PC loy drops

In my own experience, as I mentioned in another reply on this subject, I
believe I had found that a destroy order had a greater impact on pop center
loyalties than a capture order. But other factors also apply -- the larger the
pop center, the larger the impact of either order -- a destroyed camp may well
have no noticeable loyalty impact as its effect may be indistinguishable
from the normal +/- impact of current tax rate, while a captured MT or City is
definitely going to get the notice of the general public.

However, in a recent game I DID have a city destroyed in one of my games --
and loyalties did indeed appear to be unaffected. So it is possible that I
too have been misunderstanding the effect of the destroy order
somehow...despite playing in a bazillion games! Hmmm...

Or it could be that somehow a bug creeped into the program? I know that may
have happened in other cases -- for example, characters in armies are not
supposed to be able to get character encounters, and in games run by GSI and
later DGE that was indeed the case, yet in games run by MEGames, on more than
one occasion characters in armies have gotten character encounters. In
actuality they were unable to actually react to the encounter -- so that factor was
still applicable -- but they should not have gotten the encounters to start
with... And sometimes other things go wrong as well -- in a game just
recently processed, a ransom demand was made and met, all the factors were correct
for that to work, yet the program thought the character was not a hostage for
some reason and thus did not process the ransom correctly! MEGames
corrected the problem manually, but still, a bug in the program somewhere... So it
may be that loyalties DID drop more from destroy orders in earlier games but
that in the current software being run at MEGames the order has no deleterious
impact...

-- Ernie III

P.S. -- Happy Holidays all!

In a message dated 12/29/2006 10:14:59 AM Eastern Standard Time,
skmyg@bhmk.com writes:

Brad Brunet wrote:

With a capture there are survivors who spread the news
of terror and conquest. The rest of the nation is
embittered as their supposed masters and protectors
allow their subjects to become enslaved - who's to say
they won't be next?

With a destroy they kill everyone, including the
pigeons and nobody is the wiser...

Or choose a rationalization for yourself,

A reasonable enough explanation; but as I've learned from decades of
game analysis and design, you can rationalize nearly anything in the
parts of a game which are abstracted. No biggie there.

However --

but that's
how the code works. Destroy when appropriate but
capture when you can as it accelerates your enemy's
demise.

Brad

I know I've read articles and comments on this issue and somehow I came
away with the wrong information.

I've had it backwards all these years. I thought the benefit of
destruction was lowering enemy global loyalty, and the benefit of
capture was you got a pop center. Seemed like a fair trade-off, so I
never thought to question it.

However, since learning to play the game, I guess I've never really gone
back to re-read all those MEPBM articles with the benefit of context.

Hmm. I guess that's a new item on my to do list now. :: sigh :: Like
I need more to do.

- Steve M.

[Non-text portions of this message have been removed]

Or it could be that somehow a bug creeped into the program? I know that may
have happened in other cases -- for example, characters in armies are not
supposed to be able to get character encounters, and in games run by GSI and
later DGE that was indeed the case, yet in games run by MEGames, on more than
one occasion characters in armies have gotten character encounters.

Note the code is identical - we're using DGE/GSI machines and code! :slight_smile: It just might be that some encounters you didn't get before and with experience have seen more. Not sure when GSI last updated the 1000 code though so it might be something about that.

Clint

Earnie:
Here is my experience---in some games the loyalty drops when you destroy a pop and sometimes it does not. Likewise, in some games a siege train, in a battle, will lose a porportion of its machines but none in others. The siege train exists until the last 100 men are gone.

The conclusion I drew was that this was GSI's 'uncertainty' principle was at work. But I have been wrong before.
Ed

ยทยทยท

From: DrakaraGM@aol.com
Reply-To: mepbmlist@yahoogroups.com
To: mepbmlist@yahoogroups.com
Subject: Re: [mepbmlist] PC loy drops
Date: Fri, 29 Dec 2006 11:03:56 EST

In my own experience, as I mentioned in another reply on this subject, I
believe I had found that a destroy order had a greater impact on pop center
loyalties than a capture order. But other factors also apply -- the larger the
pop center, the larger the impact of either order -- a destroyed camp may well
have no noticeable loyalty impact as its effect may be indistinguishable
from the normal +/- impact of current tax rate, while a captured MT or City is
definitely going to get the notice of the general public.

However, in a recent game I DID have a city destroyed in one of my games --
and loyalties did indeed appear to be unaffected. So it is possible that I
too have been misunderstanding the effect of the destroy order
somehow...despite playing in a bazillion games! Hmmm...

Or it could be that somehow a bug creeped into the program? I know that may
have happened in other cases -- for example, characters in armies are not
supposed to be able to get character encounters, and in games run by GSI and
later DGE that was indeed the case, yet in games run by MEGames, on more than
one occasion characters in armies have gotten character encounters. In
actuality they were unable to actually react to the encounter -- so that factor was
still applicable -- but they should not have gotten the encounters to start
with... And sometimes other things go wrong as well -- in a game just
recently processed, a ransom demand was made and met, all the factors were correct
for that to work, yet the program thought the character was not a hostage for
some reason and thus did not process the ransom correctly! MEGames
corrected the problem manually, but still, a bug in the program somewhere... So it
may be that loyalties DID drop more from destroy orders in earlier games but
that in the current software being run at MEGames the order has no deleterious
impact...

-- Ernie III

P.S. -- Happy Holidays all!

In a message dated 12/29/2006 10:14:59 AM Eastern Standard Time,
skmyg@bhmk.com writes:

Brad Brunet wrote:

> With a capture there are survivors who spread the news
> of terror and conquest. The rest of the nation is
> embittered as their supposed masters and protectors
> allow their subjects to become enslaved - who's to say
> they won't be next?
>
> With a destroy they kill everyone, including the
> pigeons and nobody is the wiser...
>
> Or choose a rationalization for yourself,

A reasonable enough explanation; but as I've learned from decades of
game analysis and design, you can rationalize nearly anything in the
parts of a game which are abstracted. No biggie there.

However --

> but that's
> how the code works. Destroy when appropriate but
> capture when you can as it accelerates your enemy's
> demise.
>
> Brad

I know I've read articles and comments on this issue and somehow I came
away with the wrong information.

I've had it backwards all these years. I thought the benefit of
destruction was lowering enemy global loyalty, and the benefit of
capture was you got a pop center. Seemed like a fair trade-off, so I
never thought to question it.

However, since learning to play the game, I guess I've never really gone
back to re-read all those MEPBM articles with the benefit of context.

Hmm. I guess that's a new item on my to do list now. :: sigh :: Like
I need more to do.

- Steve M.

[Non-text portions of this message have been removed]

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