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Civ v fountain of youth
Civ v fountain of youth











civ v fountain of youth

  • +5% Loyalty if the city has a Connection.
  • +1% Loyalty per excess Happiness (with Happiness).
  • +1% Disloyalty per Ideological Unhappiness.
  • +1% Disloyalty per excess Unhappiness (with Happiness).
  • +3% Disloyalty per Population when razing.
  • +2% Disloyalty per Population when starving.
  • +1% Disloyalty per Population when in resistance.
  • +0.3% Disloyalty per Population for each tile between this colony and the Capital.
  • +3%/+2.5% Disloyalty per Population (Occupied/Puppet).
  • +30% Loyalty if the Original Owner has been eliminated.
  • +20% Loyalty from Courthouse/Puppet status.
  • Captured Cities (including those with a Courthouse).
  • +30% Loyalty from being the original founder.
  • The following sources of Loyalty (and Disloyalty) are available:
  • City defects to Barbarians or, if applicable, to its original founder.
  • There are four levels to your Loyalty, with each but the Neutral level contributing toward a meter which, when filled, triggers a particular event before resetting. By default, Loyalty applies to all Cities, but in the UserSettings.sql file you may adjust this to only apply to certain types of city. Loyalty and Disloyalty are the measurement of a city's compliance to the empire. See the in-game Civilopedia entry (for now).
  • Scientific Theory (Romanticism with EE ).
  • civ v fountain of youth

  • Each Governor's Mansion in the empire produces +1 Happiness and +4 Culture.
  • The best way to deal with Organized Crime is to increase the threshold at which it emerges, via the Prison Building and the ICC Resolution. An Organized Crime emerges when two specific Crimes reach 50% of your Crime breakdown, if the city has at least 5 Population and is not in Resistance. In addition, Crime is generated from the following sources:Ī sub-feature of Crime is the emergence of an Organized Crime. Use Buildings to deal with specific areas of crime, or strike a balance with the Jail, Constabulary, and Police Station. In essence, Buildings now produce either Crime or Maintenance, and Crime, unlike Maintenance, can affect any yield that your city produces. As your infrastructure develops, so too will naturally expand the enterprise of crimes. Crimes is a revision of the Building Maintenance system.













    Civ v fountain of youth