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Humankind Guide by gamepressure.com

Humankind Guide

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Humankind: Stability in the cities Humankind guide, tips

In this part of the Humankind game guide, you will find information about the Stability factor in cities.

This page of our guide to Humankind describes the stability, which has a big impact on your cities.

Stability is a unique factor calculated separately for each city. High stability ensures a peaceful population growth and has a positive impact on its development. Low stability hinders the expansion of the city, the training of troops and leads to riots and revolution.

This factor is presented as a percentage and varies according to the different effects affecting the cities. Every object, district, religion, ideology, law, decision in a random event affects the stability of the city. The sum of these points translates into overall stability in the city. Proper planning for the expansion of the city and the construction of districts, sticking to internal politics and the right choices in random events, can help keep your cities in check.

The impact of stability on the city

Although stability points are collected separately for positive and negative effects, their distribution is a percentage. However, stability will not fall or rise to an extreme level within one turn. There will not be a situation when the stability will fall from 100% to 0% in one round). If the negative stability points are greater than the positive ones, then in each round, the stability value will change by 5% until its level reaches the appropriate ceiling. That is, the change of stability from 100% to 0% will take up to 20 rounds. This is the time to counteract! Change the situation in the city by building new districts, changing the rules, ideology or simply deploy a larger army.

Each percentage threshold provides certain bonuses or penalties for the city. Below are the effects of each stability level:

  1. Stability at 0-29% - The city can not build new districts, unless such districts provide additional points of stability. All progress of buildings or units in the construction queue is stopped (as during a siege). The population will start to flee and turn into independent armies on the map near the city. A low level of stability is also a greater chance of negative random events.
  2. Stability 30-90% - Equal opportunity for negative and positive random events. 1 Influence point for each population point.
  3. High Stability 91-100% - A greater chance of positive random events in the city and 2 points of influence for each unit of population in such a city.

Stability modifiers

The morale of a city can change in many ways. In addition to random events, stability is affected by certain actions that depend directly on the player. Changes in ideology are also important. Each category, if it is in the middle, adds 10 stability points. There are 4 categories, so you are guaranteed 40 points of stability in the city. Moving away from a neutral position reduces stability by 5 points in each category. In addition, the stability is affected by the level of difficulty in the game. The lower the difficulty, the greater the bonus all your cities have.

The city has a good level of stability. However, over the next few rounds, it will start to fall. This can be seen from the sum of the positive effects (164) minus the negative stability points from the districts and adjacent territories (-90), which in the end will reach the level of 74%. - Humankind: Stability in the cities - Cities - Humankind Guide
The city has a good level of stability. However, over the next few rounds, it will start to fall. This can be seen from the sum of the positive effects (164) minus the negative stability points from the districts and adjacent territories (-90), which in the end will reach the level of 74%.

Stability in the city can change the following factors, on which you have a direct impact:

  1. 5 to stability for each unit standing on the main square of the city.
  2. Each annexed territory is -20 for stability in the city.
  3. -10 stability for each district in a city or territory (some districts are exceptions to this rule e.g. garrisons)
  4. -1 stability per turn when the increase in Influence points and/or Money per turn is negative. This effect is added separately for each indicator and added every turn.
  5. Some elements ofInfrastructure they have a positive effect on stability.
  6. Additional stability points are awarded for Cultural Wonders, Natural Wonders or Holy Sites.
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