In my more recent games (single player), the AI is really weird about capturing disparate settlements from rivals or neighbors and not connecting them. I don't feel like fighting a war to take a settlement I don't want, with no other way to return it to the previous owner without having to ACTUALLY declare war against them just to open up the negotiation table.
#Please return Loyalty or give the choice to Puppet or Liberate captured Settlements
21 messages · Page 1 of 1 (latest)
https://discord.com/channels/1307104947426295818/1357794117161320478, well it's very similar
I hate it when theres a random enemy city in the middle of my empire, returning the loyalty system would be so nice 🥹
Oh yeah, puppet cities sound like a great idea. But I feel like towns could really use a rework — they’re a bit boring right now. Developing them doesn’t feel all that satisfying, in my opinion.
Maybe there could be a puppet town specialization that doesn't count towards settlement limit but has reduced yields? Could even give it a gold/influence malus if ever it happens to be too OP
Towns are meant to reduce micromanagement so increasing their interaction could get complaints too.
I do have an idea to make them a little more interesting though. Perhaps over time, towns could "level up" which lets them upgrade their specialization or even get an extra one, allowing for multiple specializations with enough investment, maybe after having produced enough happiness surplus over a long period.
It'd at least incentivize investing in towns more rather than just being something you forget about once they have specialization.
Also when the town levels up, they should be cheaper to convert to city.
I can't vote for this because I think loyalty would be a bad mechanism in a game where one age (exploration) is centered around exploring, settling and conquering distant lands that are far away from your home.
I'd be down for puppeting or liberating capturing settlements though.
One upside of the Ages system is that systems can be turned on/off by age. I think loyalty could make a lot of sense for Antiquity only.
It would even make homelands more interesting in Exploration because it would “open more of the map” with the removal of loyalty pressure.
Fair. Though loyalty IS in the game, but only for a specific Antiquity Crisis
With a completely different mechanic though, not loyalty pressure from neighbours
I hated the loyalty mechanic, but would love the option to return cities to previous owners, especially for city states (I'm not sure, but I think you cannot liberate city states at the moment)
I didn't know loyalty was a popular mechanic from 6. I've never enjoyed it personally.
I hope they don’t bring back loyalty. It’ll just hinder the amazing combat system they created. Domination is finally fun and less tedious.
Loyalty is the worst feature of civ6. I hated pretty much everything they added in Rise and Fall. Please no.
No loyalty. No governors. No emergencies. Basically take everything that was done in Rise and Fall and don't do it again.
Bump
Make puppet cities great again
I would very much like the option to liberate settlements that used to be ips
Please some sort of loyalty system. Tie it in to connected settlements from your trade network or something. Like settlements not connected to your trade network suffer a % happiness penalty or something so that it has to be connected or you have to be making a lot of happiness
Now this I could get behind. Not just outright loyalty. But a good mechanic with trade would be nice.
Honestly would also probably buff ai since they would have a more condensed empire and therefore stronger. Since it's bad to not be connected to your trade network
I'd also add religious connection to it. As of now religion on a settlement doesn't mean much out of crisis time. But it could actually make the settlement lean towards the civ that hosts the religion's capital. Doing this would incentivize players to do religion play. For now religion is all about grinding relics, and has no other use.