Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Harder Loyalty and Emergencies (Beta)
 
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
0.016 MB
Mar 25 @ 2:50am
Mar 26 @ 4:28am
3 Change Notes ( view )

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Harder Loyalty and Emergencies (Beta)

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In 1 collection by Tiramisu
Recommended Gameplay & AI Improvements
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Description
Description
This mod increases the time before a city flips due to foreign loyalty pressure. However, once a free city starts to revolt it will be much stronger to be able to defend itself. So city flippings become more important instead of being too boring and repetitive.
Military and City State Emergencies are more balanced to avoid exploits.

Changes
Loyalty Changes:
  • Maximum loyalty of cities is 600 instead of 100. (The 4 loyalty levels are scaled accordingly.)
  • New Cities start with 450 loyalty, which does not give them any yield penalty in the beginning as long as their loyalty does not decrease.
    Captured Cities start with 200 loyalty. Recaptured cities of the original owner start at full 600 loyalty.
  • Free Cities are stronger at resisting foreign loyalty pressure.
  • Free Cities start with much more units (6 melee and 2 ranged units in total). They have +7 combat strength in their own territory and eventually get free city walls.
  • The units of Free Cities do not need any strategic resources.

Emergency Changes:
  • Members of an Emergency get significantly less gold from winning.
  • Removed other rewards from winning Military or City State Emergencies, because they seem to be too strong in my opinion. It is already rewarding if you can weaken your opponent and get their cities.
  • Emergency members get +3 instead of +2 combat strength against the target to make the success of Emergencies a little bit more likely.
  • The targeted city in Military and City State Emergencies gets full loyalty to make sure it does not flip during the Emergency.
    The additional loyalty pressure spread from the targeted City is disabled, because it would cause too much pressure on other cities.

I might add further changes in the future like adjusting the strength of free cities or changing more Emergency types.
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12 Comments
Tiramisu  [author] Jun 14 @ 6:21am 
It would be possible if I used a Lua script to move free city units back in their territory, but it would not be so easy, because in Lua the move-to-function in Civ6 kind of bugged.

However, you should know that free city units will not move unless they see an enemy unit. So if you make sure that there are no units that could lure free city units in your territory than you should be fine.
Also note that free cities have always peace with city states. They just hate major civilizations. :D
layton452 Jun 14 @ 2:50am 
Only attack the previous owner civ until attacked by another nation*, I should say.
layton452 Jun 14 @ 2:49am 
Would it be possible to provide a setting that makes free cities behave more defensively?
I'm not sure how feasible this is or if this is within the scope of the mod, but I've noticed free cities often attack me outside their borders - when I haven't attacked them and have nothing to do with their fight against their previous owner.

Maybe somehow restricting free cities to only have units within their borders, or a couple of tiles outside of their borders? And to only attack the previous owner civ?

In any case, thank you for a great mod :D
Faysal May 16 @ 9:57am 
No sorry I meant this is too much of a nerf.
Emperor Eden May 2 @ 10:44am 
Amazing! thanks
Tiramisu  [author] May 2 @ 10:02am 
No problem! In the file of my mod you just have to edit
GlobalParameters.xml
Then change the value for EMERGENCY_GOLD_PER_MEMBER_PER_ERA

Your own value will be overriden once I update this mod, but I will always write in the comments when I have made a new update.

Maybe I am going to increase the value myself some day, but I cannot make any promises.
Emperor Eden May 2 @ 8:25am 
I understand that, maybe it's just me but I don't like joining emergencies in which I would just be a free loader, so it's not really a problem for me. In my last game I brought a civ back to life on an emergency in the early late game, i was the only participent but I only got like 400g or something which was just slightly more than what I was earning per turn which is a shame. I the rewards were higher I would be more incentivised to join.
Maybe just an option if that's possible or maybe I could edit the file.
Tiramisu  [author] May 2 @ 12:40am 
Actually that was my intention not rewarding players too much, who only want to take part in an emergency just to get the gold.
So if a player is not really interested in political concerns, he should not have much reasons to become an emergency member. Shouldn't he?
Emperor Eden May 1 @ 3:18pm 
I second the increased gold rewards, I love the mod but the incentive to join emergencies that don't benifit you politically is really low currently.
Tiramisu  [author] Apr 1 @ 7:17am 
@Faysal: So you want even less gold rewards?