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Militia Generation makes no sense (to me anyway).

Posted: Fri Oct 12, 2012 10:15 pm
by Turbo823
Having played this game several times, I am not understanding why certain states go from 3 - 4 militia units to zero. One minute I have leaders with militia and militia garrisoning, the next minute none. The worst examples are the Virginia and North Carolina militias which can go from several Rebel units to none. Greene went from 6 militia units to all by his lonesome. That makes zero sense to me. I understand that militia have short term enlistments but not every militia disbanded the minute the enlistment period was up, and certainly not if there was British regulars in control or present in a state.

Posted: Sat Oct 13, 2012 2:42 am
by Durk
Some portion of the Colonial force and the Tory force, militia and regular, go home each December. This is a very accurate portrayal of how these forces would exert their 'rights' and vote with their feet. Each unit has an individual decision made about whether to stay or go. You may have noticed in the ledger, you can spend 15 EP to lower (as the Colonial) or raise (as the British) the chances units will go home or stay. This was a perennial problem for Washington and a frustration for the British, the fickleness of the troops.
A most famous example of what the game attempts to capture with militia disappearing is Washington's attack on Trenton with only a week left in the enlistments of many of his troops before their it ran out at the end of December.

Posted: Sat Oct 13, 2012 3:11 pm
by Turbo823
Durk wrote:Some portion of the Colonial force and the Tory force, militia and regular, go home each December. This is a very accurate portrayal of how these forces would exert their 'rights' and vote with their feet. Each unit has an individual decision made about whether to stay or go. You may have noticed in the ledger, you can spend 15 EP to lower (as the Colonial) or raise (as the British) the chances units will go home or stay. This was a perennial problem for Washington and a frustration for the British, the fickleness of the troops.
A most famous example of what the game attempts to capture with militia disappearing is Washington's attack on Trenton with only a week left in the enlistments of many of his troops before their it ran out at the end of December.


Does the leader's charisma help or hurt the chance of them staying? That 15 ep spend is worth trying - thanks for the tip.

Posted: Sat Oct 13, 2012 3:31 pm
by lodilefty
The underlying game mechanics for this is AutoRaise.

To "look under the hood" and see how it works:
http://www.ageod.net/agewiki/AutoRaise

Posted: Sat Oct 13, 2012 10:12 pm
by Durk
Turbo823,
You might note from the parameter formulas lodilefty shared with you that leadership does not effect units remaining. However, certain leaders do effect the raising of units.