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Loyalty
From AGEWiki
Also known as Civilian Loyalty
Loyalty is a measure of the civilian population’s support for a player’s side and is independent from the level of military control. (It is quite possible to have a high degree of military control over a region and yet a very low level of civilian support.) Winning the ‘hearts and minds’ of civilians in regions you control is a lengthy process.
Contents |
Effects of Civilian Loyalty
A region is considered Loyal if a player has at least a 51% Loyalty. (Granted, a Loyalty percentage of only 51% is a slim margin.) A player gains the following benefits from having a loyal region:
- garrisons in Objectives are not required in order to earn Victory points,
- an Increased Detection value in the region,
- a gradual increase of the Military Control percentage.
Influencing Loyalty
Capturing Strategic City
Loyalty is influenced by capturing Strategic Cities. Each time a player captures an enemy Strategic City, one (1) Loyalty Check is made in the following locations:
- each Strategic City on the map,
- each region with a Strategic City in the Area,
- each region adjacent to the newly captured Strategic City (This also includes the region with the newly captured Strategic City.)
These checks are cumulative. For example, a region with a Strategic City that is captured by the enemy would be checked three (3) times—once for each of the Loyalty Check conditions mentioned above.
Police Value
A region's loyalty will change in favor of a Faction each turn when a percentile dice roll lower than their total Police Value is rolled. A totoal Police Value >= 100 will thus automatically result in a 1% Loyalty gain.
Abilities
There are several Abilities assigned to models that influence Loyalty.
see Ability Category 18: Loyalty Adjust
Loyalty Changes
[effective with Game Engine dated August 20, 2012 or later]
- When you add some loyalty, there will be (almost always) another faction picked to lose the same amount. If you remove some loyalty, then another faction will be automatically picked up that will gain this same amount.
- The other faction that is changing its loyalty is never picked, as you may guess.
- The faction chosen will be picked randomly from the list of factions already having some loyalty in the region, the chance being weighted by their current loyalty (i.e if another faction has 20 points and a third one 10 points, then the second one have 2/3 chance to be the one picked, the third one 1/3 chance.)
- If no other faction exists, then the game will see if a faction named REB, SLV or NON exists in the game, if yes, they will receive the change.
- This change applies to everything, including scripting commands, decisions, abilities, etc.