Anderx_man
Civilian
Posts: 2
Joined: Mon Dec 20, 2021 4:35 pm

Royalist commission mechanic

Mon Dec 20, 2021 4:43 pm

Hello there, folks.

I've just started playing the game - actually, tried starting a few times, it's my first AGEOD game - with the Royalist side. I wonder if anyone can break down to me the mechanics - especially, how the chances are computed - behind the Royalist commission decision cards.

Overall, no matter where I play them, I seem to get a very low chances of a successful recruiting commission. (I should add that not showing how many reinforcements one gets from these decisions makes the whole thing somewhat confusing.)
Last time, I tried to play all six cards in places with high royalist support, thinking that way I'd have a higher success chance. I got six failures, plus a recruiting failure in Shrewsbury...

Best regards,

Andy

User avatar
Nikel
Posts: 2891
Joined: Sun Apr 20, 2008 8:38 pm

Re: Royalist commission mechanic

Tue Dec 21, 2021 8:37 pm

This is the scripting of the decision. Looks different of the equivalent for the Parlamentarian side, like no effect in the loyalty and control, but the probability is the same 60%. Bohemond? :innocent:


UID = 3
Alias = rgdROYComission
Name = $rgd_nam_ROYComission
ShortName = $rgd_shortnam_ROYComission
Text = $rgd_txt_ROYComission
Kind = $rgdSocial
Subtype = $dstMilAction
SoundsPlayed = $snd_RGD_ROYComission
ImageMap = RgnDecision_OnMap_ROYComission.png
ImagePanel = RgnDecision_ROYComission.png
ImageFlavor = ECW_MilAction.png
MinLoyalty = 24
MustBeLand = 1
MustNotBeBesieged = 1
CityMinLevel = 1
BaseSuccess = 60
Duration = 2
CanAbortPostRequest = 1
Inp_Abs_EngagementPts = 2
Effect_RemoveFromFP = 1
Effect_ScriptFileName = RegionsDecisions
Effect_ScriptName = RGDScriptROYComission
Effect_Str_Success = str_CMN_rgd_ROYComission
AIImprovedCalc = 1





UID = 5
Alias = rgdPARDeclare
Name = $rgd_nam_PARDeclare
ShortName = $rgd_shortnam_PARDeclare
Text = $rgd_txt_PARDeclare
Kind = $rgdSocial
Subtype = $dstMilAction
SoundsPlayed = $snd_RGD_PARDeclare
ImageMap = RgnDecision_OnMap_PARDeclare.png
ImagePanel = RgnDecision_PARDeclare.png
ImageFlavor = ECW_MoneyIncr.png
MaxControl = 80
MinLoyalty = 25
MaxLoyalty = 30
MustBeLand = 1
MustNotBeBesieged = 1
CityMinLevel = 1
BaseSuccess = 60
Duration = 1
CanAbortPostRequest = 1
Inp_Abs_EngagementPts = 1
SpecialOutputGain_Loyalty = 30
SpecialOutputGain_Control = 25
Effect_RemoveFromFP = 1
Effect_ScriptFileName = RegionsDecisions
Effect_ScriptName = RGDScriptPARDeclare
Effect_Str_Success = str_CMN_rgd_PARDeclare
AIImprovedCalc = 1

User avatar
Bohémond
Posts: 2799
Joined: Wed May 14, 2008 8:47 pm

Re: Royalist commission mechanic

Tue Dec 21, 2021 11:38 pm

I have been summoned :neener: :neener: :neener:

According to what I see in the game files Royal Comissions provide 1 replacement for Line Infantry if succesful.
Basesucces of 60% is quite high,

I did run a test and get 5 success, one failure with 6 cards played. So nothing wrong on my side



I think it will not help a lot, sorry for that.

Regards

User avatar
Nikel
Posts: 2891
Joined: Sun Apr 20, 2008 8:38 pm

Re: Royalist commission mechanic

Wed Dec 22, 2021 11:59 am

Thanks for checking.

However there are differences with the Parlamentarian side.


Text in de decision

Image



The other sides plays the equivalent decision here in the same region, and you may read the differences:

Image


The question is then, why was it designed asymmetrically.

Anderx_man
Civilian
Posts: 2
Joined: Mon Dec 20, 2021 4:35 pm

Re: Royalist commission mechanic

Wed Dec 22, 2021 6:24 pm

First of all, thanks everyone for your replies: it seems it's only old probability doing its job, then!

Regarding the different design of the two cards, it seems skewed towards parliament (getting loyalty, control, and a regiment in 1 turn sounds a bit better that 1 infantry replacement chit in 2 turns :siffle: ) but I guess it's more in line with historical facts.

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