Awesome post, thanks a bunch for the info. Also great graphs it is very clear that security and loyalty will be much more dynamic and not just drop for those cities that were starving+ruled by another culture.
What would also be a great visual is if you could limit a graph down to one city and put both its security and loyalty lines in so we can see how they correlate with each other.
I am also curious about if there are now ways for the player to influence these values more than the current ways of town project, building upgrades, governors, and keeping villages unraided?
Regardless if you answer these thank you for taking the time to post this!
Exactly.Interesting. I am guessing these changes will be very important for the upcoming rebellions feature too.
Yes, these balance changes also helped snowballing in a good way. Snowballing was not easy to balance, we always kept that in mind while doing these changes.if taxes and militia spawn were tied to loyalty, maybe war would be expensive and the snowballing would be less.
battle loot must be nerfed for this to be effective though.
and since you balanced loyalty, it will be even better.
Yes it is still effecting Security and effecting Loyalty indirectly. I also noticed and fixed the mini bug thereDid you keep the mechanic of nearby bandit parties affecting Security?
It was around before, but in a bugged state, so I'd like to know if that was only a placeholder.
Low Loyalty already effects tax income, relations and powers of notables and town production speed.Thanks, great post! Any chance we can get some insight into what loyalty will be used for aside from the upcoming rebellion mechanics?