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May 22nd, 2004, 02:08 AM
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Sergeant
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Join Date: May 2004
Location: Massachusetts, USA
Posts: 232
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Religious zealots joining the cause
Does anyone know what determines how likely it is that flagellants or light infantry or other religious zealots will join your cause?
Is it purely a lucky random event, or does it have any relation to your dominion strength, either in the province or overall?
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May 22nd, 2004, 02:12 AM
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Major General
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Join Date: Jan 2004
Posts: 2,425
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Re: Religious zealots joining the cause
I wouldn't quite call this a lucky event, since it's more like "random people declare themselves part of your army in a random useless province 15 turns away from the front lines and expect a paycheck". It is, however, considered a "good" event for some baffling reason, so fortunately will not occur too often under the customary Misfortune scale.
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May 23rd, 2004, 01:11 AM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 514
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Re: Religious zealots joining the cause
Couldn'ta said it better myself, Norfleet. Honestly, this event is ALWAYS more of a hindrance than a boon.
Back on topic, I know I've gotten the militia event in both low and high dominion provinces(Not sure whether it's happened in neutral or hostile dominion, though), with pretty much any combination of scales and nations you'd care to name. It also seems to happen as frequently in undeveloped friendly provinces as in ones with temples.
I'm not sure whether or not all this holds true for flagellants, though.
Either way, no matter how I tweak my national scales, I can't seem to dodge these bullets.
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May 22nd, 2004, 04:42 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Religious zealots joining the cause
Apparently its ALWAYS more of a hinderance than a boon for YOU.
I would say its more problem on a large map than a small one. On a small one it can be a major point in winning the game.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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May 22nd, 2004, 08:42 PM
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Major General
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Join Date: Jan 2004
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Re: Religious zealots joining the cause
The militia tend to be equally worthless troops regardless of the size of the map: They quickly rout before even most of them can be killed off, then scatter into random provinces and chew up your upkeep forever because it will cost even MORE at any given time to try to round them up.
Plus they materialize without a commander, so somebody has to go and round them up.
The flagellants are slightly better....if you had a bless effect. If you don't, they're just as useless as militia, but their higher morale makes them easy to kill off.
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May 22nd, 2004, 08:56 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Copenhagen, Denmark
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Re: Religious zealots joining the cause
I agree with Norfleet. These volunteers are a real pain in the neck. I suspect this is even true in real life
I find the trick is to recruit a low-cost local commander, bring them to the front and then send along as a missile screen to some battle, preferable with only one nation or two nations to run to.
I wish it would be possible to disband troops. A good solution would be one troop->one point of unrest. I find this realistic, even.
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