Card Playing and loyalty
Posted: Tue Jun 14, 2016 9:57 pm
I am not sure if this has been addressed in the new beta patch, but I have a question concerning the RGD (?) cards. Whenever I play a card e.g. Seize Horses or Requisitions, the loyalty drops by 20% (per card); this functions correctly. When I play loyalty improvement cards, e.g. build defensive works, develop territory, the added loyalty does not increase at the card's base value. Theoretically, if defensive works adds 10% loyalty, then 4 plays should completely counter the horses and requisitions. This is not the case, it takes somewhere in the area of 8 - 12 build defensive works and 4 develop territory cards to counter the 40% Rebels. Bear in mind, there are troops stationed in the region as well (in order to build defensive works). Overall, I have found that requisitions, draft, seize horses, or any card that costs loyalty of owned regions is a useless play, as you will e stuck countering the rebels for the next year. Instead of the few months that the loyalty + cards suggest.
Admittedly, there can be background effects that I am unaware exist in the calculations; however, I have noted there are no playing this card counters X card" options. That suggests that it is not enemy action causing increased rebels. Can someone clarify this for me, or have the devs take a look at this issue.
Overall, I enjoy the game, and would like to see it improved.
Admittedly, there can be background effects that I am unaware exist in the calculations; however, I have noted there are no playing this card counters X card" options. That suggests that it is not enemy action causing increased rebels. Can someone clarify this for me, or have the devs take a look at this issue.
Overall, I enjoy the game, and would like to see it improved.