Sid Meier's Civilization VI

Sid Meier's Civilization VI

32 ratings
Nationalism Rocks Empires
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
14.138 KB
9 Oct, 2022 @ 7:16pm
1 May @ 10:03am
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Nationalism Rocks Empires

Description
Adds a mechanic where upon researching Nationalism, cities not founded by you, but is under your control become subject to loyalty loss due to rise of nationalist ideas.

When the idea of Nationalism took off to the point the average person knew what it was, it shook the entire world, shaking old empires, as well as creating powerful new nations. The Ottomans lost Greece, and then all of their Balkan territories prior to World War I. Nationalism also saw the Spanish Empire lose Cuba and the Philippines, as both were already in the middle of a war to achieve independence by the time America had declared war on Spain. Austria-Hungary, though remaining intact, was troubled by nationalism in the Balkans, which would eventually become the trigger to the horrific war to (not really) end all wars. While Nationalism allows for neat upgrades and bonuses such as being able to form Corps, unfortunately, the historical instance I just talked about is not expressed well in Civilization VI, so I added it.

Specifically, any city you have that was founded by someone else (including conquered city-states, but not counting cities under military occupation) will now lose -4 Loyalty!

2023-07-29 UPDATE: I have added 4 new policy cards to help manage the wave of nationalism, although note that all of these policy cards are only available starting from the Atomic era civics and beyond.
  • Colonial Integration - +25% Production and +2 Loyalty to cities outside your Capital's continent not founded by you.
  • Cultural Diversity - Cities not founded by you receive +4 Culture per specialty district, and -2 Loyalty.
  • Ethnic Tourism - Cities not founded by you receive +4 Tourism per specialty district.
  • Minority Inclusion - +1 Amenity and +2 Loyalty to cities not founded by you, and -2 Loyalty to all other cities.

NOTES
MODDER'S THOUGHTS
FUN FACT: This mod took less than an hour to make lmao, implementing the function is now very simple. But yeah, this mod has been sitting on my mind for a while now, so I made it. Thankfully, it's very simple :D

PS, in my personal opinion, I recommend you should try this mod with the Happiness and Loyalty Deflation mod, I expect both will be pretty synergetic with each other!

DISCLAIMERS
  • I will not be taking any other mod creation requests, I only want to make mods of things I am personally interested in.
  • I will also do my very best to keep this mod as updated and high quality as possible, no matter what happens.
  • As an addition to the above, I have set this rule: If an update could potentially ruin a saved game you have, I will post a comment notifying everyone 3 days in advance before I update it, if it is a minor text/image change, then it will be posted 1 day in advance. (I recommend you subscribe to the comment thread of this mod so you can be notified if such changes are going to happen, also if you have any better suggestions on how I can inform people ahead of time when I will update my mod please let me know in the comments!)
  • Comments giving constructive criticism of my mod are welcome, and appreciated. Feedback is a very big reason to the effort improving the quality of the mods I make.
  • Translations of this mod are very much welcome, please be sure to contact me so we can work together and I can apply your translation.
19 Comments
Boa of the Boaians (ᜊᜓᜀ)  [author] 1 May @ 10:07am 
Greetings everyone :>
I hope you've enjoyed playing this mod, because I have great news;

I'm moving this mod out of its "experimental" phase. It has now been tested enough, and it looks like the mod has developed to the point that both myself, and the feedback to this mod are now satisfied with the way things are. Any future updates will now follow the usual rules I put for my mods. Hope you enjoy the official release of this mod now~
axatoramus 5 Mar @ 6:25pm 
Awesome!
Boa of the Boaians (ᜊᜓᜀ)  [author] 28 Jul, 2023 @ 10:30pm 
I've released an update adding four new policy cards, although as usual they are untested. If you have any problems, please let me know :>
Boa of the Boaians (ᜊᜓᜀ)  [author] 26 Jul, 2023 @ 3:25am 
Aight, no problem, and you're welcome! ^^ :steamthumbsup:
Spartak 25 Jul, 2023 @ 8:52pm 
yeah.. I think i gotta run some experiments, raising the loyalty pressure a bit from 0 + your mod to see how it goes.. i'll tell you about it when i do it, thank you friend! Best regards!
Boa of the Boaians (ᜊᜓᜀ)  [author] 25 Jul, 2023 @ 3:05am 
Hmmm, interesting question.... if I am understanding you correctly, I don't think that's possible, the best way to know for sure is to directly test it out, but I feel that's not possible since it's asking for two contradictory things to be on at the same time. The scenario I can think of is that such a mod you talked about (Which I'm working on an assumption that it works like Phoenicia's loyalty mechanic on its capital's continent, or vanilla Civ 6) is that the effects of this mod gets cancelled out
Spartak 24 Jul, 2023 @ 10:41pm 
Oh i see.. thank you Boa!

Let me tell you my situation, I think you could help me using your mod then:

I play a particular kind of game: TSL Giant Earth, 62 Civs. As you can imagine, at vanilla, European civs would be crumbling in loyalty penalties from turn 1.

So, I use a mod that effectly disable Loyalty mechanism by turning MAX_LOYALTY_FROM_NEARBY_CITIZEN to 0 and the Loyalty problem is solved.

BUT your mod really is interesting for me because Nationalism is a thing that would counterbalance some Civs that go on a domination spree like Ottomans (as you well said), or Germany while also adding more realism to the game.

So, in your opinion how could I add your mod without breaking the Loyalty status that i have now? Is it possible? What do u think?
Boa of the Boaians (ᜊᜓᜀ)  [author] 24 Jul, 2023 @ 9:05pm 
Basically it makes managing occupied cities a relief

Someone on the modding discord server warned me that this mod would make managing them hell.... occupied cities already have a -5 Loyalty on default (unless you're playing as good'ol Cyrus) so had I not made that update, you would be dealing with a -9 Loyalty for conquests after the Industrial Era
Spartak 23 Jul, 2023 @ 10:56pm 
I don't get the last update saying "Removed the Loyalty penalty for occupied cities", isn't it defeats the purpose of the mod?
Saddam Hussein 13 Jun, 2023 @ 9:02pm 
well to your credit it's a good fuckin mod of course the catholic mongolians wouldnt want to be a part of the roman empire following confucianism