Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
Almost (60-80%)
70-75%
Can I put the unproductive workers in the furnace to help heat everyone else's homes?
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.
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)
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.
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.
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.
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 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%.
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.
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.