Stability ranges from +5 to -5. It is to be updated yearly in the stability thread. Every year you start off with a base rate carried over from the previous week and make your calculations based on what transpired in the previous week.
E.g. You receive a blessing from the High Septon you do not add +1 to stability until the following Friday rather than on the same day. Similarly for losses for example, even if you raise 5,000 sellswords on say Monday and on Tuesday you dismiss them, on Friday you will still record a stability hit. The hiring of the mercs was what changed your base stability dismissing them merely resets it. The positive will be reflected the following week when the absence of mercs mean the rate is different to the new base. Therefore you only update once per week, to make things easier for everybody.
Stability Level |
+5: Your vassals love your and do not require a levy roll to be raised.
+4: Levies require 2-20 rolls to appear and vassal Lords (if you possess any) to answer your call.
+3: Levies require 4-20 rolls to appear and vassal Lords (if you possess any) to answer your call.
+2: Levies require 6-20 rolls to appear and vassal Lords (if you possess any) to answer your call
+1: Levies require 8-20 rolls to appear and vassal Lords (if you possess any) to answer your call.
0: Levies require 10-20 rolls to appear.
-1: Levies require 12-20 rolls to appear. Income -10%. If you call your banners, -10% on the number of troops that show up. Same for vassals.
-2: Levies require 14-20 rolls to appear. Income -20%. If you call your banners, -20% on the number of troops that show up. Same for vassals.
-3: Levies require 16-20 rolls to appear Income -30%. If you call your banners, -30% on the number of troops that show up. Same for vassals.
-4: Levies require 18-20 rolls to appear Income -40%. If you call your banners, -40% on the number of troops that show up. Same for vassals.
-5: Your vassals refuse to answer your call to arms. For your own levies, only 50% of the troops show up. Income -50% for the year in which you hit -5 Stability. Roll a peasant revolt of d10*(10*province base tax in thousands) peasant revolters. Split is 70% Light Infantry, 30% Archers. (For example, a 70,000 income province would be d10*(10*70) peasant revolters, or d10*700).
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Negative Stability Modifiers |
Deduct stability for the following reasons. If it is not already stated, assume that the deduction is 1:
- Having your levy raised for 2 consecutive weeks or more. For every week that the levy is still raised after the second week, continue to deduct 1 stability.
- Having Sellswords under your employ. (1 point will be deducted every week until the sellswords are dismissed. 1 point per sellsword company.)
- For every 4,000 professional soldiers that you employ, lose one stability. (So, having between 0- 4,000 is -1 stability, 4,001 -8,000 is -2 stability, 8,001 - 12,000)
- Marrying outside your faith. (One time deduction in the year that the wedding occurred.): -2 stability
- Changing your faith - Lose 5 stability.
- Being denounced by your Lord Paramount, King or High Septon (or equiv if one exists): -2 Stability
- Losing your Home Keep: -3 to stability
- Sabotage by hiring a spy:
- 1-5 Spy is captured.
- 6-14 the Spy fails to spread dissent but is not detected.
- Deduct 1 stability for a roll of 15+
- Deduct 2 stability for a natural 20. Only a natural 20.
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Positive Stability Modifiers |
Gain stability for the following reasons. If it is not already stated, assume that the gain is 1 stability:
- Having specific religious buildings. See building the Bull's Ware Thread for more details.
- The Marriage of Your House Leader or House Heir. (This applies only to specific characters): +2 Stability
- Being blessed by the High Septon
- Sending your levys home. (You only get a stability bonus for the following week after this event occurs.)
- Dismissing sellswords from your service.
- Resource Bonus: +1 Stability for Fruits yearly (Only one fruit bonus at a time), +2 Stability for Perfumes yearly (only 1 perfume bonus at a time), Fruit and perfume are stackable however for a total of +3
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Also, moderators reserve the right to add additional stability modifiers based on RP events.
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