Manual:Loyalty
From AACWWiki
Loyalty is a measure of the local population’s inclination for one side or the other and is independent of military control. You can quickly occupy an enemy region with your troops, but winning its population to your side is a far slower process. High loyalty within a region will give the following benefits:
- You don’t need to garrison objectives in order to earn VP’s.
- The locals will provide you some intelligence as to the enemy’s whereabouts
- The region will produce more supply, resources, and money
- If the enemy occupies a region loyal to your side without leaving enough of a garrison, its military control will gradually shift in your favor and there is a chance that partisans will appear in the region.
- If a region is very hostile to the occupant (10% or less loyalty), non-garrisoned cities may even openly revolt, in which case an enemy unit will appear and take control of the city.
Influencing Loyalty
Over time, martial law imposed by the occupant will slowly shift a region’s loyalty in his favor. This is particularly true if a leader with the “Occupier” special ability is present, but the process remains a slow one. The only way to really get population to stop supporting their side is to demoralize the enemy by capturing strategic cities. Each time this happens, the bad news triggers a wave of loyalty Checks across the map depending on the distance:
- One check for each strategic city on the map
- One check for each region with a strategic city in the state
- One check for each adjacent region
Note: The news spread faster in large cities, and their psychological impact is highly influenced by proximity. Conversely, remote areas are less volatile in their loyalties.
You can also influence loyalty by tweaking domestic policy at the state-level.
Overview
Introduction ·
Installation ·
Updates ·
Interface ·
Main menu ·
Winning the game ·
Game scale ·
The map ·
Army organization ·
Orders ·
Fog of war ·
Supply ·
Climate ·
Attrition ·
Military control ·
Loyalty ·
The war economy ·
Foreign intervention ·
Managing your nation ·
Combat in the field ·
Siege combat ·
Naval combat ·
Losses and replacements ·
Appendices

