Stability

Part of the Population guide

Stability Stability is how happy a system's population is. It starts at 35, and population lowers it. Each whole point of population changes stability by -1, and a fraction of a point does not count.

The stability breakdown of a system
The highlighted lines show stability from buildings (1) and stability lost to population (2).

What it does:

  • It speeds up population growth. Below 0 stability, population slowly shrinks instead. See population.
  • At 0 or below, it gives the system a Population status that reduces its outputs.
  • Higher stability makes a Siderian's Destabilize or Control more likely to fail.

Temporary penalties

A Siderian's Destabilize lowers a system's stability. Even a failure costs 5 stability, but a critical failure costs nothing. A success costs 15, and a critical success costs 20.

The penalty fades by 0.05 stability per tick20 stability per hour and disappears when it reaches 0. Several penalties add up and fade separately. Each one shows as its own Destabilization line in the stability tooltip, with what is left of it.

The stability breakdown of a destabilized system, with the Destabilization line under temporary penalties
A Destabilization penalty under Temporary penalties.

Buildings that change stability

Building Built on Effect
Floating Gardens Floating Gardens Habitable Planets +1.6 → +10 Stability
Hive Cities Hive Cities Habitable Planets -1 → -5 Stability
Industrial Hub Industrial Hub Habitable Planets -0.05 → -0.25 Stability per Local Population
Megapolis Megapolis Habitable Planets +2 → +10 Stability
Network of Artificial Islands Network of Artificial Islands Habitable Planets +1 → +5 Stability per Appeal Potential
Preserved Ecosystem Preserved Ecosystem Habitable Planets +5 → +25 Stability per Appeal Potential
Reflect District Reflect District Habitable Planets -6.4 → -32 Stability
Array of Excavators Array of Excavators Barren Planets -0.05 → -0.25 Stability per Local Population
C.N.D. C.N.D. Barren Planets +2 → +10 Stability
Central Hub Central Hub Barren Planets +2 → +10 Stability
Hyperdrive Circuit Hyperdrive Circuit Barren Planets +2.4 → +12 Stability per Appeal Potential
Monolith Monolith Barren Planets +5 → +30 Stability
Business Arch Business Arch Moons and Asteroids -3.6 → -18 Stability
O.P.U. O.P.U. Moons and Asteroids +3 → +15 Stability
Zero-G Arena Zero-G Arena Moons and Asteroids +2 → +8 Stability per Appeal Potential

An effect with an arrow runs from the building's first level to its top level.

Other sources of stability

Source Type Effect
Second Core Lex -16 Stability
Empire's Edge Lex -8 Stability
Protectorate Lex -8 Stability
Federation of Protectorates Lex -12 Stability
Parallel Military Strategy Lex -14 Stability
Financialized Society Lex -24 Stability
Propaganda Lex +40 Stability
Synthetic Drugs Lex +30 Stability
Cultural diversity (Myrmezir) Tradition -5 Stability
Surveillance Company (A.R.K.) Tradition +10 Stability
Siderian — Cohesion Agent skill +6 Stability

Numbers shown for Tactic games. Other speeds: Legacy Flash