Mickey3D wrote:I did not vote because I think we should not give artificially more VP to the South : the problem is that from the beginning there is too much objectives giving VPs in the North.
Remove some Northern cities from the objectives list and the net effect will be the same as giving more VPs to the South at the start of the game. Moreover it will be an incentive for the North to attack Southern objectives.
Mickey3D wrote:
Remove some Northern cities from the objectives list and the net effect will be the same as giving more VPs to the South at the start of the game. Moreover it will be an incentive for the North to attack Southern objectives.
pgr wrote:I voted yes, because I think the Union player does not have to invade too far to gain a VP advantage. That said, I'm not really for a flat VP bonus. I would rather see southern VP cities producing more, moving some VP locations further south (Winchester to Fredricksburg anyone?), and perhaps having a Union NM hit for certain strategic cities not under its control.
Merlin wrote:NM more accurately reflects a side's confidence that they can win the war, while loyalty reflects support for said war, which are two different things.
pgr wrote:I'm not really sure this is an accurate description of the game model, simply because the instant win/loss in the game is measured by NM, not regional loyalty. In addition the political model events, like the 1864 election are NM events. (in 1864 the Union Fail NM goes from 40 ish to 60). As it stands, loyalty in game only impacts production, revolt risk, and VP production (less than 50%, and you have to garrison with regular units).
I think that NM should be the metric for general public support for the war...my only beef is that it has such a large global impact on combat (which seems odd to me)
Captain_Orso wrote:No, the loyalty has nothing to do with the VP's. It has to do with capturing the city.
If you have =<50% loyalty in a region you cannot capture the town in that region with early war cavalry, raiders or partisans nor militia. The exceptions is militia can capture the town, but only if they actually enter the town and remain inside. As soon as they go outside the town will revert to being uncontrolled and if it's a strategic or objective location, then you will stop getting VP's for controlling the now uncontrolled town.
Unfortunately you do not see this unless you look for it, because the regional ownership flat, which flies over the town, remains in your faction's colors as longs as you have control over the region. You have to look at the town's tool-tip.
Ace wrote:If you don't have >50% loyalty, town has to be garrisoned with regular units (not militias) to bring VP.
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