Sid Meier's Civilization VI

Sid Meier's Civilization VI

Key Loyalties
80 Comments
Red Key  [author] 2 Dec, 2024 @ 12:24am 
@Rabs, it has been hard for me to find modding time lately. I do like your ideas about policies having more impact but not sure I will get around to implementing it.

The next thing I really want is for the loyalty to feel more organic instead of just a calculation that can result in both your older and newer cities having similar max loyalty. As I mentioned in a previous comment this would be done by cities building up a bonus to their max loyalty over time if the owner is treating them well with surplus amenities. Thus your older cities will have more loyalty if you have been a good ruler and it could remove the need for a governor to be placed in older cities to help with max loyalty.
Rabs Warren 16 Nov, 2024 @ 4:14pm 
Loving this mod Red Key. I always disliked how citizen pressure was the main contributing factor to loyalty. Do you think you'd expand the mod to reduce pressure and implement more loyalty consequences based on policies adopted? Like conscription, yes it saves unit maintenance costs but maybe -1 loyalty for units outside your borders? Would be cool to see policy cards have more consequences like the dark age policies..
Simon Sullivan 2 Oct, 2024 @ 8:43am 
I think it causes issues not just on the religion tooltip but on the others too (e.g. loyalty) for Sukritact ui
Enae 30 Sep, 2024 @ 6:30am 
Sounds great, can't wait to try your future ideas! Also it will be cool if you leave this mod version (with fix) as “legacy” version for those who don't want major changes or don't like them.
Red Key  [author] 28 Sep, 2024 @ 5:23pm 
@Enae, thanks for letting me know. I will take a look when I can. I have also been meaning for some time to do an update to this mod or possibly a new version that has even more depth such as slowly increasing max loyalty over time in cities with surplus amenities and the penalty for number of cities changing over time based on culture progress or government.
Enae 25 Sep, 2024 @ 5:34pm 
Oh hi, hope you're still alive. Sukritact ui adjustments was updated and now your mod causes problem with religion tooltip on city banner. Can you fix it. I can't play without this great mod :selphinehappy:
[COLOR_GREEN]Montezuma 12 Dec, 2022 @ 11:47pm 
I love loosing half my yields to loyalty, great mod. the ai have twice my cities and have more loyalty. im talking 20-30 cities more
Atola 15 Oct, 2022 @ 9:43am 
A follow "Implication of this mod" due to the monuments Nerf is that Rome is nerfed!
Atola 15 Oct, 2022 @ 9:08am 
Something else that arguably falls under "Implications of this mod" . Monuments only give an additional +1 Culture if you have 100 loyalty. I know that is not what its description says, but its what it actually does. So this mod makes it so outside of the capital if you do not have a Governor in place monuments only give half the expected culture in cities you have founded, and never do in cities you take over.
Ripz 29 Jan, 2022 @ 9:42pm 
TO RESOLVE FREEZING:

Key Loyalties + Sukritacts Simple UI + CITY BANNER COMPATIBILITY PATCH = Freezing

That's a combination of 3 mods at once that causes it, any combination of 2 and not the third will work fine. Also causes city banners to not show up.

Once again, that's:
Key Loyalties
Sukritacts Simple UI
City Banner Compatibility Patch

You can use two of these together just fine, but all 3 causes freezing and missing banners.
At least in my experience. Discovered after thorough testing.
Red Key  [author] 9 Oct, 2021 @ 10:40am 
@ChrisMartin and @Mikhail - I really am not seeing any freezing issues anymore - could it be coming from something else? I tried with and without Sukritact's Simple UI enabled. In both cases I experienced no freezing. Played both games until I had established a 2nd city just to be sure. Also confirmed that my local files match what has been uploaded to Steam.
Mikhail Mengsk 3 Oct, 2021 @ 6:02am 
I also have the "freeze at first city" problem, that also extends to "first end of the turn freeze".
ChrisMartin 25 Sep, 2021 @ 1:32am 
Didn't have any new games since last post, so I got surprised that with all my mods the first city froze my game. Just like before. I'm also a bit puzzled by the difference in .modinfo and modinfo.bak.
In my testing, I could establish first city, if <-- out all the mod files in modinfo. Then I could replace the modinfo back, and play the game. But not sure if the mod will work with cities I established, after I loaded the game with original mod files...
ChrisMartin 4 Sep, 2021 @ 1:57am 
Hail to the king, baby! #DukeNukem
Thank you. :)
Red Key  [author] 4 Sep, 2021 @ 1:14am 
Update released to fix the issues when playing with Sukritact's Simple UI. Everything is fixed as far as I could see - started and played a couple games for a little while without any freezing issues.
ChrisMartin 3 Sep, 2021 @ 2:35am 
Thank you for keep looking into this. I missed Key Loyalties in my last playthrough.
It works wonders to restrain me from going monkey banana in mid-game, enquiring and establish cities like there is no tomorrow. Vanilla Civ is flawed, regarding expansional expansion of territories.
No way that USA could culture-flip Mexico, and in 100 years culture-flipped the whole South-America continent. That is what I do in my games with Loyalty pressure from Art, Spies and Civic-cards... Your mod helps to enforce the limits of such insanities... Thank you.
Red Key  [author] 3 Sep, 2021 @ 1:40am 
I think I figured out what is causing the RAM/freezes issue when using this and Sukritact's Simple UI together. Will need to do some testing to see if I can resolve it myself or Sukritact's code would have to be updated. Problem is that Sukritact added code to make his mod compatible with CQUI. When my mod is used along with Simple UI then the Simple UI code selects the CQUI version of the CityBanner even if CQUI is not available or active.
ChrisMartin 25 Aug, 2021 @ 6:54am 
Some follow-up on the issue with Sukritact's Simple UI: Those two mods as only mods + all DLC's. Round 1 and my Civ6 uses 1,8GB of RAM = normal for unmodded. Build my first city and the game freezes for some time and CIV.exe uses 23GB of my RAM and maxing out of my 32GB setup. After a short minute, the game continues, but Civ6 uses now flat out 20GB of RAM. With my 150 mod setup, the round 1 RAM was at 3,8 GB. When I settled, the civ.exe didn't use more ram or cpu, it just "stood there", not responding. After 10 min I used TaskManager to kill it. Soooo Something funny in civ after latest update of season pass...
Red Key  [author] 20 Aug, 2021 @ 12:52pm 
@Silentshadow - There would likely be conflicts between the two mods if this one and the other are modifying the same lua files. If they somehow don't conflict the numbers will not scale. For example, the maximum penalty for number of cities would still be -50, penalty per city still -2, and penalty for captured cities still -10.
Silentshadow 19 Aug, 2021 @ 6:58pm 
Was wondering if this mod was scalar? If I use another mod to increase loyalty to maximum loyalty to 200 will the ranges dynamically adjust?
Red Key  [author] 26 Jul, 2021 @ 10:43pm 
@voxcras- that phrase "Now there is no additional penalties for cities that loyalty flip to join you" is actually meant just for the new penalties introduced in this mod to maximum loyalty. Previously, there was a -10 penalty to maximum loyalty for cities that you did not found. In current version that penalty is only applied for cities you conquered and will not apply to those that loyalty flipped to you.

I assume you are looking to remove the diplomatic penalty. I don't think there are any mods that remove it specifically for loyalty flipping, but there are a few that remove or reduce it entirely like No Original Capital Favor Penalty

This is an interesting idea though that I might look into in the future.
voxcras 24 Jul, 2021 @ 9:37am 
Do you know if there's a way to just have this part activated in the game: "Now there is no additional penalties for cities that loyalty flip to join you.". I've used this mod in other play throughs and it's great but sometimes I want a more laid back game while doing homework and stuff and it gets very annoying when I loyalty flip someone's capital and then I get punished for it. I've been looking for an answer to this for a long time, but haven't been able to find one where it just addressees that.
Frank Savage 31 May, 2021 @ 12:38am 
Didnt see this before. Hopefully makes loyalty more relevant
Red Key  [author] 21 Mar, 2021 @ 12:02pm 
Thanks for reporting I did a check and my compatibility code still matches Sukritact's, so it does seem like the game patch broke something since nothing has changed in the mods.
View The Phenom 20 Mar, 2021 @ 1:56pm 
Just reporting that this no longer works with Sukritact's UI Adjustments. If you use them together, the game will run into a bug where excess memory is used until a crash.

Until something changes, do not use them together. I assume something in the Kublai/Vietnam patch broke the old compatibility code between them.
ChrisMartin 24 Sep, 2020 @ 12:08am 
Nice change! :)
Another odd thing after NFP was released; If you loyalty-flip a Major civ capital, you still get Diplo.fav penalty... And in one game, Vikings moved their capital, I flipped that, and got penalty. The "new" capital was moved to the original one. I flipped that too, and got penalty again... So 2x capital penalties... And with some pollution, I had negative Diplo.fav generation from mid-game and out... Nice move, Firaxis.
EatTheRich 14 Sep, 2020 @ 2:33pm 
Thanks for looking atleast means alot :)
Good luck with whatever you are doing
Red Key  [author] 13 Sep, 2020 @ 11:14pm 
Hi Saitama, I don't know an easy way but it should definitely be possible in LUA. I won't implement it myself cuz I am already behind on the things I planned to add to the mod. I tried looking real quick in this reference but did not see any variable that tracks when a city changed ownership, so you would have to create your own.
https://docs.google.com/spreadsheets/d/1hQ8zlEHl1nfjCWvKqOlkDACezu5-igfQkVcOxeE_KG0/edit?usp=sharing
EatTheRich 11 Sep, 2020 @ 7:05pm 
Hello Red Key, do you know if you can put a delay on the loyalty presure or add a modifer that add like +100 loyaltie for 5 turns after you capture a city.

Was trying to make the mod myself, but i am terrible, help :D
Furry Profile Pic 27 Jul, 2020 @ 8:30pm 
Alright, looking forward to it. Congratulations on the baby!
Red Key  [author] 27 Jul, 2020 @ 12:01am 
I haven't had time to work on the loyalty malus mitigation yet (wife had a baby recently). When I do I plan to make it based on govenment tier, # of districts, and # of wonders. I thought this better than making one thing that suddenly makes a big difference like a courthouse building. It would basically improve loyalty in cities where you have put more effort into developing them (as measured by districts and wonders). I would also like to include some smarts for cities where you are not the original owner - such that you only get awarded for things you built and not for things the original owner built.
Furry Profile Pic 20 Jul, 2020 @ 9:23pm 
Have you had any time to consider the loyalty malus mitigation options, like the Courthouse building or social policy ideas? I really love this mod, but I do find myself wanting some way to reduce some of the loyalty maluses even if it comes at the cost of a social policy slot or a high gold cost. Especially on large maps when I'm playing domination games.
Jack of No Trades,Master of None 16 Jul, 2020 @ 11:55pm 
Thank you
Red Key  [author] 11 Jul, 2020 @ 10:23pm 
Update released to remove Rise & Fall from the requirements, so those with only Gathering Storm can activate the mod.
Red Key  [author] 8 Jul, 2020 @ 10:38pm 
@H, I will release an update this weekend (possibly sooner if I get time) to remove the DLC requirement.
Jack of No Trades,Master of None 6 Jul, 2020 @ 4:58pm 
To clarify I cant enable the mod without rise and fall due to the dlc requirment
Jack of No Trades,Master of None 6 Jul, 2020 @ 8:28am 
Hi, I tried using the mod but I still need rise and fall. I recommend removing the dlc requirements since loyalty isnt a thing in vanilla.
Red Key  [author] 5 Jul, 2020 @ 11:14pm 
You are correct. It should work with Gathering Storm even if you don't have Rise & Fall. I updated the description to just say R&F or GS. Let me know if it still can't be activated in the game. In the required DLC section it does have a good way of saying this or that, so I just put in the first expansion.
Jack of No Trades,Master of None 4 Jul, 2020 @ 5:08pm 
Why do I need rise and fall to play? gathering storm comes with all the same features
Red Key  [author] 2 Jun, 2020 @ 12:36am 
I have not confirmed in game, but I took a quick look at EDR and Suzerain at a Glance. I believe both should work with this mod. I do not see any file conflicts with EDR. SaaG is a little questionable, but due to the mod load order it should work.
Nizou 1 Jun, 2020 @ 4:14pm 
Hey does it work now with EDR and/or Suzerain at a Glance ?
weraptor 28 May, 2020 @ 4:50am 
Very interesting!
Red Key  [author] 15 May, 2020 @ 8:54am 
PAN, look for these lines in LoyaltySupport.lua and change the 5.
if (pPlayer:IsAI()) then
-- 5 penalty-free cities for AI
iCityCount = iCityCount - 5;
end
PANdemoniumJP 15 May, 2020 @ 4:30am 
Great work! I've been trying to get a collection of mods that promote tall play a bit and this certainly helps. Is there a way to edit the # of free cities the AI gets? I want to increase it but I'm not sure what to edit.
ChrisMartin 15 May, 2020 @ 1:42am 
I really do like the idea to make it harder to keep a city taken by force. :)
Have some suggestion to factors (have no clue if it is possible to implement) that can influence the level of loyalty in a city:
-Level of diplomatic relations with previous owner and/or founder. ("If the people on both side can reconcile, there will be no real peace")
-Level of other conflicts on the continent. That be other Civ fighting (Major/CS) and barbarian camp activities on same continent.
-Era of peace. The longer a Civ holds a city, the more "true" will the city be to the ruling Civ.
-Pillaged and un-improved tiles will have negative buffs on loyalty.
Red Key  [author] 15 May, 2020 @ 1:05am 
Uploaded a fix for the 0 loyalty in captured cities! Now you should see captured cities start with 50 loyalty in most cases. If your # of cities is 21 or more I expect the city will start with the maximum loyalty calculated by this mod, but I did not confirm this. Lowest possible max loyalty is 40 in captured cities when you have 25+ cities.

I am still planning a future update that will give you loyalty bonuses based on factors like number of districts and level of government.
Red Key  [author] 14 May, 2020 @ 9:39pm 
I think I have a simple way to fix the 0 loyalty issue, but I haven't had time to test it. I will change which events trigger a check of max loyalty. It might fix it by just removing this check that triggers whenever a player gets a new city.

Events.CityInitialized.Add(CheckAllCityLoyalty)
totalslacker 13 May, 2020 @ 12:52am 
I haven't played long enough to see the capture cities starting at 0 loyalty, but I'm wondering if changing any of these GlobalParameters values from the base game might help:

<Replace Name="LOYALTY_AFTER_TRANSFERRED_BY_COMBAT" Value="50" />
<Replace Name="LOYALTY_AFTER_TRANSFERRED_BY_COMBAT_ORIGINAL_OWNER" Value="50" />
<Replace Name="LOYALTY_AFTER_TRANSFERRED_BY_COMBAT_OWNER_BEFORE_OCCUPATION" Value="50" />

It seems like they start at 50 and then a further reduction is being made by the mod?
ChrisMartin 12 May, 2020 @ 8:09am 
Short update on the "alignment issue": It turns out that is a ingame "feature" from Firaxis. Sometime this occurs until you meet your first CityState. False alarm, nothing to see here :p
@Furry: The few games I've done after starting with this mod, I've never forcefully captured a city. I'll see if I quickly can do so in one of my savegames.
Furry Profile Pic 12 May, 2020 @ 1:32am 
Did you ever manage to find a work around for the captured cities starting at 0 loyalty?