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Сообщить о проблеме с переводом
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-
-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!
And how sad is that.
You now have to build your cities around monuments instead of the other way around.
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.
No need for monuments, only loyal teachers.