Civilization 6 Loyalty and Governors explained – how to increase Loyalty and earn Governors in Civ 6

Civilization 6 Loyalty and Governors Explained

Governors and Loyalty are technically separate systems, but they are closely linked: certain Governors like the Diplomat have specific Loyalty traits, and using Governors in general is an important part of maintaining city Loyalty.

With that in mind, we’ll explain them both in this section, starting with Loyalty.

Loyalty in Civ 6 Rise and Fall explained

Loyalty works much like a combination of religion and amenities, where cities receive “pressure” from other nearby citizens who are loyal to one civilization or another.

Each city you find or conquer will have a Loyalty score, visible under the city name in-game when using the Loyalty lens or in the Loyalty section of the city details tab, where you’ll usually also find details like Services and Living place. .

Loyalty looks and works much like religious pressure.

When a city’s Loyalty score drops to the minimum, that city will rebel, turning it into a “Free City”, which is basically a mini civilization of its own waiting to be conquered or converted to the allegiance of another. It will spawn a couple of basic military units and expel any of yours from its borders if they rebel, and then any civilization can conquer it or make it their own without suffering any war penalties.

To turn a Free City into your Civ, you can do two things: increase the Loyalty pressure on it from your Civ, until it comes under your control, or conquer it with military force. The AI ​​usually spots this opportunity to claim a city very quickly and gets to work, so you’ll need to act quickly.

So far, it hasn’t been possible to really break down the system and find out exactly what numbers below affect a given city’s loyalty to you, but the most important point to know is that a city’s loyalty is decided by subtracting the value negative. influencers from the positive.

The Loyalty tab is crucial for managing new cities in particular.

There are all kinds of things that can influence this (we’ll list them below), but here’s a quick example:

Let’s say you found a city very close to another Civilization and quite far from your nearest city, and then you gave it a Governor (let’s assume it’s not the Diplomat for now to keep it simple). He will probably get the most pressure (a score of 20) from the citizens of that other civilization, since the pressure of the citizens’ loyalty seems to build up very quickly. And you will get your Governor’s bonus of 8 Loyalty towards your Civ.

That means that if there are no other modifiers or things influencing that city’s pressure, then your Loyalty score will decrease by 12 points (20 minus 8) per turn. The time it takes to rebel will depend on how much loyalty you had in the first place, but you can easily see the “turns until rebellion” indicator by hovering over the Loyalty bar under the city name in the game’s Loyalty view.

Governors in Civ 6

There are seven different Governors you can earn in Civ 6 Rise and Fall, each of which has a base trait that provides some sort of bonus, and up to five bonus traits that can be activated when promoted, similar to military units. . Here’s a quick gallery of each of them:

The immediate benefit of Governors is that when assigned to a certain city, they will increase loyalty there by 8 points per turn, which is usually enough to prevent a city from falling into revolt.

Each Governor needs five turns to settle in the city to which he is assigned (except for Victor the Castellan, who takes three), similar to how a Spy needs time to settle in a city you send him to. The effects of that Governor are not felt until they are fully established.

You should think about governors as you would government policies. They’re there to drive specific things you’re trying to accomplish, and can be cut and changed at any time (even more easily than Policies, if you’re willing to wait a few turns for them to set up), ie. You must be flexible and constantly think about its best use.

As you gain more experience with them, you should start looking for combinations to try to make. Setting Magnus the Steward in a city early on and promoting him to gain the trait that allows your city to produce settlers without losing a citizen, as well as speeding up Early Empire civics, means you can quickly bring out settlers to seize lands. nearby.

There are plenty of others: Financial Queen is obvious for boosting economic growth, but you can also take her to different cities if you’re doing really well with money late in the game, and use her presence to allow you to buy new things. Districts as your new cities focus on expanding. Meanwhile, Amani the Diplomat can gradually move from new city to new city as you expand, negating loyalty pressure from other nearby civilizations and increasing your own.

If your desire for Civilization 6 knowledge is still strong, expansion owners should take a look at our Civ 6 Rise and Fall guide hub, which takes you through the basics of everything new, while we have pages dedicated to Governors and Loyalty, plus how to earn Golden Ages, Era Points and Era Score through Historic Moments, and a full list of new Civs in Civ 6 Rise and Fall and other DLC. Otherwise, our Civilization 6 guide, tips and tricks cover the essentials before you master early, mid- and late-game strategies. We also have tips on the new Districts feature, a list of Leaders with their Traits and Agendas, plus the best ways to get Gold, Science and Faith, how to win through Religious Victory and how to get the elusive Scientific Victory and Military Domination. victory. Finally, Cultural Victory, Foreign Tourism and National Tourism are explained in depth here.

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