Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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~
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?
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
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! :)
So far haven't seen anything gone wrong.
I'm hoping to keep this one on permanently.
Love it!
The point is that maybe looking at how the older version handled this might suggest how to do something similar in this version.
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
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?