Scenario-American Revolution grand campaign
Settings-Mostly normal, no bonuses for me or AI. No activation rule because I don't like it.
Mmmkay, so this is my first AGEOD AAR. I own many AGEOD games and I won't spend much time teaching all you newbies how to play. The other WIA AAR does a very good job of that and tbh I couldn't be bothered. I will explain several concepts that only exist in the Revolutionary scenarios.[see below] Anyways, I'm playing as the British against Athena.
This is most of the northern theater of the war. As you can see, my main army is trapped in Boston for two months. That's fine because the man commanding them, Thomas Gage, is one of the worst generals in the game. The natives you can see to the west are locked until a certain date or someone unlocks them. To the north is Canada, to the northeast, Halifax, to the west, Detroit, and to the southwest is Pennsylvania.
Canada. The general in the south is okay and will lead any offensive actions. The general in the north has good stats, but a few terrible traits make him good for nothing but defense. As you can see, I'm pooling transports at Quebec, where many new troops will arrive, so that hey can be easily moved to Montreal. That white symbol you see on the unit means that they will suck outside their home region, which is Canada.
The West. Not much going on here except locked natives and generals.
The South. Soon this will heat up, but for now, all is quiet.
West Florida. Once France and Spain enter the war this will become more important.
Objectives. I need these to win the game. The ones with red flags are disputed because of Loyalty, which I shall now explain.
Virginia, where the crown still has a foothold. As you can see, Norfolk and Yorktown still are loyal to the crown, hence their red color. The other cities in this area are about half and half. I'll let the manual explain more.
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.
Important Note: currently, the 'Loyalty property' is only used in the American Revolution scenarios (1776-1783).
16.2.1 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,
an increased chance of friendly Partisan units appearing if enemy forces take Military Control,
a gradual increase of the Military Control percentage.
16.2.2 Open Revolts If a player exercises Military Control over a region that is less than 11% Loyal and fails to
garrison its cities and towns, an Open Revolt is very likely to occur. If an Open Revolt occurs, enemy partisans units
appear in all un-garrisoned structures.
16.2.3 Influencing Loyalty 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.
16.2.4 Partisans Partisans are civilians who have taken up arms to drive out an enemy’s military control and/or
presence in a region. They appear primarily in areas and regions where they were historically active. Partisans may
appear automatically according to the scenario being played or appear when a region experiences an Open Revolt.
Partisan units are typically used to disrupt supply transport. They are fast and difficult to locate but stand little
chance in combat against organized troops.