Stability

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Icon stability.pngStability is a measure of the nation's internal peace. Unstable nations are more likely to face revolts and turmoil, while stable nations enjoy increased prosperity.

Like many other game mechanics, a player spends monarch power to increase stability, in this case administrative power (Administrative power.png). Since these are also the points that go towards increasing the number of ideas and development, it is less likely that a country will always be at peak stability since a player may plan on investing monarch power in other things.

Effects[edit]

Maintaining at least neutral (0) or positive stability reduces the chance of rebellion and increases national income, amongst other minor benefits.

However, due to diminishing returns, it is not recommended to increase stability to more than +1, since administrative points are quite valuable and the player might need them elsewhere.

Increasing stability also grants Yearly absolutism.png +1 Absolutism.

Effects of positive stability[edit]

For each additional level of positive stability, a country benefits from:[1]

Trade power.png +1% Global trade power
Foreign spy detection.png +5% Foreign spy detection
National unrest.png −1 National unrest
National tax modifier.png +5% National tax modifier
Missionary strength.png +0.5% Missionary strength
Commanderies faction influence +0.02 Commanderies faction influence
Aristocrats influence +0.03 The aristocrats influence
Jacobin influence +0.03 Jacobin influence
Stability cost modifier.png +50% Stability cost modifier
Monthly fervor increase.png +1 Monthly fervor
Devotion.png +0.5 Yearly devotion
Yearly corruption −0.02 Yearly corruption
Institution spread.png +5% Institution spread
Yearly harmony increase.png +0.25 Yearly harmony increase

Effects of negative stability[edit]

For each additional level of negative stability, a country is hit by:[2]

Trade power.png −1% Global trade power
Foreign spy detection.png −5% Foreign spy detection
National unrest.png +2 National unrest
Legitimacy.png −1 Yearly legitimacy
Interest per annum.png +1 Annual interest
Migration cooldown.png −10% Migration cooldown
Devotion.png −1 Yearly devotion
Caravan power.png −5% Caravan power
Militarization of state.png +0.05 Militarization of state

Additionally, a nation at −3 stability cannot declare war, and must accept any offered peace deal that is 30% or more below the current warscore.

Stability cost[edit]

The base price for increasing stability is 100 administrative power, but overextension and lack of religious unity can increase this cost significantly. Some ideas and advisors decrease this. There are also events and other random factors also modifying the price temporarily. Stability cannot go higher than 3; any events that increase stability at this maximum will not increase stability further.

The base cost for increasing stability is 100 administrative power. The main modifiers affect the cost of raising stability are:

  • +50% increase per point of positive Icon stability.png stability.
  • +50% if another country has sown discontent in the country.
  • + Overextension.png (Overextension / 2)%. Half of overextension is added to the cost.
  • +(100 − religious unity)%. The lack of religious unity is added to the cost.
  • +2*(100 − Republican tradition.pngrepublican tradition)%
  • A country will have increased Icon stability.png stability cost if suffering a disaster.

Reducing stability cost[edit]

  • Advisor Artist.png Artist advisor: −10%
  • Calm ruler personality: −10%
  • Loyal Clergy.png Clergy: −2.5% to −10%
  • Oligarchic Republic government: −5%
  • Bureaucratic Despotism government: −20%
  • Tribal Democracy government: −33%
  • Tribal Kingdom government: −15%
  • Native Council government: −33%
  • Siberian Clan Council government: −33%
  • American Republic government: −10%
  • Orthodoxy Orthodox religion: −10%
  • Catholicism Curia controller: −10%
  • Mandate.png At 100 Mandate: −10%
  • Fraticelli.png Fraticelli religion: −5% (only exists in saves imported from CK2)
  • Cathar.png Cathar religion: −5% (only exists in saves imported from CK2)
  • Paulician.png Paulician religion: −20% (only exists in saves imported from CK2)
  • Being a Lucky Nation: −10%
  • Various decisions, like Unify Islam.
Stability cost modifier.png Traditions Ideas Bonuses Policies
−25%
  • Religious idea 2: Church Attendance Duty
  • Innovative-Espionage: The Espionage Act
−20%
  • Muscovite idea 5: Strength of the Boyars
  • Roman idea 3: S.P.Q.R.
  • Welsh idea 1: Cynulliad
−15%
  • Aymaran idea 6: Encourage the Chal'lla
  • Mamluk idea 6: Reform of the Succession
  • Texan idea 6: Tejanos
−10%
  • Arawak traditions
  • Bharathi traditions
  • Charruan traditions
  • Circassian traditions
  • Gelre traditions
  • Japanese traditions
  • Malagasy traditions
  • Medri Bahri traditions
  • National traditions
  • Aachen idea 3: Spa City
  • Ajuuraan idea 5: Hydraulic Empire
  • Albanian idea 5: Land of the Eagles
  • Antemoro idea 7: Unify Political and Religious Power
  • Aq Qoyunlu idea 6: Religious Pragmatism
  • Aragonese idea 4: Consolidation of the Estates
  • Ardabili idea 6: Amili Mujtahids
  • Assamese idea 5: Process of Appeal
  • Ava idea 3: Manu Kye Dhammathat
  • Ayutthayan idea 6: Personal Executions
  • Ayyubid idea 6: Strengthen Central Authority
  • Baden idea 5: Reuinification of Baden
  • Bavarian idea 7: Found the Royal Order of Saint George
    for the Defense of the Immaculate Conception
  • Bohemian idea 6: The Kutnohorian Deal
  • Brazilian idea 6: Inconfidencia Mineiras
  • Bulgarian idea 1: Confirm The Bulgarian Boyars
  • Byzantine idea 4: Delegated Power
  • Cherokee idea 2: Massacre of the Ani-Kutani
  • Chinese idea 2: Scholar Gentry
  • Clanricarde idea 7: The Lord Presidency
  • Creek idea 2: Creek Caste System
  • Dahomey idea 3: Migan and Mehu
  • Dali idea 5: Benzhu Worship
  • Deccani Sultanate idea 3: Appoint Brahmin Administrators
  • Desmondian idea 2: Cadet Lines
  • Divine idea 2: Church Administration
  • Galician idea 3: Rein in the Cities
  • Genoese idea 1: Reuniting the Nation
  • Great Ming idea 3: Inward Perfection
  • Great Shun idea 4: Obedient to Heaven
  • Guarani idea 1: Appeasement of the Pomberos
  • Gujarat Sultanate idea 3: Gujarati Lipi
  • Hanseatic idea 4: Reformed Hanstag
  • Hessian idea 1: Break the Power of the Estates
  • Highlander idea 4: Episcopalianism
  • Holstein idea 3: 'Ewich Tosamende Ungedelt'
  • Hormuz idea 3: Reform the Moqarrariya
  • Huron idea 6: Feast of the Dead
  • Imerina idea 6: Reform Legal System
  • Indian Sultanate idea 7: Sultanate Bureaucracy
  • Italian (cU) idea 1: Not a Geographical Construct
  • Italian idea 7: Commedia dell'arte
  • Kanem Bornuan idea 6: The Council of Clan Heads
  • Karamanid idea 1: Mehmet Bey's Firman
  • Kongolese idea 3: Aristocratic Merit
  • Korean idea 2: Grand Code for State Administration
  • Krakowian idea 2: Seat of Government
  • K'iche idea 5: Titulos
  • Ladakh idea 5: La dvags rgyal rabs
  • Lan Xang idea 5: Flowering Of Culture
  • Liège idea 1: Guild Democracy
  • Lithuanian idea 2: Auksine Laisve
  • Luban idea 3: Bambudye
  • Lunda idea 6: The Rukonkesh
  • Madyas idea 6: Kinadatuan
  • Manchu idea 3: Manchu Alphabet
  • Mayan idea 1: The Sacred Cenote
  • Mazovian idea 5: Mazovian Lawmaking
  • Meath idea 3: Parliament of Ireland
  • Miao idea 5: Customary Marriage Laws
  • Milanese idea 7: Rulership through Enlightened Principals
  • Mossi idea 7: The Friday Court
  • Mughal idea 7: Fatawa-i-Alamgiri
  • Muiscan idea 1: Zipa and Zaque
  • Münster idea 2: Erbmänner
  • Mutapan idea 2: Rekindling The Royal Fires
  • Native idea 4: Adopt Clan Totems
  • Nepalese Princedom idea 6: Enact Judicial Reforms
  • Nivernais idea 2: Commentaire sur la Coutume du Pays et Duché de Nivernais
  • Nubian idea 2: Nubian Heritage
  • Pacific Northwest idea 7: Noble Castes
  • Pagarruyung idea 7: Matrilineal Culture
  • Palatinate idea 7: Mannheim school of Orchestra
  • Pattani idea 6: Protection of Private Property
  • Polish idea 2: Nihil Novi
  • Prussian idea 2: Divide the Estates
  • Pueblo idea 5: Kachina Dolls
  • Punjabi idea 5: Adopt Standardized Gurmukhi Script
  • Ruthenian idea 5: Heritage of the Old Rus'
  • Sami idea 7: Standardize Literary Language
  • Scottish idea 4: Comets?
  • Serbian idea 2: Bastion of Orthodoxy
  • Shawnee idea 3: The Bread Dance
  • Silesian idea 2: Silesian Duchies
  • Swedish idea 5: Swedish Absolutism
  • Swiss idea 1: The Swiss Confederation
  • Tibetan idea 1: Vajrayana Buddhism
  • Tirhuti idea 6: Tirhuta
  • Tokugawa idea 4: Metsuke
  • Tumbuka idea 1: Maravi Influences
  • Tupi idea 1: Agnatic Kinship
  • Tverian idea 3: Patriarch of Tver
  • Tyrone idea 3: Tanistry
  • Venetian idea 6: Defend the Law
  • Vijayanagar idea 3: Harsh Penal Code
  • Wurzburgian idea 4: Independent Counts
  • Yi idea 1: Strengthen the Yi Caste System
  • Zambezi idea 2: Maravi Influences
  • Asakura ambition
  • Bahmani ambition
  • Garhwali ambition
  • Garjati ambition
  • Horde ambition
  • Kaffan ambition
  • Maratha ambition
  • Defensive-Economic: The Public Welfare Act

Note: The minimum cost to raise stability is 10 Administrative power.

Footnotes[edit]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Positive stability).
  2. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Negative stability).
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