Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Help with Loyalty
Playing on Realistic mode and I cannot get overall citizen Loyalty to budge above 38%.

I'm ensuring all of my educators and party officials are at least 35%. I've got monuments basically anywhere I can stick em. Their satisfaction is overall high (91% clothing quality, 87% sport enjoyment, 87% culture enjoyment). There's only 1% Religion sympathy. At least 83% have a radio, but when I try to crank up the "Soviet Propaganda" slider, the Expected influence for everything goes to 0%. I'm at a loss.

I don't know what to do, but it has a huge impact in the winter. The low productivity of the Heating plant workers means buildings are constantly cold, so that just drives down happiness (and I think Loyalty too?) It's really not clear, but it feels like I need to get Loyalty up, but nothing I do seems to help...
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Showing 1-15 of 16 comments
ling.speed Jan 26 @ 10:05am 
"...Expected influence for everything goes to 0%. I'm at a loss." You are too kind comrade, the revolution requires strong words and even stronger will!

The easiest way out would be to invite some loyal soviet citizens and let them work at radio/school etc. But even without that just maxing the propaganda on radio should get them up.

37-40% loyality is a cap for monuments, radio has higher cap (cant remember exactly 60?65?), so even +0.5% effect from radio will be stronger than any monument.
Last edited by ling.speed; Jan 26 @ 10:06am
kiky Jan 26 @ 10:25am 
Did you research radio prpaganda?
Is the radio fully staffed?
how is the % of your happyness (in general)

if your happyness gets a hit due to bad heating , it goes down very fast but gets up only very slowly, you need to get that going before you will have any real influence of loyalty.
look for the reasons why your people are unhappy (it might be the heating in the first place)
and unhappy unproductive radio workers will not get stuff done.
JFJohnny5 Jan 26 @ 10:44am 
Did you research radio prpaganda?
Yes
Is the radio fully staffed?
Almost (60-80%)
how is the % of your happyness (in general)
70-75%

if your happyness gets a hit due to bad heating , it goes down very fast but gets up only very slowly, you need to get that going before you will have any real influence of loyalty.
look for the reasons why your people are unhappy (it might be the heating in the first place)
and unhappy unproductive radio workers will not get stuff done.
Can I put the unproductive workers in the furnace to help heat everyone else's homes? :gk_smile:

In all seriousness though, does Happiness drag down Loyalty? I would think so.. But even with 75% happiness, it's proving really tricky to get the citizens to get on board with the vision for a shared socialist paradise.
ling.speed Jan 26 @ 11:19am 
75% is not bad at all, but a little low. I wonder if there are any other negative factors that could impact both happiness and loyality... pollution? no alcohol? transportation issues? crime?
JFJohnny5 Jan 26 @ 11:29am 
Pollution and Crime are both at 1%. Alcohol is allowed and there is a 15% addiction. No one having issues getting it; good supply.

It's currently the middle of January, but here are the "Reasons for decrease:"

Death of a child -35.0% (3x)
Arrival to a prison -13.5% (6x)
Unable to visit a hospital -3.1% (18x)
Low government loyalty -0.9% (12x)
Unable to pray in a church -0.9% (116x)
Crime -0.5% (170x)
Unable to enjoy culture -0.4% (26x)
Unable to practice sports -0.1% (28x)
Gorlos Jan 26 @ 12:22pm 
Radio should rise your loyalty from 30% to 60% just make sure that you have have soviet propaganda slider high and loyalty change is positive (loyal workers in radio). Process is quite slow so don't panic =)
Last edited by Gorlos; Jan 26 @ 12:23pm
It can take some time before the radio or tv station start to effect people and boost loyalty.
In the early game it can take 2 years or so before you really see a difference
( but it also depend if its full staffed or only 50% staffed )
But no matter what monuments is a good way to get some "basic" loyalty and should be build from the city start so ti slowly can effect people over time.

Other than that it is veyr usefull to click your school and university and use the sliders and employ only your most loyal higher educated people to teach.
So look at your replublics general loyalty level and then you have an idea what to choose. Also try and click some random higher educated teacher in school and university and see if they have higher loyalty than the average in your republic.
And the same goes with your radio station, you want very loyal people to work there as well.
BUT be carefull to have to high expectations if you set the level to high then you might not have enough people to do the work in these buildings.

Remember that things take time, and it take years to get good levels and happy people.
BUT it only take a few days without food, heat, water to loose everything.
It looks more like you need to refine your citizens' access to services, as you have a lot of missed needs, which can lower loyalty quite a bit. You can stop spamming monuments since you already got to the loyalty cap that monuments stop affecting citizens at.

Make sure all your shops and services are accessible to your citizens and have enough staff, and ensure your citizens are not using excessive free time on public transportation or waiting in stations. You can also satisfy the need to pray with access to attractions with an "attraction type," like pools and beaches or museums. You can read more about that here.

You should also try to improve staffing at the radio station, as partial staffing brings down the ratings and thus the effects quite a bit. Seeing if you can lower crime more would help too.
A note that radio effects are quite exponential.

Citizens need to have time, access and preferably education to buy a radio.
They need to have lots of free time (good transportation) to tune in.
The amount of loyality radio can generate is based on productivity and loyality of broadcasters, so the more loyal your brodcasters the faster loyality goes up - its a self fueling loop.
New children have chance to start with high loyality (and affinity) even if parents werent loyal. Within two calendar years (one game month is one citizen year) and good education they will be pusing 60-70% and working at the radios and schools fueling the fire even more.
The more people you have at the station the better the broadcast, the closer propaganda slider to 100% the more influence, etc etc. Everry little thing multiplies the effect.

So dont worry if loyality barely goes up from ~35%. Thats expected and will speed up if you keep at it. The only way to circumvent it is to buy a bunch of already loyal citizens and put them in schools/radio.
Last edited by ling.speed; Jan 26 @ 5:00pm
Originally posted by Silent_Shadow:
Seeing if you can lower crime more would help too.

Any advice on how to do that? I thought that if citizens are loyal, happy, and have somewhere to work, they won't "do crime." Are there direct actions that can be taken to lower crime? Or is it just about catching and prosecuting criminals?
Originally posted by ling.speed:
The only way to circumvent it is to buy a bunch of already loyal citizens and put them in schools/radio.

You mentioned buying citizens before. How do you buy "loyal" citizens? I tried setting a building so that only high loyalty citizens could move in, and then "invited" people in (with money), but I still got a mix of loyalties - with some below 20%.
Immigrant loyalty is random but typically the average is higher than what monuments can sustain.

Originally posted by JFJohnny5:
Any advice on how to do that? I thought that if citizens are loyal, happy, and have somewhere to work, they won't "do crime." Are there direct actions that can be taken to lower crime? Or is it just about catching and prosecuting criminals?
You can minimize people wanting to get into crime by minimizing unemployment and increasing loyalty, but you always need a functional justice system or crime will grow into a huge problem. Not prosecuting criminals is the best way to spread criminality in your republic, which everyone hates.

You can also use smaller apartments and buildings to mitigate the effect a crime has on citizens' happiness.
Spencer Jan 29 @ 2:11pm 
Crime is indeed a tricky thing. I used to have only the small police stations and low penalties for crime and in the beginning it seemed all ok. But after a while the unsolved crimes rose, as the stations got overloaded and crime rates accumulated significantly. And the more they got overloaded, the more crime rose, and thus overloaded them more and more... Until I had a significant drop of loyality (from like 72% down to 55%!).

The solution was to place the large police stations and build a lot of prisons... and increase the penalties so high crime citizens lost enough of their crime to come out with 0%.

Also put the loyaltiy for prison staff helped to increase loyality again.
How big is the radio and how well staffed it is? Because some people are smart-asses about using small radio mods for 30-40 workers, which is barely enough to have ANY influence at all and mostly have none. Only big stations like the one in vanilla have enough workers to produce any singificant effect. Minimum number of workers present is around 50-60 (uni+normal combined), full staffing (100+50) is where it makes the most influence :)
Just to close the loop here (and thank everyone for all their help) this was just a matter of time. With the radio station fully staffed, loyalty has risen over time. The average is now 63% and still looking up! I keep slowly upping the minimum loyalty required to work at the station, and they slowly pull the rest of the population along with them.
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Date Posted: Jan 26 @ 9:45am
Posts: 16