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Love the mod.
DISABLE_OBJECTIVES = 1;
in the settings.txt file.
But it would indeed be better to have it account for the current population, loyalty is quite a pain in realistic mode, given that it takes quite a lot to research and build radio/tv. So before that you're pretty much screwed.
As of right I just pumped up the vanilla stat of monuments, cause I just don't feel like spamming a Lenin statue in every corner of my tiny town.
The change of loyalty in orphanages and prisons is also welcome, because they're literally a loyalty sink.
As for averaging, what exactly is your concern? The average is calculated for editors, secret police officers and cinema workers. In a populated map, the dormant population can't access such places, otherwise, it wouldn't be dormant in the first place. The only thing that may be troublesome is providing enough editors for such a population (newspapers increase the loyalty of these people too). It should be possible to exclude the dormant population from the effect and not count it, I may update the script in the future.
Does the secret police only work for increasing loyalty if they have no cars, even the vanilla? And just to be sure on this, but the default secret police doesn't actually contribute anything to raising loyalty, right?
Also another concern, is because it says it takes the average on the whole map, the problem being that I play on a pre-populated map, and as such, there is very little I can do for the rest of the population. So how could I work around that specifically?
It have colision with tool bar.
Thx
1. The check for active radio and TV should now work correctly.
2. Censorship efficiency for cinemas should now be calculated correctly.
3. Fixed a possible (but fairly unlikely) divide by zero case.
4. Most of the script should now execute in a single frame, the timing between checks was too unpredictable.
5. Description update.
Is there any info from devs about "normal" way to implement these? Did they mentioned any plans?