empire affiliated NPC roaming barbarians 2 chariot units. These two units road right up to my capital, I had four basic warrior units, I attacked them, defeated both, lost two warriors in the process.
The problem is right after this occurred my stability for that single city, the only city I had in the game was now labeled as STRAINED, and it dropped from 100 percent to 90 percent with no indication of what caused the 'STRAINED STATUS' or how to fix it to 'UNSTRAINED STATUS'.
What baffled me even further is that under STABILITY, I had two confucian schools, the capital and a lot of other positive stability generating buildings and improvements that far surpassed the negative aspects that would 'NORMALLY' affect stability and what really irritated and confused me was the fact that this moniker of 'STRAINED STABILITY' was not only outside of the normal Stability mechanic, it was concealed as to what caused it or how to quickly remedy it just like every thing else in the game. There was no path to rectifying it that was clearly evident.
To top it off I created a second city, it was not attacked, yet as soon as I created it the stability was set at 74 percent and continued to drop turn after turn to 56 percent.
I've got two cities and I'm losing the game to STRAINED STABILITY.
Someone tell me this. Why should I keep on playing this game at this point? What the hell is this?
I have looked into this issue on the internet and no one has any detailed answers.
I'm sorry you're feeling frustrated by that feature.
To have a better understanding of what is causing your city's stability to sink, you can hover the stability value in the city screen. The tooltip should display a breakdown, listing all the sources of stability gain and loss (NB: It breaks down the value the stability is evolving toward).
I think stability is a way better mechanic than approval in ES2 and EL. It allows a lot of freedom in terms of agressive district building and outpost attachment, because of a lrage margin of 70% before it actually hurts. It doesn't give % bonuses as well, which means no snowball effect. As for the original post - strained is totaly fine, it does not hurt your FIMSI or anything else. It only has an effect on what random events you can get: good ones or bad ones.
Nah, Approval was better. There you had to actually manage it. In HK you stright up forget about Stability existence from Medival and forward, because it is always higher then 100.
I think stability is a way better mechanic than approval in ES2 and EL. It allows a lot of freedom in terms of agressive district building and outpost attachment, because of a lrage margin of 70% before it actually hurts. It doesn't give % bonuses as well, which means no snowball effect. As for the original post - strained is totaly fine, it does not hurt your FIMSI or anything else. It only has an effect on what random events you can get: good ones or bad ones.
In the range between 30 and 90 each pop only generate 1 influence, while above 90 they generate 2.
As others have already mentioned "strained" is the status state when under 90%. I can already tell you exactly what happened in your example.
You said you had 4 units stationed in your city. When you fought the battle 2 died. Each unit that is in the territory adds 5 to stability. So loosing 2 units took away 10 stability. This along with maybe having a district finish construction or something dropped you down from 100.
I'm sorry you're feeling frustrated by that feature.
To have a better understanding of what is causing your city's stability to sink, you can hover the stability value in the city screen. The tooltip should display a breakdown, listing all the sources of stability gain and loss (NB: It breaks down the value the stability is evolving toward).
I hope that helps,
Alex.
No it does not help, of course I hovered over Stability so I could discover what it was that was causing the 'STRAINED STABILITY' this is what it says: " The Cities population is becoming agitated : Positive and negative events are Equally likely occur ( that is how it's worded in the game, it's not my syntax error) in this city. This state will remain as long as your city stability stays between 90 and 30 percent."
That is all it says about STRAINED STABILITY my friend. That's all the information in the middle of the block of information in that window and the only explanation the player gets for STRAINED STABILITY.
Here is what you are referring to:
There is more succinct information which is contrary to the 90 percent strained stability and that would be the factors that add up to the stability which totals to 158 in the POSITIVE. Underneath the positive aspects are the NEGATIVE, what do you think the total is? -48.
THE MATH IN HUMANKIND DOES NOT ADD UP and therefore neither does your ridiculously lazy condescending bot like response. You didn't give me an answer at all for one of two reasons. You do not know or you do not care. Which I find insulting. How long would it take to find an answer to that question?
Based on what I've seen playing this game there is a problem here. There is a lack of information and a lack of action available to the player as to how to go about remedying this situation when it arises. This is not a fleshed out addition to the STABILITY MECHANIC, it's incomplete.
Yes, I do get frustrated at apathy and ignorance, it's human nature. I warrant that you more than likely do too. You know what I am sorry about? That you, representing Amplitude do not care enough to load up the game, play it and see for yourself. That's too bad for you as a developer, the company you work for and the quality of the product that represents both.
He is not obliged to give you any answer, especially not when you are that rude.
If you consider a condescending response with no answer as an answer, if that is good enough for you, then you have no dignity. Apathy and Condescension is rude or aren't you intelligent enough to see it for what it is.
This individual is an ARTIFICIAL INTELLIGENCE PROGRAMMER FOR THE GAME ITSELF but he seems to think I'm an idiot and talks to me like I am one.
He's obliged as a paid employee of the company he works for to make certain that the product the company puts out is a quality product. Not only that he's obliged to anyone who paid to play this game until he no longer cares or quits working for that employer.
What is rude is you interjecting yourself in the process of seeking clarification not only for myself but others who just may be wondering the same thing.
Furthermore under stability it says : Population assigned here will increase the Stability of this city, Stability is under Industry, you can't place any population into STABILITY itself so I take this to mean that any population placed within the city working any of the four areas, Food, Industry, Wealth or Science...>HOWEVER....this first sentence when you mouse over Stability is MEANINGLESS, will it change after I gain another population? If so by what percentage point? Who knows, I didn't get any answers so I'll have to figure it out myself. OR keep coming back to these worthless forums and kissing someone's mighty special ass until I can actually get a simple answer to a simple question.
This is one of the reasons why Humankind is failing on Steam, Apathy and people like yourself. It appears that I care more about this game than either one of you. Weird isn't it?
NOTE THE TITLE GAMES2GETHER gave me....SENIOR ENTHUSIAST....you must be a JUNIOR ENTHUSIAST. lmao OH, pardon me, you are a CELESTIAL ECLIPSE. How rude of me.
Buzzerker wrote: He's obliged as a paid employee of the company he works for to make certain that the product the company puts out is a quality product. Not only that he's obliged to anyone who paid to play this game until he no longer cares or quits working for that employer.
He isn't, he's not UI or gameplay programmer, and even those aren't your slaves, nor servants, nor subjects to be obliged with anything to you. Especially with responding to your overaggressive mumbling on forums in their free time.
Buzzerker wrote: What is rude is you interjecting yourself in the process of seeking clarification not only for myself but others who just may be wondering the same thing.
I'm sorry, I forgot to ask your permission of what I am and what not allowed to do on community forums. No, wait, I didn't.
Buzzerker wrote: Furthermore under stability it says : Population assigned here will increase the Stability of this city, Stability is under Industry, you can't place any population into STABILITY itself
You could before game release, pops could be assigned to produce Stability, that's how it worked in OpenDev betas. Text probably wasn't changed to reflect the change.
Buzzerker wrote: NOTE THE TITLE GAMES2GETHER gave me....SENIOR ENTHUSIAST....you must be a JUNIOR ENTHUSIAST. lmao OH, pardon me, you are a CELESTIAL ECLIPSE
New title it is then
Buzzerker wrote: This individual is an ARTIFICIAL INTELLIGENCE PROGRAMMER FOR THE GAME ITSELF but he seems to think I'm an idiot and talks to me like I am one.
Given you are the one that didn't figure out "strained" isn't a city status, that assumption may not be that far-fetched X'D
I unattached an outpost and the STRAINED STABILITY worked itself out, but the TIME It takes away from the gameplay, the turns you are robbed out of, I had 3 cities......I mean for real when you compare this game to CIV V, Humankind is a mess. It's almost there, it's so, so very close to almost being good, but this game when you boil it down, when you get down to the ground with Julie Brown, is whack. It needs some serious work. If you look at dude's reply, the Amplitude AI programmer dude, he knew people were getting FRUSTRATED....or in other words the game causes players to acquire STRAINED STABILITY.
I don't find any malicious intent in his reply. On a contrary, he tried to explain how to see sources for stability loss and gain. Maybe he didn't understand exactly what were you asking, but his reply seemed sincere, although wrapped in corporate speech format.
Most of quarters you place add -10 stability to city. Every region you attach get you another -20 stability on top of stability loss (-10x) from quarters from that region. So of course you lose stability when attaching regions and gain when deattaching them. But that's the point of said mechanic, you are supposed to offset those losses with other sources to gain it: mining and buying luxury resources, building garissons and common quarters, wonders, building stability infrastructures, keeping army in city, keeping your political ideology overall neutral etc.
If you don't want to read tooltips and in-game encyclopedia, then maybe this wiki article will help you to better grasp what is happening:
Humankind has a few tangible strengths and one of those is combat, I love the combat. When you research techs that allow you to reinforce armies it takes it to a new level. It is a little messy in some areas, that strained stability mechanic bugs the hell out of me but the game has incredible potential. I played a game of Civ VI recently and I got bored. But this darn game, I keep coming back to it. I know it will get better.
I don't find any malicious intent in his reply. On a contrary, he tried to explain how to see sources for stability loss and gain. Maybe he didn't understand exactly what were you asking, but his reply seemed sincere, although wrapped in corporate speech format.
Most of quarters you place add -10 stability to city. Every region you attach get you another -20 stability on top of stability loss (-10x) from quarters from that region. So of course you lose stability when attaching regions and gain when deattaching them. But that's the point of said mechanic, you are supposed to offset those losses with other sources to gain it: mining and buying luxury resources, building garissons and common quarters, wonders, building stability infrastructures, keeping army in city, keeping your political ideology overall neutral etc.
If you don't want to read tooltips and in-game encyclopedia, then maybe this wiki article will help you to better grasp what is happening:
Thanks for the link, I'll check it out. This game is sort of complicated, there's a lot of depth here it takes many playthroughs to grasp some of the concepts, it's not incredibly complicated but there is a learning curve here. Maneuver and terrain in combat is superb in comparison to Civ games, I really appreciate that aspect. I've been a wargamer since I was a kid and I like what they've done here.
I dont understand why the OP is getting so agitated? The tool tip tells you 30 to 90% stability equals strained status.
Also the same area tells you what is buffing/debuffing you current stability and what your equilibrium is.
What is also interesting is that stability doesn't ever fall off a cliff. If you had 100% stability for example and tore down a wonder adding 20 stability it wouldn't automatically drop to 80.
It would slowly decay by 3% til it hits 80. Same is true if you did it in reverse.
A quick answer to clarify my intents: I genuinely tried to help you figure things out.
I have worked on that game for 5 years as a programmer (along dozens of talented individuals). I am well aware that not all of its features are trivial. I would even agree that some of them can be confusing (as you said, it takes a few playthrough to get a hang of it). I do this job for people to enjoy their time playing. If interacting with the game's community can prevent frustration or unnecessary confusion, I'm all for it, hence my little participation on the forums. I do this voluntarily, I'm not paid for this.
From the tone of your post, I assumed the feature was frustrating you. Again, I think people should enjoy themselves when playing a game, that's why I felt sorry for you and offered my help. It was empathy, not condescension.
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