![]() Number of turns before low stability starts to cause reputation loss is defined in Civilian Editor > Reputation.Įnabled: The amount of reputation loss due to lack of stability is reset to zero. Reset Reputation Loss Due to Low Stability However, the War Censor game mechanic appears to specifically tackle the increasing reputation loss due to insurgents recapturing zones they had previously controlled.Įnabled: Significantly less reputation loss when insurgents recapture zones.ĭisabled: Player loses reputation when insurgents recapture zones, and the amount lost increases based on the number of times insurgents had previously controlled that zone.ĭefault: Set via checkbox in Military Editor > Soldiers. The Censor advisor (Internal Affairs Specialists / Cyan) reduces reputation loss by ~15% when insurgents capture zones. This might also reduce protests/riots?ĭisabled: Lingering unmet local concerns can cause reputation loss. Mega Brutal difficulty overrides the default, setting it to Enabled.Įnabled: Reduce reputation loss due to lingering unmet local concerns. This section covers game mechanics relating to support, reputation, and international politics.Įnabled: Unmet concerns (education, jobs, etc.) do not affect zone support.ĭisabled: Unmet concerns lower zone support (amount is determined by the ‘Opinions’ value defined in Civilian Editor > Support Level).ĭefault: Set via checkbox in Civilian Editor > Support Level.Įnabled: Include roads and security as local concerns.ĭisabled: Exclude roads and security from local concerns.ĭefault: Set via checkbox in Civilian Editor > Support Level. Initiatives can provide player with additional monthly revenue by enabling the “National Soldiers: Military Inc.” and/or “Garrisons: Blockades” game mechanics (see relevant sections later in this guide).Īdditional options for economic, inflation, and corruption, can be found in Civilian Editor. if cost is -10, player gains 10 from the initiative). If an initiative has a negative cost, the player will be given money when purchasing the initiative (eg. It allows the player to act like the “Trained Monkey” advisor.Įnabled: Player can purchase from event pop-ups (luxury hotel, garrison, museum, prioritise elections, etc.) even if they don’t have enough money (cash will go negative).ĭisabled: If the player doesn’t have enough cash, they can’t make the purchase. However, custom initiatives can use it to change the map-defined default. The base game doesn’t expose this game mechanic via an initiative, regardless of map or governor. Can be used multiple times.ĭisabled: Corruption increases to corruption risk at ‘Growth’ rate defined in Civilian Editor > Corruption. Usually only available with the Smuggler governor, but custom initiatives can use it for any governor.Įnabled: Temporarily reduces the corruption ‘Growth’ (speed at which Corruption rises to Corruption Risk). Economicĭisabled: Inflation will increase/decrease normally.ĭefault: Set via checkbox in Civilian Editor > Economic.ĭisabled: Corruption will increase/decrease normally.ĭefault: Set via checkbox in Civilian Editor > Corruption. I forget stuff really quick, so I write everything down, hence this guide. Modding Guide: Brief overview of game mechanics that can be enabled/disabled in Initiative Editor.
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