Bactrian
Chieftain
- Joined
- Apr 18, 2014
- Messages
- 88
Inspired by my current domination game as Norway on a Huge Archipelago map.
I think like a fair number on these forums (judging from my silent lurking over the years), I find the loyalty mechanic to be fundamentally un-fun when playing a domination game. I normally get frustrated and just start razing cities which always seems a shame, especially when they have wonders.
I enjoy the loyalty concept overall and would like for it to stay, but I think the player needs more tools to be able to manage it. If it were me, I would make local loyalty pressures (meaning the disloyalty generated within the city rather than coming from its neighbors) much stronger in conquered cities but also allow units to suppress it as long as they stay fortified in place. Extra awesomeness if loyalty suppression is tied not just to the city center but also each district, meaning a large city with many districts would need a number of units to fully suppress a disloyal population. This has the added bonus of needing a large army to hold onto conquered territory; no more small but deftly used player armies conquering the map. Also, I'd bring back the one-population-per-turn form of city razing to forestall everyone just flattening the map anyway.
While I would be content with the above, I think it would also be nice if loyalty was tied to amenities more strongly. If you don't have enough amenities to make your population happy then they'll start being disloyal. Disloyal cities might become free cities even without outside loyalty pressure. This obviously opens up tons of fun gameplay options for managing loyalty. You could suppress that disloyalty with your units, nicely simulating a police state, or build buildings that boost it. Governments and policies could have noticeable affects through loyalty loss and gain. Defenders in war could have a loyalty boost. Anyway, there are a ton of options here. Maybe for Civ VII.
I think like a fair number on these forums (judging from my silent lurking over the years), I find the loyalty mechanic to be fundamentally un-fun when playing a domination game. I normally get frustrated and just start razing cities which always seems a shame, especially when they have wonders.
I enjoy the loyalty concept overall and would like for it to stay, but I think the player needs more tools to be able to manage it. If it were me, I would make local loyalty pressures (meaning the disloyalty generated within the city rather than coming from its neighbors) much stronger in conquered cities but also allow units to suppress it as long as they stay fortified in place. Extra awesomeness if loyalty suppression is tied not just to the city center but also each district, meaning a large city with many districts would need a number of units to fully suppress a disloyal population. This has the added bonus of needing a large army to hold onto conquered territory; no more small but deftly used player armies conquering the map. Also, I'd bring back the one-population-per-turn form of city razing to forestall everyone just flattening the map anyway.
While I would be content with the above, I think it would also be nice if loyalty was tied to amenities more strongly. If you don't have enough amenities to make your population happy then they'll start being disloyal. Disloyal cities might become free cities even without outside loyalty pressure. This obviously opens up tons of fun gameplay options for managing loyalty. You could suppress that disloyalty with your units, nicely simulating a police state, or build buildings that boost it. Governments and policies could have noticeable affects through loyalty loss and gain. Defenders in war could have a loyalty boost. Anyway, there are a ton of options here. Maybe for Civ VII.