Unclaimed Posted October 28, 2023 Share Posted October 28, 2023 (edited) I just got this new idea for the game, Stability. It would be like approval rating, but its a completely new mechanic, and it doesn't drop to zero if you dont go to war. Base stability would be 50%. 100 stability would give +20% tax income and resource production. 0 stability would give -20% tax income and resource production. and anywhere in-between is in-between, I am not making an equation for this. Here is what could affect stability: Population density: The base population density (doesn't affect stability at all) will be 150 people per sq. mile. For example, pop density goes up by 1, stability would drop by .01%, it would work in reverse if pop density went down. here would be the equation for it: Population density = x | Stability effect = y | y = (150 - 0.01x) - 150, for example, if x was 200, y would be -2, so stability would drop 2% Pollution: for every 1 pollution, stability would drop .05% | stab. change = y | Pollution = x | y = .05x | For example, if pollution was 200, stability would drop by 10% Food allocation (new mechanic): There would be 5 options, Wartime (Very low) food allocations, low food allocations, normal food allocations, high food allocations, and American (very high) food allocations. (if people would provide names for these that would be cool.) Normal food allocation would be normal food consumption (which is ~27,655 people per food, per turn, I think. if someone could provide the actual number that would be great.) high/low food allocations would be +20%/-20% food consumption respectively. stability change would be +10%/-10% respectively. Very low/very high food allocations would be +40%/-40% food consumption respectively, the stability change would be +20%/-20% respectively. feel free to tweak these stats, this is what i would think it would be. you could only change this every 10 IRL days Gasoline allocation (new mechanic): same as the above food allocations but except food it would be gasoline. normal gas consumption would be 100,000 people per gasoline, per turn (since not everyone needs cars, feel free to tweak this.) Crime: for every 1% crime, stability drops by 2%. equation: stability change = y | crime = x | y = 2x (this is the simplest one i have done, feel free to tweak.) Disease: for every 1% disease, stability drops by .5%. equation: stability change = y | disease = x | y = .5x (feel free to tweak.) War: if it is an offensive war, -5% stability, otherwise, -1.25% stability Edited October 28, 2023 by Unclaimed Grammar Quote Link to comment Share on other sites More sharing options...
Jacob Knox Posted October 28, 2023 Share Posted October 28, 2023 So essentially the only ways to raise stability would be to decrease population density (invest in land) or increase food/gas consumption while literally everything else decreases it? I don't agree with that. Also, all of your equations should have a negative sign and this one: 7 minutes ago, Unclaimed said: y = (150 - 0.01x) - 150 should be y = -0.01(x-150). Also, would this mechanic be per city or for the whole nation? Because if it's for the nation, my stability would go down 279.5% based on total pollution alone lol. Quote Federation of Knox Enlightened of Chaos, Event Horizon QA Team and API Team Link to comment Share on other sites More sharing options...
Unclaimed Posted October 29, 2023 Author Share Posted October 29, 2023 3 hours ago, Jacob Knox said: So essentially the only ways to raise stability would be to decrease population density (invest in land) or increase food/gas consumption while literally everything else decreases it? Also, would this mechanic be per city or for the whole nation? Because if it's for the nation, my stability would go down 279.5% based on total pollution alone lol. Yes, this is ment to increase resource consumption and have people think carefully about pollution and stuff. Also yes this is for the whole nation. Quote Link to comment Share on other sites More sharing options...
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