[R&F] Loyalty for Palace Building (Mod)

historix69

Emperor
Joined
Sep 30, 2008
Messages
1,412
To support capitals when starting close to other players : Palace gives +25 Loyalty per Turn
(Adjust value if 25 is not enough.)

Code:
insert into BuildingModifiers (BuildingType, ModifierId)
values ("BUILDING_PALACE", "PALACE_LOYALTY");

insert into Modifiers (ModifierId, ModifierType)
values ("PALACE_LOYALTY", "MODIFIER_SINGLE_CITY_ADJUST_IDENTITY_PER_TURN");

insert into ModifierArguments (ModifierId, Name, Value)
values ("PALACE_LOYALTY", "Amount", "25");

Note :
Code is based on Monument Loyalty.

Additional Note :
The Mod must be active when the Palace buildings are created in turn 0 or 1 to give the Palace the Loyalty Buff. Adding the mod later (unfortunately) does not change the existing palace buildings in a game.
 
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Build a mod and start a new game. You see the effect on the loyalty map when you click the details of your starting city. The +25 from palace increase your early capital loyalty from around +23 to a +48.
 
Thanks historic69, sorry for the stupid question. I totally forgot there's important info on the city panel - was just looking at the general info panel. I also have pre-placed civ capitals on my custom map (to prevent the AI from moving their settler at turn 1), and I was worried that their palace would not be effected by this mod - turns out it is. Thanks again for the mod.
 
In GlobalParameters there are these entries:

CAPITAL_IDENTITY_PRESSURE_MAXIMUM 0
CAPITAL_IDENTITY_PRESSURE_MINIMUM 0
CAPITAL_IDENTITY_PRESSURE_TILE_RADIUS_MAXIUMUM_BASE 10
CAPITAL_IDENTITY_PRESSURE_TILE_RADIUS_MINIMUM 1
CITIZEN_IDENTITY_PRESSURE_CAPITAL 1
OWNERSHIP_IDENTITY_PRESSURE_FROM_CAPITAL_TO_DOMESTIC_CITY 0
OWNERSHIP_IDENTITY_PRESSURE_FROM_CAPITAL_TO_FOREIGN_CITY 0

I did not test them but I think they do the same thing.
 
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