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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~
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?
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