Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Is there a guide for loyalty?
So I recently came to the conclusion that loyalty is super important. I remember reading somewhere that loyalty works such that at 0% loyalty each cotizen produces half of what they should, and at 100% loyalty they produce double what they should.



So with that in mind citizen loyalty seems to be the most important factor in the success or failure of a republic.

Now what i don't know is what drives loyalty up or down?


I know monuments do, but what else? And how much?

How do I grow my loyalty overtime?

What decreases loyalty that I should avoid?
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Showing 1-6 of 6 comments
Stele Dec 16, 2022 @ 3:18pm 
I haven't seen any.
Besides productivity multiplier, loyality dropping to zero causes escape.
Everything that causes unhappyness seems to also drop loyality. So unfillfulled needs, crime, lack of water, heat, electricity.
Increase by being in range of monument, being educated by loyal teacher/profesor/caretaker/prisonguard, listening to radio/watching tv and driving a car. Formulas aren't public, so I doubt anyone can give trusty numbers, as it's ballance of dozen causes on both sides not listed in personal sheet for most cases.
GoRun Dec 16, 2022 @ 3:59pm 
Everything works better when you have 80% loyal workers. Radio with good actors is all you need for 100% productivity. If you want more, switch to tv when possible and owning a car makes them 80-95% loyal. Prison can make 100% loyal actors but it slowly falls without good radio/tv. Church takes 10% loyalty so more monuments are needed to reach 35-40% loyalty. Loyal teachers influences kids but they quickly forget, older students in dorm get longer effect. Have fun with brainwashing your citizens :)
Silent_Shadow Dec 16, 2022 @ 5:17pm 
2
Here's what I know about Loyalty:


Missing needs (there are a lot), traveling for too long (> "5 hours"), unemployment, crime, and ex-cons moving into their building all actively reduce loyalty. Loyalty also passively decreases to a steady level dependent on the number of loyalty rising effects the citizen has on them, the number of missed needs, and the "Unsatisfied citizens reaction" setting.

There are two types of loyalty buildings; the ones that (can) give a large temporary boost to loyalty (school, university, orphanage, prison) and those that raise the minimum steady level of loyalty that citizen's loyalty can decrease to (monuments, radio, TV, personal cars).

Children cannot own electronics and so cannot benefit from TV and Radio until they become adults. The point of schools/universities/orphanages is to give a boost to immigrant's and children's loyalty so that their loyalty is not limited to 30% to 40% when they enter the workforce (and can start getting radios and TVs); prisons are similar but for criminals. This means you can have a constant supply of high loyalty workers even if they cannot immediately consume radio/TV programming.

To increase the stable level of loyalty for a citizen, you need to invest in loyalty specific buildings, typically in this order:
  • Monuments - Simplest, easiest options and it gives the largest steady state increase (0% → 40%). To get the loyalty bonus, citizens must be within range so ensure you have monuments near stations, residential blocks, and workplaces. Note that the different bonuses of all monuments seems to just influence the rate at which loyalty rises to the stable level, which doesn't change with better/worse monuments.

  • Radio - Next easiest and with a still decent boost, but you have to distribute electronics to citizens and your citizens need spare free time to consume radio programming. You also need to choose between increasing loyalty, affecting education speed, and influencing culture, religion, sports enthusiasm, and alcohol consumption (there are valid reasons to want those instead of loyalty).

  • TV - Similar to radio, but young adults need some time to acquire enough electronics to get a TV and enjoy its effects. Typically TV programming is best used to maintain higher loyalty and some social influences, while Radio programming is best to influence younger citizens to the traits you want while they ride out their loyalty boost from their schooling and work towards getting a TV.

  • Personal Cars - The last and most difficult to implement option for raising loyalty and it doesn't raise it by much, but it can raise loyalty from around 80% to 90%+, which can push productivity to absurdly high levels (> 170%). Personal cars are also good for preserving free time, which can give some citizens more spare free time for TV/Radio programming.

Productivity is dependent mostly on happiness (attained by meeting most/all needs) and loyalty, with 100% happiness and around 40% loyalty resulting in 100% productivity. Productivity also has a minimum value of 30%, and foreign workers' loyalty scores seem to have a reduced impact on their productivity.

Low productivity reduces the output of a worker, and by extension, the production % of factories and heating/power plants, and the number of active service slots of service/leisure buildings. On the other hand, buildings' production percentages cannot exceed 100%, but you can achieve 100% production/service with fewer workers of a higher productivity.

The loyalty of workers at buildings which affect loyalty (schools, radio, prison, etc.) determine the effectiveness of the loyalty increases of students and radio/TV media consumers. Loyalty of secret police workers determines how long the loyalty of residents stays visible for (i.e. it determines the interval that the secret police must visit the building to update the surveillance equipment). There are settings to prevent low loyalty workers from working at certain buildings, but these settings appear to be mostly ignored. The top speed (and possibly other characteristics) of personal cars influence the loyalty gain from them.

If you enable cheats, the loyalty scores of residences and citizens will be revealed. The red star will be opaque if surveillance equipment is installed at their residence and transparent if not.
Last edited by Silent_Shadow; Dec 16, 2022 @ 5:19pm
Eighteen.AM Mar 2, 2023 @ 12:06pm 
I just want to point out a specific consequence of the details of the loyalty system discussed above, in case anyone (like me) ends up here on the same search that I did.

So, I'm working on a pretty mature Republic, and I decided to finally start my Uranium Town, by finding a way to get said uranium down off a "could be a cliff" mountainside. For no particular reason, I also decided that this new town would be a glorious home for only the most loyal of citizens. To make a point of it, I straight up set the town to only allow citizens with 75%+ Loyalty to move in. That last sentence is important, so take another look at it.

If you read the above comments, you might remember this:

"... ex-cons moving into their building [...] actively reduce[s] loyalty."

I had 80% average loyalty nationwide and a VERY effective prison system. People coming out of their 0.5-year stays in the slammer were hitting the streets with 100% loyalty and snapping up all the vacant flats that "below average loyal" citizens couldn't... in my "maximum loyalty only" nuclear town.

And that pissed off the residents. Now whole districts of that down are flirting with sub-60% loyalty rates, and until I came here, I had no idea what was happening.

TL;DR - I tried to make an exclusive town for the elite-tier loyal citizens of my Republic, and now all the brainwashed ex-cons are depressing the real estate market.

Don't do what I did, kids. Take your 80% nationwide loyalty and don't fly too close to the sun.
Luca_K04 Mar 3, 2023 @ 12:03am 
Originally posted by Gygax's Chosen:
So I recently came to the conclusion that loyalty is super important. I remember reading somewhere that loyalty works such that at 0% loyalty each cotizen produces half of what they should, and at 100% loyalty they produce double what they should.



So with that in mind citizen loyalty seems to be the most important factor in the success or failure of a republic.

Now what i don't know is what drives loyalty up or down?


I know monuments do, but what else? And how much?

How do I grow my loyalty overtime?

What decreases loyalty that I should avoid?

No there is no guides, no tutorial, although it has been some time since this mechanic was introduced.
We only rely on expert user advice and videos from Bballjo.
which is talking 1 hour and saying nothing :D
Last edited by ✪ Daraltimsah ✪; Aug 28, 2023 @ 9:27am
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Date Posted: Dec 16, 2022 @ 3:07pm
Posts: 6