Stability is one of the four Regional Attitudes. It represents how unified the society and politics of the region are. Regions with low stability are prone to civil unrest and the 'disappearances' of GEO agents. However, regions with abnormally high stability are oppressive and stifle economic growth.
There are eleven different states of stability.
Stability | Stability Value |
Police State | 13 or more |
Oppressive | 10 to 12 |
Restrictive | 7 to 9 |
Very Stable | 4 to 6 |
Stable | 1 to 3 |
Even | 0 |
Unstable | -1 to -3 |
Very Unstable | -4 to -6 |
Volatile | -7 to -9 |
Chaotic | -10 to -12 |
Anarchy | -13 or less |
At the start of the game, most developed regions will have a stability between 1 and 9 while undeveloped regions will be between -1 and -6.
Stability drops because of low Contentment, high Militancy, and events such as famine and unemployment. While stable regions tend to remain that way (barring outside events), unstable regions tend to quickly spiral into anarchy without intervention. Once a region is Unstable it is very likely to continue to degenerate without GEO intervention.
A region's stability can be directly altered by playing certain cards.
- A Political Office raises stability by 1.
- Fund Law Enforcement raises stability by 3.
- Provide Security Assistance raises stability by 5.
- Declare Martial Law sets the stability to 0, regardless of what it was.
- Fund Insurgency Campaign reduces stability by 5.
Effects[]
While unstable regions are relatively benign, very unstable regions (stability -4 or less) are prone to crime and corruption, such as politically-motivated famines. Chaotic or anarchic regions (stability -10 or less) are even more violent, providing breeding grounds for militant thought. If left unchecked, the region will plunge into a war. Even if a war doesn't occur, there's a 50% chance each turn that a GEO agent will "disappear" under mysterious circumstances.