Alzate wrote:playing as CSA, i saw that the loyalty of partly occupied states (TN and VA) was going down. i had the impression from the game that eliminating the habeas corpus would improve the loyalty ratings (by +15/85%).
maybe i got it wrong. if this is not the case, which is the advantage of being harsh?
thanx
Nobody seems to have figured out the exact effects of Occupiers and Occupants. Put all your Hated Occupants and Occupiers into one state. Make them Garrison commanders for the major disloyal cities. Then, you can proclaim Martial Law in that state, and should be able to observe the effects. Please report back ...
moriety wrote:Hi all,
Good thread.
I read somewhere that you can switch off the loyalty element, yet I can't find it in the options screen....?
Flooding the map with units just to possibly get a 1% shift per turn is very time consuming, and the 1% is just simply too slow for the short time-span of the game. I've won as the Union on turn 63 but am continuing to the very end just to see if a single province goes over 50% loyalty- none have so far and just 25 turns remain.
I'd like 4 Police points (two Cav regiments) to change loyalty by 1% per turn automatically- the micro-management of shuffling units around the board to maintain control is a nightmare and very off putting I feel.
If ever a patch was needed to balance the game....![]()
moriety wrote:Hi all,
Good thread.
I read somewhere that you can switch off the loyalty element, yet I can't find it in the options screen....?
Flooding the map with units just to possibly get a 1% shift per turn is very time consuming, and the 1% is just simply too slow for the short time-span of the game. I've won as the Union on turn 63 but am continuing to the very end just to see if a single province goes over 50% loyalty- none have so far and just 25 turns remain.
I'd like 4 Police points (two Cav regiments) to change loyalty by 1% per turn automatically- the micro-management of shuffling units around the board to maintain control is a nightmare and very off putting I feel.
If ever a patch was needed to balance the game....![]()
Gray_Lensman wrote:Pocus is right... A special patch for this that affects the game for everyone is not going to happen... There may be a variable made available for you to adjust for yourself in your own game or MOD if you wish... but as for the vanilla "official" game, it is not going to be changed.
His viewpoint and design logic is that you may change the Military Control quicker in game with a larger presence of Military units, but this does not change the mindset (Loyalty) of the inhabitants themselves. This occurs a lot slower over time. The coastal forts that have a "quick" loyalty shift are due to the fact that they represent just the fort itself and the troops therein. The regular regions are significantly larger areas with a civilian population base that is quite slow to change.
Pocus wrote:Are we talking about military control or people loyalty toward the Union or the Confederate governement? Because loyalty will only degrade military control if there is no military unit present. So the solution is to put a chain of militia along your paths of advances, add garrison to important cities, and thats all.
Now if you want to convert Southern people into perfect Unionist in a matter of months with a mod (Brainwashing mod?)it is possible a new variable allows that (see the 1.12 public beta thread).
Nial wrote:It is not logical for a player to be able to convert loyalty even in the whole time span of the Civil War. Heck it's been 144 years since the end of the war and there are still people in the Southern states that haven't forgotten nor forgiven the Northerner's. People are like that.
Dixicrat wrote:...Southern culture was (and still is today) deeply conservative, and tenaciously resistant to change.
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