Let's talk about Leader loyalty....
It is an interesting mechanic, yet doesn't feel complete.
It seems that when Leaders are generated, there is a random loyalty value assigned. (have no details on the precise range of values but seems to be somewhere in the 30 - 90ish range)
Assigning a Leader as a Planet Governor seems to incur a loyalty penalty for some reason. Maybe they hated having to relocate to a remote planet for the position? idk It is not appearant if the Leader recovers the initial loyalty hit, over time in the position. (that would be nice if it is the case...)
You would think that assigning a Leader to a cabinet position would incur a loyalty boost, but does not seem to be the case.
Also, being involved in a long-term conflict would, logically, impact the ship commanders. But no on this as well.
As far as increasing loyalty, there are only a limited number of ways to increase a Leader's loyalty throughout most of the game - with many of these only being a temp buff.
- Harmony Crystals (which totally sucks if you don't have a production source for this expensive crystal)
- Governor's Mansion (but only boosts the loyalty for the assigned Governor, and the boost is removed if reassigned)
- Government Policy (there is at least one that affords a temp, global boost to Leader's loyal)
- The occasional event that provides a perm loyalty boost outcome for a specific random Leader, albeit at a cost.
- Individualism : Autonomy +10 Loyalty
In general, the loyalty system seems overly dependant on Harmony Crystals, as the sole way a player can permantly improve a specific Leader's loyalty value. There really needs to be 1 or 2 other alternative resources to fill this role as well.
I know that Leaders, in general, are a very limiting factor in the game that are required for practically everything. It can be argued that Leaders are the most valued and important resource in GC4. As a result, getting a string of very bad loyalty roles via the recruitment pool can be devasting (especially early on ) - sometimes with no way to recover!
I have encountered this more than once and opted to just quit and restart the game rather than risk purchasing and then assigning a large number of disloyal Leaders. Even when done on a limited basis (like maybe 1 disloyal Leader), it is only as a stop-gap measure until they can subsequently be replaced.
Additionaly, it would be nice if there was an Executive Order (like publically honoring a leader) that could be used to permanant increase a specific Leader's loyalty, but I do not see that here:
https://wiki.galciv.com/index.php?title=GC4_Executive_Orders_Table
It's weird because you'd expect a leader to really enjoy ruling a planet as opposed to being a member on a cabinet. The former has autonomy and power, which hey, that goes right into this being an incomplete mechanic...
You sure wouldn't want someone disloyal having control of a particularly powerful planet with military resources, an army, access to a shipyard, all that jazz.
I mean, it's all reversed with the governors mansion building that gives +20 loyalty, but still definitely weird. I expect they have future plans for this.
Never really understood why a Leader takes a loyalty hit when assigned to govern a planet. I also expected it to increase, rather than decrease their loyalty.
I think I found the Loyalty range in GlobalDefs.xml
Appears I guessed correctly.
I hard-support the idea of leaders taking a loyalty hit when they have to govern. In my country, the UK, it seems like it is the titles and influential positions (in factions, cabinet ministers, etc) which are coveted, but the last thing somebody in the government wants to do is actually govern, because that would be hard work.
Perhaps it is the word "Leaders" that makes this feel iffy for people. I certainly don't know anybody who would describe most of these people as "leaders" in real life. More like "influencers", "elites", "manipulators", or simply "politicians". I understand why the game will obviously retain the use of the word "Leaders", because it is a game and that obviously feels right, but yeah, substitute any of those other words and suddenly an unhappy governor makes much more sense.
As for the real meat of this topic, I do agree Loyalty feels unfinished, but only because I'm excited to see more. I already enjoy trying to build up a Harmony Crystal economy (be it gathering or trading/purchasing them), and gradually boosting everybody's loyalty to a point where the "Extort Governors" EC doesn't feel too risky, but I'd like to be doing it for more reasons than this EC alone. (Again, Extort Governors feels VERY much like Stardock are trying to evoke a feeling of a bunch of rat-like or baboon-like characters all fighting for influence/power, rather than actual "leaders" with their Leader system, and it's just named that way for simplicity. Hey, what if they just named it "Characters"?).
I want there to be more reasons to buff up the loyalty of my ministers, diplomats and faction characters, so I hope an expansion comes along soon which fleshes all that out.
I got some crystal.event where I got to select "get 20 harmony crystals", and I was set for the whole game.
It would make better sense if governors' loyalty was dependent on the distance to the capital world. I would even throw in the number of colonies that send resources to the governed world if it's really distant. This could be mitigated by spending control for that particular planetary region. You could even give a boost to civs that are totalitarian, collective, and such. Just my thoughts.
I know, right?
Whenever I get that event, I always pick the "get 20 harmony crystals", no matter the consequences.
Governing parts of an island already governed by someone else might not be a great comparison. Despite the same name, they aren't the same role.
We'd expect the leader of a planet to have a much larger degree of autonomy. It'd be closer to a feudal lord where the governor has complete autonomy over how their planet is run and is expected to provide taxes and production to the empire as a whole. It doesn't have to be this way, but given core planets can't even exist without their own governor, and given how transit times would make a more centralized governance impossible outside of a few special races, I feel comfortable saying the governors enjoy a position of great power and freedom.
While a cabinet member may have the attention of the faction leader, they are just a bloke on the payroll with little power of their own. While the governor of a core planet has enough power between their planets resources and local armed forces to demand a faction leaders respect and care. They could (and should) be able to just declare their independence if they aren't loyal and feel they have enough power. They could even attempt to seize the capital for themselves.
I was addicted to Dune Spice Wars before this. I had plenty of autonomy as governor of Arrakis. And I paid my taxes to the Imperium when I so chose to. . As the Fremen, of course, the Imperium had to pay taxes to me, the planet governor--if they wanted any spice.
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