Control

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Also known as Military Control

Military control of territory in the AGE engine (Adaptive Game Engine) is handled more realistically than is the case with other simulations or war-games. No longer do players gain immediate control over a region just because they happen to have a few units pass through on their way to somewhere else.


Contents

Controlling Regions

Military Control over a region is expressed as a percentage of friendly/enemy control.

  • A contested region is one in which control is split between the players with each player exercising a certain percentage of control.
  • A player is said to exercise total control over a region when the percentage of friendly control reaches 100/0 (i.e. 100% control vs. 0% for the opposing player.
  • A player can have anywhere from 51% to 100% and be considered to have military control over a region. (At 51%, however, a player’s military control can best be described as tenuous.) At any time in each scenario, the military control of regions on the map is indicated by icons representing the controlling side.

Gaining and Losing Military Control

  • Military control is gained by having friendly forces enter a region and remain for a period of time. The amount of time needed to gain complete control is dependent upon a number of factors. (Essentially, the larger the presence a player has in a region; the quicker the level of military control will reach 100.)
  • If opposing players each have forces in a region, neither will increase their level of military control until one or the other player assumes an Offensive Posture. If the player assuming an Offensive Posture is successful in battle (doing more losses than receiving) or even manage to drive the opposing force out of the region (or provoke his retreat into the structure within the region), his level of military control will begin to increase. If only one player has forces in a region, his level of military control will begin to increase. On average, friendly forces will gain total control over a region in only a few turns. (Forces in Passive Posture do not increase or contest military control of a region.)
  • Military control is also affected by the level of civilian Loyalty in a region. Military control is gradually increased over time if the citizens of a region are at least 51% loyal. Military control is gradually decreased over time if the citizens of a region are less than 51% loyal. Loyalty only affects military control in regions in which neither side has military forces (i.e. leaving a garrison in a region nullifies the effect of civilian loyalty).

Note on MC gain and battles: This mechanism, where you can get a few % of MC at a time if you have the upper hand in battle, even if the enemy manage to keeps his position, is there to represent 'trench war' style of conflict. This can only happen if the concentration of troops is much greater than what will be committed into a single battle.

Effects of Military Control

Having military control over regions has the following effects:

  • Cohesion costs for movement are increased in enemy controlled regions,
  • an increased chance for successful ‘March to the Sound of the Guns’ checks,
  • an increased Detection Level,
  • an increased chance of blocking enemy movement through the region,
  • supplies cannot transit through regions with less than 26% friendly Military Control.

Entering Hostile Territory

Hostile territory is defined as being a region in which a player has less than 6% military control. Entering such regions with friendly forces has the following effects:

  • A Force that enters a hostile region automatically assumes an Offensive Posture. (Forces consisting of cavalry units, Irregulars, or support units ignore this rule when transiting hostile territory.). This can even happen if the commanding leader is not active (but he will suffer huge penalties if there is a battle).
  • A Force that conducts an Amphibious Assault or river crossing into a regions with less than 10% control, automatically assumes an Offensive Posture. (Forces consisting of Irregulars or support units ignore this rule.). You can not retreat from a battle if you are crossing a river into a region where you have 1°% or less MC.
  • A Force cannot retreat from a battle into a region that is less than 6% controlled by the retreating player. (A player that loses a battle and is surrounded by hostile territory is likely to see the total destruction of his forces.). This variable is moddable and has been disabled in ROP (i.e you can always retreat in ROP).

Controlling Structures

In order to assume control over a Structure (city, objective city, town, etc.) a side need only be the last to occupy it.

  • It is not necessary to leave a garrison behind to maintain control although it is a good practice. Note however, that Victory Points are not gained from Objective/ Strategic cities in regions with less than 51% Loyalty (i.e. hostile territory) unless the cities are garrisoned with a regular unit (i.e a militia or irregular, in a region with 50% or less loyalty that have a Strategic City won't give you the one VP a turn you are entitled from the city).
  • Irregular units and Partisans may only take control of a structure if the Loyalty of the region is greater than 50%, and if PillagerCanCapture = 1 is set for that structure type (in the Structure Definition file). Likewise, they cannot capture fortifications. (Depending on game settings, Irregulars and Partisans may immediately destroy any Depots they encounter including any supplies stockpiled inside).
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