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Is garrison spawning working as intended?

Posted: Tue Apr 02, 2013 3:59 pm
by pantsukki
The manual:
"On average, city levels generate a small militia 50% of the time per level
 On average, ports levels generate a small militia 25% of the time per level
 On average, city fortications levels and Depots levels generate a garrison
militia 100% of the time per level"

in a PBEM game I just lost Genoa (lvl 4 city, lvl 1 fort, harbor) with 100% loyalty to one Pompeian cavalry unit, in addition to Faesulae (lvl 4 city, lvl 1 fort), because no garrisons were generated. Shouldn't the fort ensure the spawning?

Posted: Tue Apr 02, 2013 4:15 pm
by Bohémond
Correct Values are

City = 25%
Fort = 50%
Harbor = 50%
Depot = 100%
Castrum = 100%

Regards

Posted: Tue Apr 02, 2013 4:20 pm
by pantsukki
Ok. Does loyalty affect them anyway? Because I've experienced this before, and when I've moved to take the city back, it suddenly spawns a garrison unit for the enemy! Even with loyalty at 100% to me. Seems counter-intuitive.

Posted: Tue Apr 02, 2013 4:51 pm
by Bohémond
Loyalty does not affect AutoGarrison feature.

Regards

Posted: Tue Apr 02, 2013 5:25 pm
by pantsukki
Bohémond wrote:Loyalty does not affect AutoGarrison feature.

Regards


Shouldn't it? Seems really odd that a city that is really committed to one side (say 80%+ loyal) would just open its gates when a small enemy force approaches. And then immediately afterwards the same loyal city starts resisting its "own" faction.

Posted: Fri Apr 12, 2013 12:54 pm
by wryun
Yes, it would definitely be good if loyalty influenced AutoGarrison. Would make loyalty in civil wars far more important.