We have the following mechanics:
- If food goes below zero, loyalty drops
- If loyalty is too low, rebellions can happen
Contributing problems:
- If owner is not same culture, there is a -3 to loyalty (partially mitigated by a same-culture governor)
- Donating tons of food does not make a city not starve. It simply adjusts one of the indicators upwards.
- When loyalty is low, nothing can be built and projects do not give bonus. Not even paying to boost production would do anything.
- Nobles do not at all support loyalty boosting policies
As it stands, the game does not give people any good way to dig themselves out of a town with low loyalty and food. The game mechanics go out of their way to kick you while you are down, which is frustrating and not good in terms of game design.
Recommendation:
- Allow food to be donated directly to city
- Give loyalty bonus for doing quests for town and villages as well as defending raids
- Give owner option to bribe loyalty.
- If food goes below zero, loyalty drops
- If loyalty is too low, rebellions can happen
Contributing problems:
- If owner is not same culture, there is a -3 to loyalty (partially mitigated by a same-culture governor)
- Donating tons of food does not make a city not starve. It simply adjusts one of the indicators upwards.
- When loyalty is low, nothing can be built and projects do not give bonus. Not even paying to boost production would do anything.
- Nobles do not at all support loyalty boosting policies
As it stands, the game does not give people any good way to dig themselves out of a town with low loyalty and food. The game mechanics go out of their way to kick you while you are down, which is frustrating and not good in terms of game design.
Recommendation:
- Allow food to be donated directly to city
- Give loyalty bonus for doing quests for town and villages as well as defending raids
- Give owner option to bribe loyalty.