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Occupier and Hated Occupier?
Posted: Thu Mar 10, 2016 5:01 pm
by Jerzul
What exactly do these two traits do, in game terms? Thanks!
Posted: Sat Mar 12, 2016 1:55 pm
by Jerzul
Wow...these must really be a mystery!
Posted: Sat Mar 12, 2016 2:47 pm
by GraniteStater
They're really only of interest to the Union, there's only a few, there's a mouseover, IIRC, and the effect is more widely distributed with the Cards now.
They're what they say they are. The Leader has a Trait that dampens the grumbly types. Useful for St Louis in an April '61 start; maybe some other places. I've played the Union almost exclusively, and haven't really found the Leader to be that important, except for St Louis. But that's me.
Posted: Sun Mar 13, 2016 8:17 pm
by Captain_Orso
Way back in AACW you could apply martial law on a per state basis, which would also prevent any resources from being produced in that state for as long as martial law was in affect.
Since the advent of CW2 that was removed. There are Martial Law and Suspend Habeus Corpus RGD's which state that they raise the loyalty in a region by 20% and 25% respectively at a cost of -1NM an -1 development in the region for ML, and 3VP for HC, both after 3 turns, but state no other penalties.
I've used Fremont many times in Saint Louise to reduce the affects of the Saint Louise Massacre, which would often lower loyalty so far that I could not even build units there, but I cannot say that I remember that they prevented any resource production. So I guess that does not happen anymore.
The tool-tips for both are:
Occupier: When commanding a stack, this leader will not hesitate to proclaim Martial Law in any rebellious city he has to administer.
Hated Occupant: When commanding a stack, this leader applies Martial Law with extreme severity in any rebellious city he has to pacify.
I don't know if there's any difference between the two, or what it is, nor if there is any penalty for using either. I know from posts in the forum that the leader must be in command of his stack and inside the city. More I don't know.
Posted: Mon Mar 14, 2016 1:52 pm
by Jerzul
GraniteStater wrote:They're really only of interest to the Union, there's only a few, there's a mouseover, IIRC, and the effect is more widely distributed with the Cards now.
They're what they say they are. The Leader has a Trait that dampens the grumbly types. Useful for St Louis in an April '61 start; maybe some other places. I've played the Union almost exclusively, and haven't really found the Leader to be that important, except for St Louis. But that's me.
I figured they weren't game changers.
Captain_Orso wrote:Way back in AACW you could apply martial law on a per state basis, which would also prevent any resources from being produced in that state for as long as martial law was in affect.
Since the advent of CW2 that was removed. There are Martial Law and Suspend Habeus Corpus RGD's which state that they raise the loyalty in a region by 20% and 25% respectively at a cost of -1NM an -1 development in the region for ML, and 3VP for HC, both after 3 turns, but state no other penalties.
I've used Fremont many times in Saint Louise to reduce the affects of the Saint Louise Massacre, which would often lower loyalty so far that I could not even build units there, but I cannot say that I remember that they prevented any resource production. So I guess that does not happen anymore.
The tool-tips for both are:
Occupier: When commanding a stack, this leader will not hesitate to proclaim Martial Law in any rebellious city he has to administer.
Hated Occupant: When commanding a stack, this leader applies Martial Law with extreme severity in any rebellious city he has to pacify.
I don't know if there's any difference between the two, or what it is, nor if there is any penalty for using either. I know from posts in the forum that the leader must be in command of his stack and inside the city. More I don't know.
Capt. Orso, I really appreciate it that you took the time to respond and give me some great examples from your experience with the leaders. However, I find it quite troubling that we can't seem to pierce the vale on these and other game mechanics. In theory, it should not be difficult to figure out what any of these abilities do within the game, but this seems to be a trend with AGEOD games. Thanks again for the responses!
Posted: Mon Mar 14, 2016 5:28 pm
by Gray Fox
From the Wiki:
"These custom parameters apply:
Param0: Coefficient, altering the Police value of troops (default should be 100)
Param1: If current loyalty is under this value, loyalty will slowly raise toward this value.
Param2: If current loyalty is above this value, loyalty will slowly decline toward this value.
Param3: The actual value to use per turn for this raise/decline.
Param4: Change in loyalty point per turn, no condition (up to 100) from params 1 or 2, params 5 and 6 still apply.
Param5: if set to 1, change from this ability will not work if there is no city in region.
Param6: if loyalty is above this value, the ability will be disabled. Put 101 so that it always works"
from the data base:
[ATTACH]37947[/ATTACH]
Posted: Mon Mar 14, 2016 6:51 pm
by Jerzul
Gray Fox wrote:From the Wiki:
"These custom parameters apply...
Thanks Gray Fox!
Posted: Mon Mar 14, 2016 6:53 pm
by Captain_Orso
Excellent!!
Very good, didn't realize this was in the Wiki
