Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Political Points

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [American Civil War] >> Civil War II >> Political Points Page: [1]
Login
Message << Older Topic   Newer Topic >>
Political Points - 10/29/2013 5:36:47 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
What are Political Points?

They are not National Morale right?

_____________________________

Post #: 1
RE: Political Points - 10/29/2013 6:07:27 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
For example the game warns me that sacking some leader will cost 100 political points.

What does that equate too?

_____________________________


(in reply to Michael T)
Post #: 2
RE: Political Points - 10/29/2013 8:39:58 AM   
Ace1_slith

 

Posts: 340
Joined: 9/24/2013
Status: offline
Every general has politic point value assigned to him. Higher politic value means higher politic penalties (NM and VP cost) for bypassing a general for promotion or Army command.

(in reply to Michael T)
Post #: 3
RE: Political Points - 10/29/2013 9:17:05 AM   
Jim D Burns


Posts: 4013
Joined: 2/25/2002
From: Salida, CA.
Status: offline
If you hover the mouse over the create army button, the tooltip should tell you exactly how much VP and NM it will cost to bypass the higher seniority leader.

Jim

_____________________________


(in reply to Michael T)
Post #: 4
RE: Political Points - 10/29/2013 12:46:02 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
Thanks, so Political Points are window dressing then. Its only NM that matters.

_____________________________


(in reply to Jim D Burns)
Post #: 5
RE: Political Points - 10/29/2013 6:45:59 PM   
Aurelian

 

Posts: 3916
Joined: 2/26/2007
Status: offline
Victory Points *do* matter.

Page 6: If neither side can break the other’s morale, victory points will determine
the result of the game.

Page 14: Automatic Victory (or defeat) is achieved when one side reaches its minimum
or maximum “National Morale” (NM) level. However, if the game ends without
reaching an Automatic Victory, the “Victory Points” (VP s) of each side determine
the winner. The side with more VP s wins the war and the level of victory is based
on the VP difference.

< Message edited by Aurelian -- 10/29/2013 6:51:42 PM >


_____________________________

If the Earth was flat, cats would of knocked everything off of it long ago.

(in reply to Michael T)
Post #: 6
RE: Political Points - 10/29/2013 10:03:56 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
Are you saying Political Points = Victory Points?

_____________________________


(in reply to Aurelian)
Post #: 7
RE: Political Points - 10/29/2013 10:47:42 PM   
The Red Baron


Posts: 167
Joined: 3/23/2007
From: Adirondack Mtns, NY
Status: offline
No. There are no political points in the game, just a politic value for each general.

A general's politic value dictates the NM and VP penalties you suffer if you promote a less senior general to the rank of 2* or 3* ;or, you bypass the current general and assign a less senior general to Army command. The higher the politic value, the higher the NM and VP penalties you pay when skipping seniority; so, continually skipping seniority when promoting generals or assigning army command may cost you ultimate victory in the game via the NM and VP penalties you suffer.

N.B.: the lower a general's seniority number, the higher his seniority in the command hierarchy.

(in reply to Michael T)
Post #: 8
RE: Political Points - 10/29/2013 11:13:16 PM   
loki100


Posts: 10920
Joined: 10/20/2012
From: Utlima Thule
Status: offline

quote:

ORIGINAL: Michael T

Thanks, so Political Points are window dressing then. Its only NM that matters.


You also need VPs as the currency for some decisions or regional cards you might want to play, so you need to be careful about expending them on dismissing Generals

_____________________________


(in reply to Michael T)
Post #: 9
RE: Political Points - 10/29/2013 11:35:48 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
I think I was thrown a red herring by an event I saw that stated "100 Political Points will be lost if you replace so and so"

I fully understand the other concepts mentioned. Its just this one above that has thrown me.

_____________________________


(in reply to loki100)
Post #: 10
RE: Political Points - 10/29/2013 11:44:03 PM   
The Red Baron


Posts: 167
Joined: 3/23/2007
From: Adirondack Mtns, NY
Status: offline
Maybe you misread the event? Maybe it said 100 VPs will be lost if you replace so and so? There's no way the game engine would charge 100 NM for appointing a less senior general, since this would end almost any game real quick.

If not, then maybe there's an error in the text string used in the code. It should probably say Victory Points, not Political Points.

(in reply to Michael T)
Post #: 11
RE: Political Points - 10/30/2013 1:09:04 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
Here is the event and tooltip message.




Attachment (1)

_____________________________


(in reply to Michael T)
Post #: 12
RE: Political Points - 10/30/2013 1:18:11 AM   
mmarquo


Posts: 1376
Joined: 9/26/2000
Status: offline
I had the message.

(in reply to Michael T)
Post #: 13
RE: Political Points - 10/30/2013 3:00:36 AM   
Q-Ball


Posts: 7336
Joined: 6/25/2002
From: Chicago, Illinois
Status: offline
Because the Union can create unlimited Armies, though, you never have to pay that penalty. Just send the Leader and his "army" to some rear area, and create a new one with the guy you want.

There probably should be a limit on number of armies you can create, which would prevent that workaround, but for now, that's the way you do it

_____________________________


(in reply to Michael T)
Post #: 14
RE: Political Points - 10/30/2013 3:14:19 AM   
The Red Baron


Posts: 167
Joined: 3/23/2007
From: Adirondack Mtns, NY
Status: offline
I have to believe the tooltip text is incorrect. It should say Victory Points, not Political Points. The games does not track political points and paying 100 in NM would be too steep a price. The developers should address this one.

(in reply to Michael T)
Post #: 15
RE: Political Points - 10/30/2013 4:02:00 AM   
mmarquo


Posts: 1376
Joined: 9/26/2000
Status: offline
The Union can only build as many armies as their are 3* generals, it is limited.

(in reply to The Red Baron)
Post #: 16
RE: Political Points - 10/30/2013 4:39:24 AM   
Q-Ball


Posts: 7336
Joined: 6/25/2002
From: Chicago, Illinois
Status: offline

quote:

ORIGINAL: Marquo

The Union can only build as many armies as their are 3* generals, it is limited.


This is true, but for purposes of avoiding the penalties, it's all you need to do. One army for every 3* general.

_____________________________


(in reply to mmarquo)
Post #: 17
RE: Political Points - 10/30/2013 9:19:35 AM   
Ace1_slith

 

Posts: 340
Joined: 9/24/2013
Status: offline

quote:

ORIGINAL: The Red Baron

I have to believe the tooltip text is incorrect. It should say Victory Points, not Political Points. The games does not track political points and paying 100 in NM would be too steep a price. The developers should address this one.


Actually, it should say politic rating of general is 100 points - you can see this rating for every general in unit info. The higher political rating, more cost if he is bypassed.

(in reply to The Red Baron)
Post #: 18
RE: Political Points - 10/30/2013 12:03:45 PM   
veji1

 

Posts: 1019
Joined: 7/9/2005
Status: offline

quote:

ORIGINAL: Q-Ball

Because the Union can create unlimited Armies, though, you never have to pay that penalty. Just send the Leader and his "army" to some rear area, and create a new one with the guy you want.

There probably should be a limit on number of armies you can create, which would prevent that workaround, but for now, that's the way you do it


This is a big no no... The course of the war in the east depends on the Union having to do with the bad political generals, a Union that can optimize its command structure too quickly sort of breaks the game...

_____________________________

Adieu Ô Dieu odieux... signé Adam

(in reply to Q-Ball)
Post #: 19
RE: Political Points - 10/30/2013 1:52:22 PM   
vonRocko

 

Posts: 1447
Joined: 11/4/2008
Status: offline

quote:

ORIGINAL: veji1


quote:

ORIGINAL: Q-Ball

Because the Union can create unlimited Armies, though, you never have to pay that penalty. Just send the Leader and his "army" to some rear area, and create a new one with the guy you want.

There probably should be a limit on number of armies you can create, which would prevent that workaround, but for now, that's the way you do it


This is a big no no... The course of the war in the east depends on the Union having to do with the bad political generals, a Union that can optimize its command structure too quickly sort of breaks the game...


I agree, you don't even need the "HQ support"unit anymore for an army. Seems to me another "streamlined" feature to make it easier on "casual" players.

(in reply to veji1)
Post #: 20
RE: Political Points - 10/30/2013 6:38:01 PM   
Jim D Burns


Posts: 4013
Joined: 2/25/2002
From: Salida, CA.
Status: offline

quote:

ORIGINAL: The Red Baron

I have to believe the tooltip text is incorrect.


Probably a miss-translation from French to English, but the intent is political points not victory points. Later there is an event that reduces McClellan's politic point cost to demote him to something like 25 can't remember for sure.

So they didn't mean it costs political points, they meant to say his political point cost is now 100. That cost may very well mean hundreds of victory points and dozens of national morale, so the number 100 should not be confused with a number deducted from any of your pools. It is merely the number used to calculate the cost to demote him, i.e. political point cost.

Jim

_____________________________


(in reply to The Red Baron)
Post #: 21
RE: Political Points - 10/30/2013 10:02:42 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
Why not just give us the VP and NM cost? This Politic number seems like a smoke screen.

_____________________________


(in reply to Jim D Burns)
Post #: 22
RE: Political Points - 10/30/2013 10:09:57 PM   
The Red Baron


Posts: 167
Joined: 3/23/2007
From: Adirondack Mtns, NY
Status: offline
I suppose it accurately reflects the uncertainty a real general or president might have faced; i.e., you know a particular general is well-connected politically, but you don't know exactly how much snubbing him might cost you. You just know it will cost a lot (or a little)

(in reply to Michael T)
Post #: 23
RE: Political Points - 10/31/2013 2:19:31 AM   
willgamer


Posts: 902
Joined: 6/2/2002
From: Huntsville, Alabama
Status: offline

quote:

ORIGINAL: vonRocko


quote:

ORIGINAL: veji1


quote:

ORIGINAL: Q-Ball

Because the Union can create unlimited Armies, though, you never have to pay that penalty. Just send the Leader and his "army" to some rear area, and create a new one with the guy you want.

There probably should be a limit on number of armies you can create, which would prevent that workaround, but for now, that's the way you do it


This is a big no no... The course of the war in the east depends on the Union having to do with the bad political generals, a Union that can optimize its command structure too quickly sort of breaks the game...


I agree, you don't even need the "HQ support"unit anymore for an army. Seems to me another "streamlined" feature to make it easier on "casual" players.


Related discussion over on AGEOD boards:
http://www.ageod-forum.com/showthread.php?33021-Army-creation&p=295657#post295657

_____________________________

Rex Lex or Lex Rex?

(in reply to vonRocko)
Post #: 24
RE: Political Points - 11/5/2013 8:33:44 AM   
Pocus


Posts: 1185
Joined: 9/22/2004
Status: offline
There is no unlimited number of armies, there is a hard limit for each nation.

_____________________________

AGEOD Team

(in reply to willgamer)
Post #: 25
RE: Political Points - 11/5/2013 8:51:35 AM   
veji1

 

Posts: 1019
Joined: 7/9/2005
Status: offline

quote:

ORIGINAL: Pocus

There is no unlimited number of armies, there is a hard limit for each nation.


But shouldn't that hard cap not just climb slowly ? particularly for the Union ? If you only have say 5 armies until late 62, you have to use your political generals because you need the armies in the field, you can't just give them an army and send it to Maine. If you use better generals with less political clout, than you pay a penalty for not having given an army to the political general.

That number can than climb in 63 and become virtually limitless in 64 ?

_____________________________

Adieu Ô Dieu odieux... signé Adam

(in reply to Pocus)
Post #: 26
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [American Civil War] >> Civil War II >> Political Points Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.357