Sid Meier's Civilization VI

Sid Meier's Civilization VI

Harder Loyalty and Emergencies (Beta)
24 Comments
Doc_Furtado Sep 23, 2024 @ 6:53am 
I think visibility dont need be shared in emergencies, is possible to do it?
InfoManiac Apr 3, 2023 @ 4:42pm 
really wish there was a mod that made it so free cities cant be loyally claimed
wjoseph239 Mar 2, 2021 @ 2:50pm 
please update your mod. we are eager to play it. we are grateful for your work. thank you
Guichard Jan 14, 2021 @ 8:26pm 
PLZ UPDATE
Cattman423 Sep 10, 2020 @ 8:27pm 
Can you update this mod? It sounds like it would make the game more interesting to play.
Madisonian Jul 23, 2020 @ 9:07pm 
AHA! I finally figured out after many painstaking hours troubleshooting that it's THIS mod that's causing my UI to turn into another language (Spanish or Portuguese or something, not sure) even though the game language is set to English.

Just tested with every mod off but this one to confirm. After removing "+{1_Value}" from the text file as well as all the <replace> lines for english and every other language, the mod finally stopped breaking the localization and returned my UI to English.
Smelldiver_2 Jul 16, 2020 @ 5:00pm 
Gave this an award because this mod came in clutch. I like the loyalty system, but it was too dramatic. I didn't want it entirely removed, just scaled down. Neutral about the emergencies changes because i really dont care about it
sjtimmer7 Jun 8, 2020 @ 11:35am 
Is there a mod that increases the number of emergencies? And also increases number of Betrayals...
Flutterdyke Jun 21, 2019 @ 12:04pm 
I'd love to see an update to this mod and possibly have it split into two separate mods. I play with this mod constantly and in large part as a result of that Emergencies have never interested me as a player.
SasquatchBrah Jan 9, 2019 @ 3:14pm 
So, I edited the mod a little bit to my liking. First I added back in rewards at half values (the emergencies are one of the most interesting gameplay mechanics of R&F and I don't want to make them pointless). I also put the loyalty range to 300 since I don't personally have trouble keeping cities with proper strategy (respective policies, governor Amani, garrison, short wars, etc). That's just so the AI aren't constantly flipping each other's cities which annoys me to no end.
Atilly Nov 14, 2018 @ 9:13pm 
Hey! Would it be possible to include a separate mod that makes the emergencies 25 turns instead of 20? How would I go about doing that if I wanted to?
yakhdanDOWN! Sep 26, 2018 @ 1:32pm 
Would it be easy to make a similar mod that just increases the likelihood the CPU accepts emergencies?
Tiramisu  [author] Jun 14, 2018 @ 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, 2018 @ 2:50am 
Only attack the previous owner civ until attacked by another nation*, I should say.
layton452 Jun 14, 2018 @ 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, 2018 @ 9:57am 
No sorry I meant this is too much of a nerf.
Eden Elvis May 2, 2018 @ 10:44am 
Amazing! thanks
Tiramisu  [author] May 2, 2018 @ 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.
Eden Elvis May 2, 2018 @ 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, 2018 @ 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?
Eden Elvis May 1, 2018 @ 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, 2018 @ 7:17am 
@Faysal: So you want even less gold rewards?
Faysal Apr 1, 2018 @ 6:55am 
Naaah... nerf.
Tiramisu  [author] Mar 28, 2018 @ 9:16am 
Ok, I can try to balance the gold reward a little bit.

I know that the maximum loyalty 600 is a bit too high, but I have found no other good way to make sure the target city does not flip during an emergency (I could only use the same loyalty modfiier that is used for the statue of liberty for maximum loyalty).
Firaxis tried to avoid the city flipping by giving it a lot loyalty pressure per turn, but it also affects other cities near the target city, which is not a very good idea. So I think my solution is better.