![]() That means if there are no other modifiers or things influencing that city's pressure, then its Loyalty score will be dropping by 12 points (20 minus 8) per turn. And it'll get the bonus from your Governor of 8 Loyalty towards your Civ. It'll probably get the maximum pressure (a score of 20) from that other Civ's citizens, seeing as citizen Loyalty pressure seems to rack up very quickly. Say you found a city really close to another Civ and quite far from your nearest city, and then put a Governor in it (let's assume it's not the Diplomat one for now to keep it simple). There are all kinds of things that can influence it - we'll list those just below - but here's a quick example: The Loyalty tab is crucial for managing new cities in particular. So far, it's not been possible to really tear down the system and figure out exactly what the numbers are beneath it that affect a given city's Loyalty to you, but the most important point to know is that a city's loyalty is decided by subtracting the negative influencers from the positive. The AI normally sniffs out this opportunity to claim a city very quickly and gets straight to work on it, so you'll need to act fast. To convert a Free City to your Civ you can do two things - increase Loyalty pressure on it from your Civ, until it swings into your control, or conquer it with military force. ![]() It'll spawn a couple of basic military units and boot any of yours out of its boarders if it does revolt, and then any Civ can conquer or convert it to their own without suffering any warmonger penalties. ![]() When a city's Loyalty score drops to its minimum, that city will revolt, turning it into a "Free City", which is basically a mini Civ of its own that's waiting to be conquered or converted to the loyalty of another. Loyalty looks, and works, a lot like Religious pressure does. Loyalty works a lot like a combination of Religion and Amenities, with cities receiving "pressure" from others citizens nearby that are loyal to one Civ or another.Įach city you found or conquer will have a Loyalty score, visible under the city's name in-game when you're using the Loyalty lens or on the Loyalty section of the city details tab where you usually find things like Amenity and Housing details, too. With that in mind, we'll explain them both in this section, starting with Loyalty. Governors and Loyalty are technically separate systems, but they're closely linked, with certain Governors like the Diplomat having Loyalty-specific traits, and the use of Governors in general being an important part of maintaining city Loyalty. crack on!Ĭivilization 6 Interview - 18 minutes with lead designer, Ed Beach (plus some new gameplay) Civilization 6 Loyalty and Governors explained You can find information on most of the Governors' various traits in-game, so here on this page we'll be explaining Governors and Loyalty as systems in general, as well as giving you tips for how to earn Governors, and how to raise Loyalty through other means, too.Ī quick note: we've refreshed out Civ 6 guides for the game's launch on Nintendo Switch, but just be aware that they contain information regarding the Rise and Fall DLC as well as the base game, which means some things only apply if you have that DLC! Otherwise. Loyalty and Governors in Civilization 6's Rise and Fall expansion are two new mechanics that neatly tie together to make one of the most interesting new systems in the game.
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