There are six races in Rising Empires 2 and each race living in a settlement is called a population group. For example, a city with 2 000 Ende and 10 000 Greenskins will consist of two population groups; one with Ende and one with Greenskin civilians. This means that a town or city can have from 1 up to 6 population groups.
Each population group has its own loyalty value. The loyalty value range from 1 (open rebellion) to 100 (godlike) and is a value of how loyal this group of civilians is towards the glorious Emperor. The maximum loyalty in a population group at the start is 65 (50 is counted as the base loyalty) and can be increased with buildings, technologies and more… As there can be many population groups in a settlement one race can be very loyal towards the Emperor while another can be close to open rebellion.
Settlement loyalty – This is the average loyalty value of all population groups in a settlement.
Empire loyalty – This is the average loyalty value of all settlements in the empire.
There are three different types of actions/events that influence the loyalty of a population group. These are general effects, racial effects and special events.
General effects
General effects are mostly controlled through the ‘end of turn’-adjustments and are normal changes on loyalty depending on the situation in the empire and the specific settlement.
Positive effects:
- Each turn all population groups of the empires own race increase loyalty with 1 in garrisoned settlements (non-empire races do not receive this loyalty bonus).
- If a population group eat its maximum food, 2.0/civilian (1.6 for Krant), it increase loyalty with 1 each turn.
- The Palace (only in the capital) makes all population groups increase loyalty with 2 every 5th turn.
Negative effects:
- Each turn all population groups of another race than the empires own race decrease loyalty with 1 if there is no garrison (for Greenskin empires this include their own population).
- If a population group eats less than its wanted food consumption, 1.5 foods/civilian (1.2 foods for Krant), it decrease loyalty with 1 each turn (Greenskins decrease loyalty with 2).
- If a population group starves the loyalty decreases with 5 each turn.
- Wrong level:
- If a population group is located on a level that the race does not prefer the maximum loyalty value decreases with 25 (unmodified maximum loyalty 40).
- If a population group is located on a level that the race does not prefer the loyalty will decrease with 1 each turn. This effect can be canceled by building a Lighthouse (Netherworld) or a Meeting cave (Surface).
- All population groups excl. Ende decrease maximum loyalty with 10 if there is a population group with Ende in the settlement (Ende is hated/feared by all other races).
Notes – The general idea with these effects is that the empires own race will slowly increase its loyalty to the emperor (+1/turn) while conquered races will keep their status quo until poked at. It’s assumed that settlements will be garrisoned and all civilians will be fed at least their wanted food rations.
Settling the wrong level, for example if a Human empire builds settlements in the Netherworld, might be a very good strategic decision but it will have effect on their loyalty. This is remedied by constructing a special building but can also be countered by a good food situation or keeping the settlement garrisoned.
Racial effects
All races have their own preferences for what they consider a good life. The majority of the racial effects can also be achieved for conquered races except for the Ende/Krant which only can be achieved by their own empires.
- Dwarf population groups increase loyalty with 3 every 5th turn if at least 70% of the possible buildings in a settlement consist of economic buildings.
- Elf population groups increase loyalty with 3 every 5th turn if at least 70% of the possible buildings in a settlement consist of buildings that give research bonuses.
- Ende population groups in Ende empires increase loyalty with 3 every 5th turn if there is at least five non-Ende for each Ende in a settlement (when Ende rules they want their slaves).
- Greenskin population groups increase loyalty with 3 every 5th turn if the settlement has at least one city walls, one barracks and a strong garrison (number of soldiers equal or more than 10% of the total settlement population).
- Human population groups increase loyalty with 3 every 5th turn if at least 40% of the possible buildings in a settlement consist of economic buildings and 40% consists of buildings that give research bonuses (80% total).
- Krant population groups in Krant empires increase loyalty with 3 every 5th turn if the settlement has at least 1 breeding lair for each settlement level (small town = 1 up to capital = 5), i.e. larger settlements require more breeding lairs.
Special events
Special events are game events that affect the loyalty of your population groups. Sometimes only a single population group is affected and sometimes your whole empire. Capturing or losing settlements, for example, will influence the loyalty of the whole empire.
Positive effects:
- The whole empire:
- When a settlement (not outposts like watchtowers and castles) is captured from another empire all population groups in the empire increases with 5 loyalty (capturing a capital makes all population groups increase with 10 loyalty).
- Settlements:
- When an empire liberates a settlement originally settled by itself loyalty is returned to 50 for all population groups in the settlement.
Negative effects:
- Settlements:
- If a settlement is raided all population groups in the raided settlement decreases loyalty with 10.
- If a settlement is conquered all population groups in the conquered settlement decreases loyalty with 25.
- If a Capital is conquered all population groups in the former capital is set to 1.
- The whole empire:
- When a settlement (incl. capital but not outposts) is lost to another empire all population groups in the empire decreases loyalty with 5.
Notes – Again, as with the general effects, it’s always good to garrison settlements and to keep the loyalty as high as possible. Otherwise an enemy raiding army might push into your empire and not only capture undefended settlements but also lowering the loyalty of the whole empire.
Courthouses and other loyalty buildings
There are two types of loyalty buildings; those that increase the maximum possible loyalty in a settlement and those that increase the actual loyalty value.
Examples of loyalty buildings:
- Courthouse – Courthouses bring law and order to settlements and increases the maximum loyalty in a settlement. Unlimited amounts of courthouses can be constructed in each settlement. The earliest type, Courthouse I, increase maximum loyalty with 1 for each courthouse and allow a settlement to reach popular loyalty. Courthouse II, III and IV increase maximum with +3, +5 and +10 respectively.
- Red district – This is the heart of shady entertainment in the settlement with brothels and casinos. A red district increases the loyalty of all population groups with 3 every 5th turn. Only one can be built in each settlement and it can only be built in cities, province capitals and capitals. The large amount of crime that that follows when creating a red district decreases the maximum loyalty with 3.
- Arena – The arena is the heart of all contests and games in the settlement, ranging from theatre to gladiator battles to the death. An arena increases the loyalty of all population groups with 3 every 5th turn. Only one can be built in each settlement and it can only be built in cities, province capitals and capitals.
- Lighthouse/Meeting cave – These are two special buildings required for a race to feel more at home when living in the wrong level. The Lighthouse, for example, brings some light to Netherworld settlements. These buildings cancel the loyalty penalty for races living on the wrong level. Only one can be built in each settlement.
- Festival – This is a special kind of building project and upon completion gives a one time bonus of 5 loyalty to all population groups in a settlement. No building will be added to the settlement. It takes 5 turns to complete a festival.
Effects of loyalty on your Empire and settlements
Loyalty affect how a population group contribute to the empire, how much taxes/research that are collected, if it’s possible to train new companies and more. There are several loyalty levels:
- Loyalty 98-100 – Godlike
- +25% tax income from the population group
- +25% (minimum of 1) RPs from settlement if total settlement loyalty is inside this range
- Loyalty 81-97 – Devotion
- +15% tax income from the population group
- +15% (minimum of 1) RPs from settlement if total settlement loyalty is inside this range
- Loyalty 66-80 – Popular
- +5% tax income from the population group
- +5% (minimum of 1) RPs from settlement if total settlement loyalty is inside this range
- Loyalty 35-65 – Normal
- No effect!
- Loyalty 20-34 – Unpopular
- -25% tax income from the population group
- -25% (minimum of 1) RPs from settlement if total settlement loyalty is inside this range
- -50% build time when setting up new companies if total settlement loyalty is inside this range
- -25% build time when setting up new buildings if total settlement loyalty is inside this range
- Loyalty 4-19 – Hatred
- -50% tax income from the population group
- -50% (minimum of 1) RPs from settlement if total settlement loyalty is inside this range
- -75% build time when setting up new companies if total settlement loyalty is inside this range.
- -50% build time when setting up new buildings if total settlement loyalty is inside this range
- Loyalty 1-3 – Open rebellion
- No tax income from the population group
- No RPs from settlement if total settlement loyalty is inside this range
- Can’t build companies if total settlement loyalty is inside this range
- -75% build time when setting up new buildings if total settlement loyalty is inside this range