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Sid Meier’s Civilization VI: Rise and Fall – Loyalty

7 February 2018, Wednesday, 22:41:58

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Loyalty

Cities now have individual Loyalty to your leadership – let it fall too low, and face the consequences of low yields, revolts, and the potential to lose your city. But one civilization’s loss can be your gain as you inspire Loyalty among cities throughout the map and further expand your borders.

 

• Loyalty is the measure of how much your city’s citizens want to stay as part of your empire and is gauged from 0 to 100. If the cities’ loyalty drops to zero it will revolt, and the city will be lost, switching allegiance to a free city that can go to another empire. Even before the counter reaches 0 the city will face lower yields from resources.

• Loyalty can be gained through many ways, including keeping your cities’ Happiness up or installing Governors, and receives bonuses in your Capital. Certain Cultural Alliances with neighboring Civilizations can also prevent high Loyalty from their cities negatively impacting your cities in close proximity.

• Loyalty can be lost due to Unhappiness from your citizens (due to factors such as lacking Amenities) or from nearby cities from other Civilizations having higher Loyalty.

 

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