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About Loyalty ...

Posted: Sat Dec 15, 2007 7:31 pm
by richfed
In the Ledger, there is a panel where a player may adjust his loyalty levels, state-by-state.

This is an area of the game that I have very little concept of. Can someone explain this aspect of the game's strategy? Thanks!

Posted: Sat Dec 15, 2007 7:54 pm
by GShock
richfed wrote:In the Ledger, there is a panel where a player may adjust his loyalty levels, state-by-state.

This is an area of the game that I have very little concept of. Can someone explain this aspect of the game's strategy? Thanks!


I'm waiting to read about this in the 101 AACW courses from runyan.
Actually all the players i've read talking about this subject, state clearly they never made any use of it. I'd be interested too in knowing if it's of any utility at all. :)

Posted: Sat Dec 15, 2007 8:34 pm
by runyan99
That's pretty much my experience as well, that state loyalty has very little impact on the game. Loyal regions do remove the Fog of War in those areas, and allow supply to move freely. I haven't played deep enough into a game yet as the Union side where I need to worry about moving supply deep through disloyal states like Tennessee and Georgia, but I suppose I can keep the crackers moving as long as I maintain military control along my rail lines.

The only important thing is to occupy the regions and keep military control. I don't really care how loyal Kentucy is if I have troops garrisoning the whole state. A few partisan units that crop up here and there are easily dealt with.

Posted: Mon Dec 17, 2007 5:50 am
by Mangudai
I think I may have read somewhere that a loyal regions produces more supplies, etc.

Question: The hated occupier trait says something like "this leader will not hesitate to declare martial law in occupied regions". What exactly does this do? Is it similar to declaring martial law from the loyalties menu?

Posted: Mon Dec 17, 2007 9:09 am
by GShock
The high loyalty regions help with supplies, profit and with patrol/hide values. Of course it's important to have good values in loyalty in a state you're going through but...

for example, in one of my CSA games, i am in good positions in the West Virginia. Of course it's a contested area.
Questions:
1) How can an impopular act such as the suspension of habeas corpus or the application of marshal law *increase* the loyalty? Shouldn't they work on the MC instead? (Loyalty for example could be increased by lowering taxes, by investing $ in the State)
2) How can those acts be applied if there are no forces in the State? (They should only be applied in the towns and regions where your forces are present.

Eh, yes, i would love to know what that trait means as in CSA spawns such a dreaded leader. Possibly he will apply martial law automatically but only in the town/region he is?

Posted: Mon Dec 17, 2007 4:29 pm
by Pocus
1. this is an abstraction, the order is partially restored and partisans can be captured, so the average loyalty climb (people are more passive toward you).
2. it only applies where you have forces
3. it only applies in the region he is in.

Posted: Mon Dec 17, 2007 8:00 pm
by Mangudai
So the "hated occupier" declares martial law for the region he is in, even if full civil liberties are allowed for the state???

Posted: Tue Dec 18, 2007 9:28 am
by Pocus
yes, see that as an override.

Posted: Tue Dec 18, 2007 10:14 am
by GShock
There are indeed costs for such operations, as the manual says, suspending habeas corpus generates no VP in that state while applying martial law produces negative VPs.

I'm wondering though if the vanilla aacw sees it right with almost 2000VP i doubt it would hurt much to use these. Now as for the thing in itself, CSA has problems in texas. It's been almost a year some militias are stationed in a couple of regions where the loyalty is very low. Their MC is also increasing very low and i don't dare leave the regions as i fear a revolt/spawning of partisans (one of these is a settlement with a depot i just built). By hitting those options in texas i surely would hurt the majority of texan regions but in these 2 in particular, would those militias be helped in estabilishing a faster MC? That's the question.

Posted: Tue Dec 18, 2007 11:24 am
by Pocus
Sure it helps, but a lone militia don't do much. For the loyalty increase, you must roll a % dice under the sum of police rating of your elements. So you see you have 1/25 at most chance per turn to get this 1%... Putting a hard boot on people face don't do much for their loyalty :)

Posted: Tue Dec 18, 2007 2:56 pm
by GShock
You see then how a more detailed manual would save time for us all in understanding concepts? Then this loyalty thing DOES make sense now that you explained. :)

I'm still waiting for your answer on the reinforcements/replacements puzzle, a thread i opened over a month ago, why don't you give us some insight please?


http://www.ageod-forum.com/showthread.php?t=6174&highlight=reinforcement

:)

Meanwhile, I'll post a new couple of threads for you ...uploading pix :) :) :)

Posted: Tue Dec 18, 2007 3:05 pm
by Pocus
Laurence Russel is working on extended manuals, you know.

I don't feel like rereading pages and pages of stuff on replacements and reinforcements, mostly because many of the things criticized are in fact either WAD, or things done because a most accurate model would need more time that we don't necessarly have. For me, the replacement system, while not perfect, is okish :)

Posted: Tue Dec 18, 2007 3:23 pm
by GShock
Ok shorter posts and calculations. Happy u passed by, i just finished posting and uploading pix :)

Posted: Tue Dec 18, 2007 5:06 pm
by anarchyintheuk
My two cents, learning or having the formula given to you for various aspects of the game isn't really playing the game it's learning how to beat an equation. The concept of police ratings as they related to mc was clear from the manual. Trial and error over time showed how they relate to loyalty.