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Wondrous luxuries, made from Patronage technology and/or the Babylon Garden wonder helps a lot with stability if you put it on the right luxury resource. So if you wanna district spam starting from classical era and forward, I'd recommend building the Babylon Garden wonder.
Glad they're finally making city building interesting :)
It also makes the cultural/societal shifts more impactful. I actually made a couple of Civics decisions that went against what I really wanted to do in order to keep my stability up. Easing this up just robs other game features of their weight and relevance. Please do not ease it up devs.
It is not uncommon on normal difficulties (where the AI isn't cheating like mad) for both the AI and the human to have armies of archers and spearmen in the Medieval era, while crossbows and pikes won't come into play until the Early Modern at best. I always feel like I'm playing "catch-up" on infrastructure, because production is incredibly slow due to the nerf to population sacrificing to speed it along as well.
It also makes ideology largely a non-choice. +10% to a yield is NOT worth giving up +20 stability right now. Do the math, it just isn't going to work out. That's two districts and the citizen slots they bring. Except in the very late game where you are snowballing like mad, it's probably not even worth considering. This means ignoring most civics and only choosing the most impactful ones, and picking event decisions to counter-balance them.
By also limiting luxury resources and making them less valuable, this also has an impact on the trade game, making it easier to ignore and effects that scale with trade routes less valued. Since you can't build districts, you might as well just build military units and use them to vassalize your neighbors, then you'll get ALL their resources and a tidy sum of money per turn besides. Don't worry, they'll never rebel, and they'll probably be overwhelmed by your religion and influence too.
I think the over-focus on stability negatively impacts the game. It is true that in Victor it was unbalanced, especially Procession which was rightfully nerfed along with luxury manufactories, but I feel this build went too far in the other direction.
Some of the game's systems feel too gamey though. Why are civic choices permanent
-stability modifiers? Shouldn't civs get used to changes over time? They should make it like a temporary revolt instead.
Wish they had a more elegant mechanic than stability. I guess it does keep things simpler for beginner 4x players, to focus everything on 1 modifier.
Regarding infrastructure lagging behind, add that to the 5000000 reasons why they need to SLOW ERA PROGRESSION AND OVERRALL PACING WAY DOWN. It goes so fast you hardly even get a chance to do anything with the unique buildings and units. I want way more time to build up my cities right now this just feels like the game is designed to force you to play it like a speedrun.
"Only four territories and twenty two districts" should be tanking your stability; that's quite a lot of districts without proper stability management. The point is to discourage spamming out yield boosting districts without thought, and possibly build other things (such as more expensive infrastructure) on off turns. I much prefer how they've improved the importance of stability over the Victor Dev.
That's not an interesting decision though, because +10% to a yield will never realistically outweigh being able to build two extra districts until the very late game. So staying in the middle ideology-wise is definitely the best move.
It's not like I'm not paying attention to stability myself, I prioritize the public fountain and aqueduct and build them in every city, I spread out my holy sites and push religion, I even favor holy site wonders because they give +40 stability instead of +20. But it's still not really very satisfying, balance-wise, currently.
In the Victor build, I felt early and midgame building was a lot more satisfying and I was able to stay reasonably close to era progression in tech and infrastructure, but the single massive hit to stability in this build broke all of that. Production is slow because I can't build as many Maker's Quarters, and tech is slower because I can't build as many Research Quarters. It is absolutely one of the root causes of the issue. Not the only one though, the hit to sacrifice population for production was also a big one.
Really, I think Victor's stability imbalances were primarily in the mid-to-late game with Procession and luxury manufactories, and were otherwise largely fine. Certainly the change to luxuries was totally unwarranted. Not everything is necessarily as simple as "make things slower".
I'm kind of curious as to the end-game stats of those saying stability is fine. How many districts did you have constructed on the final turn? How far in the tech tree did you get? What difficulty did you play on, etc?
It's very simple, you are blasted through the eras without having enough time to smell the roses. We need way more time to build and develop cities before the era changes. And the 'option' to simply delay transitioning to the next era is absurd, they might as well just give you a 'click here to lose' button.
Regarding stability, I haven't really struggled with that because as soon as it gets around 50-60 I take evasive action and build things to raise it, or at least stop building things that tank it to let it recover if it's trending up over time.
However that is also possibly what's screwing me because doing that, taking the time to build fountains and ♥♥♥♥, may be why I'm consistently not having enough armed forces standing by to repel the 3+ AI players that keep trying to bumrush me every single game.
As a related side point - this is supposed to be a civilization building sim / strategy game, not an all out 24x7 war game - they need to make the AI do more than just try to bumrush everyone and they need to rework a number of systems that invariably lead everyone to war constantly. You can't even freaking breathe in this game there is no pacing it's just a frustrating sprint. It screams ADHD.
But in the early to midgame it feels like a yoke that you don't have any realistic way to control. You can build some holy sites, public fountain and aqueduct, but then you're pretty much stuck with garrisons, which take up valuable space and are annoying to build.
I personally feel that luxury resources should be returned to giving +5 stability like in the Victor build, and they should definitely be more plentiful than they were on this map. There is no way someone is going to convince me that it was "perfectly balanced" that the entire New World mainland (not counting offshore islands), with a dozen or so territories, had two--TWO!--luxury deposits. Either that, or keep it at +3, but add some late Classical infrastructure which gives +2 Stability per luxury, some kind of Luxury Market infrastructure. And the Theater/Playhouse should definitely give some Stability, I don't think I've ever once even considered building them.