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Civilization vi free
Civilization vi free













civilization vi free

Of course, military conquest will result in ending the Emergency itself, and cancel these points.Įxample of pressure from nearby citizens To ensure that this city remains owned by the actual target of the Emergency and doesn't flip before it ends, it will receive an extra 20 points of Loyalty for the duration of the Emergency. There is a special case which occurs when a city someone just conquered becomes the reason for an Emergency (a "Free this city" type of mission). Other factors (happiness, religion, etc.), however, will still build upon this pressure, potentially resulting in a total Loyalty per turn well over +20. In other words, even if nearby cities have enough Citizens to exert more than 20 points of pressure, the final effect won't exceed +20 or -20. This final pressure value is capped at ☒0. Pressure from Nearby Citizens = 10 * (Domestic - Foreign) / (minimum of + 0.5) The Bread and Circuses project from a nearby Entertainment Complex or Water Park also has the effect of doubling the Population count, so a Bread and Circuses project in a highly populated city can be very powerful. A city always exerts its own domestic pressure with the Distance Away set to zero. Note that a Capital is counted twice: the first time with its Population affected by the Age Factor and the second time it is assumed to be in a Normal Age. Where Age Factor is 1.0 for Normal Age, 0.5 for Dark Age, and 1.5 for Golden or Heroic Age. The Age each civilization is currently experiencing also impacts:ĭomestic Pressure = Age Factor * Sum of įoreign Pressure = Sum of Each unit of Population exerts pressure proportional to its distance away - the amount of pressure diminishes by 10% per tile away from the home city. The calculation is done in two stages: firstly pressure from your own neighboring citizens and pressure from foreign neighboring citizens are calculated, then secondly a comparison is performed to determine the final pressure value.

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Only civilizations' cities within 9 tiles of the city can impact the pressure from nearby citizens, and Free Cities and city-states have no impact. The pressure from nearby citizens is a metric calculated for each individual city dependent upon its neighboring cities' populations of the same civilization compared against the neighboring cities' populations of foreign civilizations.

civilization vi free

The following factors are all cumulative that means that a combination of all could potentially achieve a Loyalty pressure of 40+ for a given city. Loyalty lens Main article: Lens (Civ6) Factors affecting Loyalty They have a special extra Loyalty feat which gives a bonus to resisting pressure from nearby civilizations. Note that it is possible to flip another player's Capital! Of course, since it exerts extra Loyalty on its own, you will need to achieve really big pressure: removing their own pressure by eliminating their other cities, and possibly surrounding it with your own cities from every direction.Ĭity-states are a special case within the Loyalty pressure system. If a city reaches 0 Loyalty or less while continuously receiving negative Loyalty per turn, it will revolt and break away from the empire which owns it, turning into a "Free City" (see below). Thus low Loyalty, even without falling further, will still cripple a city's development! You should try your utmost not to let Loyalty fall below 26. Valladolid has low Loyalty and is about to revolt against Scotland.

  • Unrest (1-25): no Population growth, -100% to all yields, meaning that the city effectively becomes non-functional.
  • Disloyal (26-50): 25% Population growth, -50% to all yields.
  • Wavering Loyalty (51-75): 75% Population growth, -25% to all yields.
  • The current Loyalty of a city is described by several stages with relevant gameplay effects:
  • The effect of domestic and foreign Governors.īelow you will find a more detailed breakdown of these factors.
  • civilization vi free

    The Loyalty change per turn is decided by the summed contribution of four factors: The situation may become so serious as to completely cripple city life - population growth will stall, scientific and cultural contribution will stop, and even standard production will become a burden! And If the situation persists, the city will rebel.Įach city has a Loyalty score which is a value between 0 and 100, and a Loyalty change per turn. Loyalty has far-reaching consequences with serious gameplay effects below a certain point, Loyalty problems will start affecting the city's economy as the ruling class starts disagreeing with local government officials. Loyalty applies to each city of each civilization individually and represents how much political control that nation has over the city's ruling class.

  • 2.1.1 Example of pressure from nearby citizens.














  • Civilization vi free