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Loyalty++ 5.2

adds several changes to loyalty:

  1. Disable notification, Chose number of killed player, add better water unit

    Disable Notification cause it could crash the game (only Loyalty notif)

    You can now chose player who will be killed at start and appear later in the game after a colonial riot:
    Random: chose the number of random civ that will be killed (same continent kill players on the same continents)

    Other Continents : kill players that are not on your starting Continent (that are separated by water)

    Only Certains players : chose any civ you want to see as colonial

    Only Certains alive players :...
  2. Better Revolt

    • all revolt besiege city but not for the same result when they win it,
    • Revolt Unit won't quit their territory
    • There will be "Elite" Unit, Elite are last era unit, number of elite depend on your loyalty per turn (if you have -100 lpt you will have 1/10 of elite unit in your revolt if you have -200 2/10 ect...)
    • At least half of player killed at start will be major player
    • balanced colonial riot
    • Minimum Distance from capital for colonial riot is Number of plot of your...
  3. Colonial and better separatist riot

    Now the City that are further than 30 plot from capital will Riot if there is too many citizen and not enougth district, amenities, garnison, more it's far more it need all these and will end in a separatist revolt like city who has been taken by force,

    separatist revolt : barbarian will siege the city, if you don't kill them the city will become a free city,

    free city: if the city culture isn't the last owner then the city goes back the the player who own the city culture (remind culture...
  4. change mod info to give credits to FearSunn as he asked for it

    Nothing change
  5. Just to be compatible with my new notification mod

    Do not use NotificationsForMoreNotification with this mod.. all notif are already in
  6. Separatism + migration + better compatibility with other mods

    sorry for not having given news for so long, so finally update is here,

    Sepratism : When You make peace or defeat a player every city you decide to keep will become Separatist, more the city have citizens and culture per turns more it will be long to change the city culture, culture is based on who found the city, the only way to change a city culture is to have 0 separatism in the city.

    1. War migration, citizens will flee country who have War Exhaustion, more WEP =...
  7. stable + new notif

    Fixed all bug i could found like a big lag when openning loyalty lens and religion change notif triggering every pop change and more bugs

    new notif:
    Barbarian Village Discovered
    City tile ownership changed
    Deal expired

    photo of all notif ( in french cause i am french but in english if your game is in english)


    1. 2018-06-09.png
    2. 2018-06-11.png
    3. 2018-06-11 (5).png
    4. 2018-06-11 (4).png
    5. 2018-06-11 (6).png
    6. 2018-06-11 (8).png
    7. 2018-06-01 (1).png
    8. 2018-06-01.png
    9. 2018-06-11 (7).png
  8. Update notif

    Now Chance of revolt notif updates when chance of revolt changes
    Loyalty can not be lower than 500 (prevent from 100% chance of revolt and from cities becoming free cities for no reason)
  9. Fix bug

    Fix a bug with Religion change notif triigering while no religion changed
    fix a bug where player was notified for pagan religion
  10. More and Better notif

    add pop change notif when you click it go to your citizen manage screen
    add religion change and religion founded notif when click on it go to the city and open religion lens
    now when click on revolt notif open loyalty lens
    better religion stability tooltip