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Laporkan kesalahan penerjemahan
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.
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.
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...
Thank you. :)
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.
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.
Until something changes, do not use them together. I assume something in the Kublai/Vietnam patch broke the old compatibility code between them.
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.
Good luck with whatever you are doing
https://docs.google.com/spreadsheets/d/1hQ8zlEHl1nfjCWvKqOlkDACezu5-igfQkVcOxeE_KG0/edit?usp=sharing
Was trying to make the mod myself, but i am terrible, help :D
if (pPlayer:IsAI()) then
-- 5 penalty-free cities for AI
iCityCount = iCityCount - 5;
end
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.
I am still planning a future update that will give you loyalty bonuses based on factors like number of districts and level of government.
Events.CityInitialized.Add(CheckAllCityLoyalty)
<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?
@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.