Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Happiness and Loyalty Deflation
   
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28 Aug, 2020 @ 4:50pm
31 Dec, 2020 @ 7:10am
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Happiness and Loyalty Deflation

In 1 collection by p0kiehl
Civilizations Expanded: Mod Collection
6 items
Description
Overview
Amenities and Loyalty can sometimes seem meaningless: it's not hard to keep your people happy and loyal, and if you don't, the consequences aren't really bad. Happiness and Loyalty Deflation makes a few changes to Happiness and Loyalty to make them more challenging and meaningful to manage.

Overall:
- Religion and negative Amenities now have a greater impact on Loyalty.
- The threshold for negative Happiness levels has been increased, meaning worse Happiness levels occur earlier.

Part of the Civilizations Expanded mod collection.

NOTE: While this mod is intended to be used with Civilizations Expanded, it can be used standalone with no problems.

Loyalty: Details
  • The impact on Loyalty from Religion has been increased to +6 Loyalty in cities following your Religion and -6 Loyalty in cities following another Religion (default values were +3 and -3)

  • Cities that are starving now suffer -12 Loyalty per turn (default value: -4)

  • Cities in "Unrest" status now suffer -9 Loyalty per turn (default value: -6)

  • Cities with "Revolt" status now suffer -12 Loyalty per turn (default value: -6)

Happiness Levels: Details
  • Ecstatic status:
    - Reverted Non-Food Yield multiplier to 10% (the December 2020 patch changed it to 20%)

  • Happy status:
    - Reverted Non-Food Yield multiplier to 5% (the December 2020 patch changed it to 10%)
  • Content status:
    - Amenity range: 0 to 2 (default: -1 to 2)

  • Displeased status:
    - Amenity range: -1 to -2 (default: -2 to -3)
    - Rebel units now have a very small chance of appearing at this level

  • Unhappy status:
    - Amenity range: -3 to -4 (default values: -4 to -5)
    - Higher chance of rebel units appearing

  • Unrest status:
    - Amenity range: -5 to -6 (default values: -6 to -7)
    - Higher chance of rebel units appearing
    - Growth modifier softened to -50% (default: 100%)

  • Revolt status:
    - Amenity range: -7 and lower (default value: -8 and lower)
    - Non-food yield penalty is now -60% (default value: -40%)
    - Higher chance of rebel units appearing

Compatibility
This mod requires Gathering Storm.

Credit
Heavily inspired by previous work from thecrazyscotsman
32 Comments
rilquermascarenhas 14 Jun @ 7:59pm 
Hello. Is this mod compatible with Key Loyalties?
SANDE iG. 26 Jan, 2024 @ 12:03am 
plea se updat :yaranaika:
Helios 9 Jun, 2023 @ 7:04pm 
I don't know if this is not updated to play with the current patch or if it doesn't play with my mod pack. But I just reached the information age and the whole world got -189 loyalty and on the next turn the whole world became free cities and I lost...
CypRyan 17 Dec, 2022 @ 12:16am 
Could you maybe add an option to disable or reduce these effects for AIs, maybe depending on AI level?
Frank Savage 31 May, 2021 @ 12:34am 
`Yeah I can see what below comments are saying but I am willing to try it. Loyalty is a great concept that was not properly fleshed out by the devs
QOMRADEQUEER 25 Mar, 2021 @ 11:51am 
I like this mod, as it actually makes me consider amenity and happiness needs of my cities, which is good.

Unfortunately, the AI doesn't seem to be able to handle it at all. I've played about three games now using it, and every time the AI succumbs to its own over expansion and ineptitude, and starts losing cities. A couple loses wouldn't be an issue, but the compounding loyalty modifier of all those free cities means that, pretty quickly, the AI can't win their cities back, and eventually entire continents are sprawling with free cities and overthrown capitals. And gods help them if the AI enters a Dark Age. There's no coming back from that for them.

That said, there is the entertainment factor of watching the AI bad mouth me, only to lose their capital and the next turn and cease to exist.
MarsEco 31 Oct, 2020 @ 12:06pm 
Yea i felt as if Trading Posts were probably weirdly special, nothing else like them in the game. A building that isn't a building. Not able to link an amount for religious pressure from a city to amenities is odd to me, but okay fair enough. The granularity system is more of "it should be this way" in the base game, and i couldn't really think of how it would break other systems. Essencially adding new thresholds with new names, etc and how that would then effect everything using said system.
p0kiehl  [author] 31 Oct, 2020 @ 11:07am 
I appreciate your ideas but just in general, all of them are out of scope with this mod. I just wanted to make Happiness and Loyalty more punishing for ignoring; I'm not interested in making huge bonuses for happiness. Rather, the reward should be that your empire doesn't fall apart :)

1. Can't really do anything with Trading Posts in terms of modding, except change what the yields for passing through them are. Can't even have abilities detect if a Trading Post is present.

2. Can't link religious pressure and amenities.

3. An amenity system as granular as that would be really tedious to implement and break numerous abilities in the game (Scotland off the top of my head) and also break compatibility with mods.

For the other points: Amenities only affect yields and city growth, can't affect Diplomatic Favor or Power. Cannot use amenities or Happiness status to affect anything else at all. You can't use Happiness as a requirement for any modifiers.
MarsEco 31 Oct, 2020 @ 10:26am 
Totally forgot to add, maybe the amenity system could effect power. Seem odd but hear me out, it would affect the power generated, but the distance at which power from buildings is give to other cities. Same threshold as the +/- loyalty. So normal is 6 tiles (without other GP or CS modifying it), at +3/+4= +1tile, +5/+6= +2tiles, +7 and up= +3tiles. Then -2= -1tile, -4= -2tiles, -6 or more= -3tiles, nothing at 7 because power should be a minimum of 3 tiles from the district imo.
MarsEco 31 Oct, 2020 @ 9:25am 
Question though: I assume Diplo Favor, because it isn't earned by the city, is not affected by these Amenity Yield Modifiers, correct? That is just modified by normal flat numbers or earning, as well as, your habits as the player affecting the world (global warming, war, etc.) So no reason amenities should effect diplo. stuff, for game balance reasons.Would be interesting to see if Amenities would buff or debuff a percentage modifier to building districts (not their buildings just the district themselves.) Like for example: if you have a lot of amenities expansion would let you continue quickly setting up new districts with a district production modifier on top of the normal production modifier from the yield modifier; so that would mean if you dont have amenities for new cities you build district slower (which makes sense for warring) or faster if you planned ahead your midgame wide expansion strat, could be some fun lategame settling aerodrome plays or canals etc.