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Habeas Corpus

Posted: Sun Jun 15, 2008 4:34 pm
by beresford
Can anybody explain what the point of this is. I found out that you have to use Martial Law in captured territory (for most of the game!) in order to use the rail net, but HC doesn't give you this benefit (does it?).

Posted: Sun Jun 15, 2008 5:23 pm
by Hobbes
beresford wrote:Can anybody explain what the point of this is. I found out that you have to use Martial Law in captured territory (for most of the game!) in order to use the rail net, but HC doesn't give you this benefit (does it?).


I've never bothered with this. I just station a unit or two in any captured area and you can soon use the railroad.

Posted: Sun Jun 15, 2008 6:20 pm
by Bertram
I have tried the Habeas Corpus option.

If you use it in states where the population is against you, your influence will slowly go up. It isnt worth it though, as you loose the VP for that state.

Some stange things: with Habeas Corpus suspended the loyality goes up to 15%, with the more severe Martial Law it goes up to 30%.

So in real contrarian states you can start with the lesser option, wait till the loyality hits 15%, and switch to the more severe option - seems strange to me.

As soon as you stp the Habeas Corpus suspension, the people really start disliking you again... about twice as fast as the population turned in your favour.....

Not clear is if the average of the state goes up (to 15%), or the lowest of the regions goes up to 15%. The last would be more logical, but the first seems to be the case (as I never have got the state loyality over 15% using the option, even if it was already 13% before using it). Nor is it clear which region are influenced: probably the ones you have more then a certain % occupying power?


I would suggest the following:
with Habeas Corpus suspended the loyality goeds 1% up each turn (alternative: there is a 75% chance is goes 1% up) in those region below 30% loyality, in which you have more then 50% control. Maximum loyality is 75%, in regions with higher loyality it goes down the same amount. You get no VP for towns in the state.
With Martial Law in effect the loyality goes up by 2% each turn, to a maximum of 25%. Maximum loyality is 60%. Negative VP for towns in the state (exact numbers up to tweaking).


This way there is a reason using Martial Law (it is more effective) and a penalty. Also, like in real life, you switch back to the lesser option once the Martial Law has had some effect. And the effect is fast enough that it actually makes a difference (in the current situation it takes about half a year to get loyality from 10 to 15, and that isnt a difference you really notice).

Posted: Sun Jun 15, 2008 7:32 pm
by Eoghammer
on Martial law, you give the VP of the state to the opponent :p leure:

Posted: Mon Jun 16, 2008 8:28 am
by Carnium
Interesting. I learn new things about this game almost every day. Now I finally know where the darn confederates get their VPs. :grr:
So it is the best to use full liberties all the time ?

Posted: Mon Jun 16, 2008 10:17 am
by Le Ricain
I generally use Martial Law in Maryland when playing as the Union. Maryland soon become loyal to the CSA. This means that the state needs to be garrisoned in order to make sure that Military Control does not slip to CSA so that RR and supply lines remain open. The loyalty will increase by 1 - 2% per turn. Once loyalty gets above 50%, Military Control will now not slip southwards if there is no garrison.

Posted: Mon Jun 16, 2008 5:38 pm
by Jabberwock
Carnium wrote:Interesting. I learn new things about this game almost every day. Now I finally know where the darn confederates get their VPs. :grr:
So it is the best to use full liberties all the time ?


Yes. ML & HC, can only get you up to 30% and it takes a looooong time. At 30%, the state is still disloyal, you lost all the VP you would have got when you had HC going, and gave about the same amount to your opponent when you had ML going.

The policy I use is full liberties all the time, with militia along the rail lines and regular troops (reminder - buy more zouaves) garrisoning the strategic cities.

Posted: Mon Jun 16, 2008 6:32 pm
by Banks6060
I would certainly disagree. Loyalty of 1% per turn means 1 year of occupation and you've got relatively little problem keeping the rail lines open.

You've always got time. Wait for the citizenry to take your side (get tired of their fathers, sons and brothers getting killed) and THEN use Full Liberties to rake in the Victory Points. You're not going to win the game on VP alone anyway.

Better to use the options that are better for your military operations instead of wasting militia on the rail lines when they could be garrisoning important strategic cities. :)

Posted: Mon Jun 16, 2008 6:51 pm
by Jabberwock
You need military control in a region for the loyalty options to have an effect. If the region is disloyal, that means a semi-permanent garrisons along supply lines anyway. The garrisons do have an effect on loyalty, just not as big as the options. The forward militia provide an additional buffer against raiders. Better to just secure supply lines and save the VPs.

Loyalties

Posted: Mon Jun 16, 2008 6:52 pm
by captainmatt
As a General Rule, if the loyalty is below 20%, I use martial law.

21%-40% Habeas Corpus

41%+ Full Liberties

Its just a general rule mind you, but seems to work ok.

- Capt. Matt

Posted: Mon Jun 16, 2008 7:47 pm
by Banks6060
Jabberwock wrote:You need military control in a region for the loyalty options to have an effect. If the region is disloyal, that means a semi-permanent garrisons along supply lines anyway. The garrisons do have an effect on loyalty, just not as big as the options. The forward militia provide an additional buffer against raiders. Better to just secure supply lines and save the VPs.


Hardly. "Passive, Retreat" combined with "Evade" and cav get into the region without making contact and can cut the rail lines anyway. Only difference is that the repairs can be made one turn faster. Certainly a worthwhile use for placing garrisons along your rail line, but still not as good as beefing up security at your depots etc. IMHO.

My main point is that VP won't win you the war any faster. Yeah they're good for money, but as the North you've got plenty of money as is. VPs are counted on Jan. 1866 regardless...might as well force loyalty and guarantee it for late in the game. Or of course just take all objective cities before that. Otherwise VP's don't matter. Again that's my opinion.

Posted: Mon Jun 16, 2008 8:43 pm
by Jabberwock
Looks like you've put some thought into it (and a few other things as well). I'd like play a one-on-one PBEM with you after the GC is over. Of course, that may be awhile ...

Posted: Mon Jun 16, 2008 9:54 pm
by Banks6060
Jabberwock wrote:Looks like you've put some thought into it (and a few other things as well). I'd like play a one-on-one PBEM with you after the GC is over. Of course, that may be awhile ...


"I'm yur huckleberry" :cool:

That will be a LONG time. Perhaps I will have learnt some of your tricks by then :niark: