Pocus wrote:They will lose cohesion fast though, so unless if there is an undefended city ripe for the taking (and some plunder), they will be recalled within a few turns by the AI for some good rest.
Lack of loyalty and/or lack of military control = more cohesion loss. It depends also of there cohesion usage by move, in the database.
lodilefty wrote:Given that much of the map is wilderness, why wouldn't irregular raider types [Natives, Courriers, Rangers] be able to raid deep and far? Living off the land is what the Natives did anyway, and the other raider types were either frontiesmen or were trained to do this.
Clovis wrote:anothe point I forgot:
map... Raids in totally unknown regions are just suicidal. At this time, raiders and at fortiori Indians didn't get maps of Virginia.... Raids were confined on objectives whose roads were known by raiders or in vicinity of.
Pocus wrote:I don't quite see which rule can be set so to prevent deep raid. If this is doable and have a profit, then both the players and the AI will do that.
lodilefty wrote:Given that much of the map is wilderness, why wouldn't irregular raider types [Natives, Courriers, Rangers] be able to raid deep and far? Living off the land is what the Natives did anyway, and the other raider types were either frontiesmen or were trained to do this.
Clovis wrote:I don't think it was doable, except for some special groups maybe for the reasons mentioned here.
What I would envision :
- prohibition for small forces( ie until 3 units) to move farther than 3 regions whose loyalty in under 20 from a region where loyalty is at least 50
- exception to this rule for special leaders with "long range raider ability" or units whose cohesion is at least 90.
GShock wrote:Issue already brought up by me, long time ago.
I think this could be done by making loyalty affect more incisively on MC so that it's harder to achieve that 25% MC to let supplies pass.
On the other hand, the fact I occupy New York, should allow me to refill my supplies but should not allow me to have replacements.
Abstraction is important, but if you couple the lack of supplies in deep enemy territory (you need to keep lots of troops to keep the MC above 25% and let supplies pass) with the lack of replacements from captured settlements, i think this problem would be solved.
Perhaps the algorythm in use by supplies could exclude from replacement priorities any settlement in an enemy State if the capital is not in control?
PhilThib wrote:IIRC, there are columns CT and CU in the latest Models.xls file which can be used (don't ask me exactly how though )
lodilefty wrote:Nice, but currently the FIW does not include Loyalty....
...maybe we could use Military Control?
Pocus wrote:These are AI columns, to tell the AI that some leaders are to be favored for some roles. It does not mean another leader can't go 'deep raiding'.
When I said 'if this is doable', I did not meant 'historically', I mean that for now I don't see an easy rule to code and then follow by players to prevent deep raiding. Clovis proposal for example seems very grognard to achieve the desired result. If people need to remember various set of conditions to be able to understand why they can or can't move into a given region, then the game will be as complex in the end as the Advanced Squad Leaders manuals. Only lawyers will understand it in the end
GShock wrote:Stop movement further into enemy territory with MC checks compared to force size?
Insert checks on all neighbouring regions so that if there's none with at least 25% the stack would be locked in place to starve and increase desertion?
mmmm
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