[R&F] Loyalty System

Goliht

Warlord
Joined
Feb 10, 2015
Messages
136
So it reminds me of the old corruption system, where cities furthest from the capital suffered a higher level of corruption and paid less taxes. Circ Civ 2 or 3? Can't remember off hand.

If you were to try to landgrab, your cities will have substantial losses in loyalty, with the new system, you'll have to expand in long snaking routes, to get to better amenities, iron, horses etc. Or risk landgrabbing and your cities jumping to a nearby ai civ. At least that's my take on it, that loosing loyalty, will cause cities to flip. (apparently captured cities can flip to become "free" cities. So not really useful, you'll need to continually recapture problem cities)

On the otherhand, if this is how it works, you'll probably flip ai cities, but this won't really be advantagous, unless the ai settle in the right places when landgrabbing next to you. It also probably won't limit ai from spamming settlers to landgrab, the ai just doesn't seem to care about that sort of thing. Unescorted settlers etc.

Perhaps you can use City Managers to counter extreme starting disloyalty or you'll be forced to build specific structures in far off amenity cities, to counter it.. either is limiting your advantage.
 
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It's not really comparable to corruption from the older games.

Rival cities don't influence your cities at all if they are further than 10 tiles away.
Influence rapidly decreases for each tile between cities.
An isolated city (e.g. on a remote island) will never have loyalty issues except your enemies use a spy.
Putting a governor in a city will fix most loyalty issues.

Let's see how it turns out in practice, but I think it is a very good and relatively realistic approach.
I hated the old purely distance-based mechanic that screwed you on terra maps, this system seems way more versatile.
 
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