Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Hammerhead Nov 12, 2021 @ 4:25pm
Increasing Loyalty
hallo everyone, i have a problem, im building a tiny town currently (just past the 11.500 civilians xD) but i seem to be unable to get the loyalty of my people to be above 50%. so now the big question, how to get this higher. i have a radio and TV station but it doesn't seems to be worth the infestment, any tips and/or fixes?
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Showing 1-15 of 19 comments
moron_with_a_gun Nov 12, 2021 @ 8:00pm 
There's a tipping point where loyalty seems to take off. Make sure that any place that allows you to control the minimum loyalty of the employees is set as high as you can while still gathering workers. You should start to notice impact of influence raising steadily. Also, orphanages can make the children more loyal too.
Kondylis Nov 12, 2021 @ 11:14pm 
increase "sowjet propaganda" in radio and TV station up 75 percent or more. On my map loyalty goes up from 40 to 80 percent
Ernst Cornell Nov 13, 2021 @ 12:20am 
you could give people personal cars to raise loyalty above 50% but IMO that's even more costly than building a radio station.

luckily the 50% loyalty cap from monuments isn't troublesome. people at 50% is less productive than higher rates of loyalty but they live and work along fine.
Last edited by Ernst Cornell; Nov 13, 2021 @ 12:21am
simplesystem Nov 13, 2021 @ 2:08am 
Monuments are a solid starter to raising loyalty, and can establish a loyalty base that lets you meaningfully propagandize.

Originally posted by Ernst Cornell:
you could give people personal cars to raise loyalty above 50% but IMO that's even more costly than building a radio station.

luckily the 50% loyalty cap from monuments isn't troublesome. people at 50% is less productive than higher rates of loyalty but they live and work along fine.

These are good rules of thumb to bear in mind, but key here is propagandizing through radio and TV. For practical reasons of keeping the game running at a smooth framerate, giving every working-age citizen a car shouldn't be considered a real possibility. A Ryzen 5 2600 with a Vega 56 and 32GB RAM isn't the greatest, but it is definitely sufficient until around 1200-ish cars, when the lag begins to really kick in. On top of that, the car-loyalty boost is based on how fast the car is. This will be an expensive endeavor that you have to waste a LOT of currency or production and a LOT of parking space on.

Monuments are a good, safe starting point to establish 40-50% Loyalty levels. After that-

Originally posted by moron_with_a_gun:
There's a tipping point where loyalty seems to take off. Make sure that any place that allows you to control the minimum loyalty of the employees is set as high as you can while still gathering workers. You should start to notice impact of influence raising steadily. Also, orphanages can make the children more loyal too.

-you want to use minimum loyalty requirements so that you can staff the broadcast stations as fully as you can with the most loyal people. Propaganda only really works if you have workers that are loyal enough to propagandize effectively. Once you've managed that, the values at the stations may require tweaking as time passes- you may not need as much propaganda after a while and can add something else to the broadcast.

A personal preference of mine: use a Workshop or Building Editor radio and TV station, preferably ones that take up less space and can employ more workers of both educated and non-educated sorts (as compared to the vanilla stations). Increasing the number of workers these stations can employ beyond vanilla (and having those positions filled) will increase the station's rating and overall effectiveness more easily.

Another personal preference, and something of a recommendation: only have one radio station and one TV station. Your radio-listening and TV-watching citizens don't have to worry about which station to watch (and won't pinball between them) if there is only one available per medium, and if they have a radio or TV and nothing else to do in their down time, they will tune in to the station you have because it is 'there'. It might look absurd to have cultural, educational, sports, anti-alcohol, and propaganda content all on the same station, but if it's the only channel available, they get all the effects every time they tune in, guaranteed.

Orphanages may or may not need major loyalty-limit interference, what you really want to pursue is the longterm influence of propaganda with radio and TV. As long as you keep a steady supply of electronics for your citizens and a strong broadcast of propaganda, they should all wind up at least 60% loyal or better, even on harsh reaction. Just bear in mind that these changes are not instantaneous; new citizens and immigrants will need time to acquire radios.

Hoping this is helpful and legible; I wrote this all at 5AM after an all-nighter. Good luck!
thegrandmystic Jan 3, 2022 @ 5:54pm 
I had been stuck on loyalty for a good while and you were right, it just takes time passing in the game to take effect once you get the radio station built and electronics propagating among the citizenry, but it wasn't too much longer after I got all that set up that loyalty started shooting up! Little by little, raising the loyalty requirements for the schools and the like but not too quickly so as to have nobody working there and too many people waiting around. Thanks for the above write-up, this was very helpful!
vajeeking Jan 4, 2022 @ 1:41pm 
You need take a look in schools and other stuff slowly increase the % and look what they can work in different places as slow that loyalty grown add more % for things they do can work. When peoples are like 50//70% just those those high can do work in places where you want like radio stations TV and educational stuff. If low loyalty peoples work they effect negatively.
Stele Jan 4, 2022 @ 5:39pm 
For me main issue is keeping lustration high in big city. Even with several secret police offices, they can't keep up with checking themselves and most of the time every crucial workplace is staffed mostly with uncertain citizens. Is there a way to prioritize buildigs to be checked first? Then I could create party neghbourhoods limited to loyal, highly educated workers that would be send to work in medias, police and education. I've done something like that at the begining with high educated workers, keeping them in one building to feed all of them to university, but with growing population and public transport it all blured out. Even if I tried to set up such thing now, those workplaces would be flooded with uncertain workers from all around. Maybe checkbox if uncertain pops are treated as loyal or not on building level would help.
vajeeking Jan 4, 2022 @ 5:53pm 
If u have multiple cities and lots of schools and stuff like that its hard to add those all minimum % of who can work or not maybe they change that in updates n future.
vajeeking Jan 4, 2022 @ 6:06pm 
basically you need constantly add the % for all you cities what ever % they can work diffrent workplaces which is kind of lots of work to maintain if u have many cities and schools etc..
moron_with_a_gun Jan 4, 2022 @ 7:05pm 
Having multiple isolated cities isn't too hard to manage if you dont expand too fast and dont import citizens. Both radio and tv stations cover the entire map and they have a large impact on the loyalty stat. Normally when I need to start a new district, I already have a population of 21 w/ parents looking for an apartment. Since they are already at the loyalty level of their point of origin, those satellite cities rarely have loyalty lower than the main districts. Just remember to build your monuments anywhere they fit!
longshots444 Jan 4, 2022 @ 8:46pm 
Originally posted by moron_with_a_gun:
Just remember to build your monuments anywhere they fit!

And how sad is that.
You now have to build your cities around monuments instead of the other way around.
moron_with_a_gun Jan 4, 2022 @ 9:18pm 
The smaller ones will fit in places you might not expect, although it does look better when you plan it out!
I find them an interesting flavor to the game
longshots444 Jan 4, 2022 @ 10:10pm 
Originally posted by moron_with_a_gun:
The smaller ones will fit in places you might not expect, although it does look better when you plan it out!
I find them an interesting flavor to the game

Yes, that's true.
And we all used them in our cities.
What about the poor mugs that have spent many hours building some beautiful cities and now have to cram in a multitude of monuments to raise the loyalty.

I'll just keep saying what I have since loyalty was introduced - this was very poorly thought out. And AGAIN, the devs just introduce this change, but with no guidelines or help.
So, we all come here to seek help - of which there is no shortage.
Except for the devs - not a word!

I wonder if this may be the reason "crime and justice" has been delayed?
After loyalty turned out to be such a mess they're now looking at the new change a little closer and fixing it.
GoRun Jan 5, 2022 @ 12:06am 
Originally posted by longshots444:
Originally posted by moron_with_a_gun:
Just remember to build your monuments anywhere they fit!

And how sad is that.
You now have to build your cities around monuments instead of the other way around.

No need for monuments, only loyal teachers.
simplesystem Jan 5, 2022 @ 5:06pm 
I've been out for a bit, but I'll throw in a suggestion, another of personal preference: using the workshop or building editor and file editing for a monument that has greater range and a stronger effect. Through file editing, you can make a really small monument have an effectiveness of 50% and a range large enough to cover a whole city or more. Kind of cheating at that point, but without a way to shut off the loyalty mechanic, it remains a reasonable option for those who don't want it or think that "monument gardens" are ridiculous.
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Date Posted: Nov 12, 2021 @ 4:25pm
Posts: 19