Loyalty Loyalty++

by Gueux·v4.0·Updated 2018-09-13

Loyalty Loyalty++

About this mod Machine translation

Loyalty Loyalty++

Loyalty++ is a mod that adds some variety to loyalty:

This MOD is a beta version and is not very stable

War Exhaustion is a new feature that takes away 1 loyalty point per War Exhaustion Point (WEP) per round (the maximum WEP and the minimum 300 are 0):

Too Long War with the Major: +1 WEP per turn (10 transfers = -10 Loyalty Points per turn for all cities)

War with Major: Each health point lost = +0.06 WEP (damage / 15 rounds, if your unit takes 14 points of damage and does 30 points you will gain 1 point of war exhaustion, while your enemy will gain 2 points)

If your unit is demolished (die) or captured you gain 3 WEP, if the battle takes place in an allied zone, the city owning that territory will lose 200 loyalty (like the Lautaro Swift Hawk trait) or gain 200 loyalty, depending on the winner of the battle

Declare war to give WEP based on enthusiasm

Currently the only way to lose WEP is to Peace -3 WEP per turn

Gain +30 Loyalty per turn in all cities and peacetime

+1 WEP per turn for all your besieged or occupied cities

Maximum loyalty for cities is now 1000 and x10 per identity standard

The capital has little chance to resist, but can (cannot become a free city)

The impact of religion on loyalty:

If your city follows a religion but does not have a holy site, your city will lose 30 loyalty each turn. If there is a religion and a holy site, it will gain 30 loyalty each turn.

Each pagan (a follower of a religion that is not the dominant religion in the city) loses 10 loyalty per turn. Conversely, each follower of the dominant religion in the city gains 10 loyalty per turn.

Every city that follows a religion other than the main one (mostly player cities and the player's own religion) loses 50 loyalty each turn, conversely, every city that follows the main player gains 50 loyalty each turn

Now dependent on ERA, multipliers for all eras: Ancient and Classical: 1 Medieval and Renaissance: 1.5 Industrial: 1 Modern and Atomic: 0.5 Information: 0.1

Government Stability: Each government has its own stability, you will gain or lose government stability depending on your government, the more stable government is a republic and all autocratic governments are the worst, when you change government you will lose government stability (-200) and policies (-5 per government policy) and each government adds a new multiplier for religious loyalty per turn, each government has an average stability gain and religion multiplier per turn:

Prime Minister: Average +5.25 per turn, Religion Multiplier: 1.5

AUTOCRACY: Average +2.6 per round

OLIGARCHY: Average +3.05 per round, -0.1 WEP per round

Classic Republic: Average +8.35 per turn

MONARCHY: Average +5.05, Religion Multiplier: 1.5, if war with another religion - 0.3 WEP per turn

THEOCRACY: Average +4.63, Religion Multiplier: 2, if war with another religion - 0.5 WEP per turn

Merchant Republic: If at war with another religion, average +8.35 - 0.1 WEP per turn

FASCISM: Average +2.575 and -0.1 WEP per round

**ism: Average +2.575

Democracy: Average +13.205

ANARCHY: Average -15

Sepratism: When you decide to keep the peace in each city or defeat the player will become separatist, the more cities each city has citizens and culture, the longer it will take to change the culture of the city, the culture is based on who found the city, the only way to change the culture of the city is to achieve 0 separatism in the city.

migrant:

War immigration, citizens will flee war exhausted countries, more WEP = more immigrants, will search for ideal cities below 10 WEP.

Religious immigration, citizens will flee cities with unstable religious beliefs, more pagans = more immigrants, will look for an ideal city or country that follows their religious beliefs.

Government immigration, citizens will flee countries with negative government stability, worst government stability = more immigrants, will look for an ideal city with stable government and different government

Separatist immigration, cit …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Loyalty 忠诚度++
File size
59.4 KiB