Stability is a resource in Humankind that represents the public order. It is represented as a percentage and thus cannot be below 0% or over 100%. Each of an Empire's Cities has a Stability value, along with one value for the entire Empire. Low
Stability can lead to your
Population deserting your Cities or even revolution.
Contents
City stability[]
Each City has a Stability value. Most changes to a City's Stability do not directly impact the actual
Stability but instead, modify the target
Stability. The actual
Stability of the City trends towards this value at a base rate of 5
Stability per
turn. The negative trend can be reduced to -4
Stability per
turn with the Forfeiture option of the Punishment Civic. All Districts (except for the Commons Quarter, Garrison, Resource Extractors, and certain Emblematic Districts) give -10
Stability, and each attached Territories on a City gives -20
Stability. Certain affinities (namely,
Builder and
Agrarian), provide instant
Stability, increasing the actual
Stability of the City whenever a condition is fulfilled.
Calculating surplus stability[]
The Base Value of a City's Stability is a variable that can be used to calculate a City's surplus, or extra
Stability above 100%. It is listed in the
Stability tooltip of the city screen, under Gains or Losses. Use this to check if a City can handle more districts or territories while maintaining Settled status.
Example Base Value | Surplus ![]() |
Total ![]() |
---|---|---|
40 | 0 | ≤ 100% |
0 | 40 | 140% |
-100 | 140 | 240% |
City stability ranges[]
Mutinous[]

Unit rebelled from Byblos because of low Stability
- Cannot build new Districts. Districts in the construction queue have their construction frozen
-
Population will desert your City, turning into crisis Independent People. The delay between desertions can be increased with the Physical Punishment option of the Punishment Civic
- Higher likelihood of negative Narrative Events
Strained[]
- Equal chance of negative and positive Narrative Events
- +1
Influence per
Population
Settled[]
- Higher likelihood of positive Narrative Events
- +2
Influence per
Population
Stability effects on a city[]
- +4
Stability per Luxury on a City's Main Plaza.
- +5
Stability per Unit within the City's borders. (only the largest army counts)
- +5
Stability on Garrison (can be improved)
- +5
Stability on Commons per adjacent Base Districts
- +20
Stability per Holy Site and Wonder
- -20
Stability per attachedTerritory
- -10
Stability per most Districts
- -1
Stability per
turn (adds up each turn), when
Influence per
turn is negative
- -1
Stability per
turn (adds up each turn), when
Money per
turn is negative
- See more in: City Statuses
Empire stability[]
The global Stability of an Empire depends on the
Stability of each of its cities. If the Empire
Stability is low for several turns, a Revolution will happen, which will slow down your economy and reset all your civics.