Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nationalism Rocks Empires
19 Comments
Boa of the Boaians (ᜊᜓᜀ)  [author] 1 May, 2024 @ 10:07am 
Greetings everyone :>
I hope you've enjoyed playing this mod, because I have great news;

I'm moving this mod out of its "experimental" phase. It has now been tested enough, and it looks like the mod has developed to the point that both myself, and the feedback to this mod are now satisfied with the way things are. Any future updates will now follow the usual rules I put for my mods. Hope you enjoy the official release of this mod now~
axatoramus 5 Mar, 2024 @ 6:25pm 
Awesome!
Boa of the Boaians (ᜊᜓᜀ)  [author] 28 Jul, 2023 @ 10:30pm 
I've released an update adding four new policy cards, although as usual they are untested. If you have any problems, please let me know :>
Boa of the Boaians (ᜊᜓᜀ)  [author] 26 Jul, 2023 @ 3:25am 
Aight, no problem, and you're welcome! ^^ :steamthumbsup:
Spartak 25 Jul, 2023 @ 8:52pm 
yeah.. I think i gotta run some experiments, raising the loyalty pressure a bit from 0 + your mod to see how it goes.. i'll tell you about it when i do it, thank you friend! Best regards!
Boa of the Boaians (ᜊᜓᜀ)  [author] 25 Jul, 2023 @ 3:05am 
Hmmm, interesting question.... if I am understanding you correctly, I don't think that's possible, the best way to know for sure is to directly test it out, but I feel that's not possible since it's asking for two contradictory things to be on at the same time. The scenario I can think of is that such a mod you talked about (Which I'm working on an assumption that it works like Phoenicia's loyalty mechanic on its capital's continent, or vanilla Civ 6) is that the effects of this mod gets cancelled out
Spartak 24 Jul, 2023 @ 10:41pm 
Oh i see.. thank you Boa!

Let me tell you my situation, I think you could help me using your mod then:

I play a particular kind of game: TSL Giant Earth, 62 Civs. As you can imagine, at vanilla, European civs would be crumbling in loyalty penalties from turn 1.

So, I use a mod that effectly disable Loyalty mechanism by turning MAX_LOYALTY_FROM_NEARBY_CITIZEN to 0 and the Loyalty problem is solved.

BUT your mod really is interesting for me because Nationalism is a thing that would counterbalance some Civs that go on a domination spree like Ottomans (as you well said), or Germany while also adding more realism to the game.

So, in your opinion how could I add your mod without breaking the Loyalty status that i have now? Is it possible? What do u think?
Boa of the Boaians (ᜊᜓᜀ)  [author] 24 Jul, 2023 @ 9:05pm 
Basically it makes managing occupied cities a relief

Someone on the modding discord server warned me that this mod would make managing them hell.... occupied cities already have a -5 Loyalty on default (unless you're playing as good'ol Cyrus) so had I not made that update, you would be dealing with a -9 Loyalty for conquests after the Industrial Era
Spartak 23 Jul, 2023 @ 10:56pm 
I don't get the last update saying "Removed the Loyalty penalty for occupied cities", isn't it defeats the purpose of the mod?
Saddam Hussein 13 Jun, 2023 @ 9:02pm 
well to your credit it's a good fuckin mod of course the catholic mongolians wouldnt want to be a part of the roman empire following confucianism
Boa of the Boaians (ᜊᜓᜀ)  [author] 13 Jun, 2023 @ 8:51pm 
Hi, just gonna let everyone knowing this mod here the following....

I.... did not realize this mod would gain enough traction to even get rated! XD
But anyway, considering what others said about culture and tourism tying culture and tourism to this concept, along with thinking about the realities of our modern world.... expect an update in the very near future. I have a few policy cards (all in the atomic/information era tho, cause thats when the idea of valuing minorities really took off) planned for managing all of those nationalistic foreigners you conquered/annexed a while back! :)
Saddam Hussein 2 Apr, 2023 @ 2:34pm 
cant wait for the ethnic cleansing city project to turn this off
Sankhya 18 Jan, 2023 @ 5:35pm 
Alright thanks :)
So far haven't seen anything gone wrong.
I'm hoping to keep this one on permanently.
Love it!
Boa of the Boaians (ᜊᜓᜀ)  [author] 11 Jan, 2023 @ 10:49pm 
Not sure if I'm getting you, but prob the latter if I'm understanding you correctly
Sankhya 11 Jan, 2023 @ 9:39am 
Does this only trigger for cities built before researching nationalism or is it a constant whenever nationalism is researched?
plaguepenguin 13 Oct, 2022 @ 7:24am 
One of the earlier versions of Civ, either 3 or 4, had something similar to what Lucius suggests. The game would track each city's ethnic breakdown,much as it tracks religious breakdown in this version of Civ. New population points would tend to be of the gaining civ's ethnicity, but I think that would be influenced by the relative cultural strength of the gaining vs the losing civ. They didn't have a loyalty mechanic back then, and instead the downside to having low culture and conquering a bunch of cities from a more cultured civ was that low happiness would result. Low happiness would harm yields from that city, and if it got low enough, from other sources of unhappiness as well, the city would revolt.

The point is that maybe looking at how the older version handled this might suggest how to do something similar in this version.
Boa of the Boaians (ᜊᜓᜀ)  [author] 11 Oct, 2022 @ 11:50pm 
Hmmm, an interesting suggestion.... I should consider it if I have the time to work on it 🤔
Although it sounds like the technicalities of hardcoded code would make that difficult to implement, unless I can find a genius way to get around it
Lucius, the Heavenly Dragon 10 Oct, 2022 @ 4:51pm 
Interesting idea. Have you considered tying this to Culture and Tourism.

Perhaps cities that were conquered a long time ago and have developed a significant culture under the conquering civilization would suffer lesser penalties?

Alternatively, a Culturally Dominating a foreign Civilization makes it more likely that cities they’ve conquered from you feel nationalistic towards their home?
Strudeler of the Tart Society 9 Oct, 2022 @ 8:54pm 
Very cool.