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Segnala un problema nella traduzione
http://www.bgforums.com/forums/viewtopic.php?f=70&t=17295
And I dont want to go trough all the discussions on loyalty, just to find the answer myself... an answer you could simply give me/us:
-We cosinder it, it may be implemented
-We will never implement loyalty change over time
At any rate it all boils down to;
From the BG forums from several years ago. Has been repeated many times. I would consider it the final answer;
http://www.bgforums.com/forums/viewtopic.php?f=70&t=17295&start=30
Apologies stoani if I'm cagey on this topic, I have generally found that our answer of "no plans to change it" fails to end the discussion. My time is being heavily eaten up by the deadline of Tuesday for SR Great War.
Standard game play is "loyalty does not change"
Ticking the box in a new game is "loyalty change".
Am I right?
Loyalty does not change, it is simply not calculated if that is selected. It is an option for people to choose if they do not want to deal with loyalty as it is protrayed in the game.
This explains the loyalty in game, which is on by default.
LOYALTY MODEL
Possession of territory isn’t everything... The population at any given location also feels a sense of loyalty to some nation or another. But once a nation is "conquered" that does not necessarily mean that the people's loyalty will come with the land. You can review Loyalty by turning on the appropriate Map Filter located at the Mini Map.
Loyalty Effects
As with Supply, the loyalty of the land under your control can also have many affects. Here are some of the effects you might see:
Loyalty Effects on Production – If a commodity facility in your region is not located in territory that is loyal to you, this will affect the total production value that you can expect to receive from that facility. (For example, in areas loyal to another nation, you could expect to receive much less than the capacity of the facility. This can get even worse if the area is also in poor supply.)
The production penalty for loyalty can be offset by assuring a high Domestic Approval rating. The penalties for loyalty will begin to diminish above 35% approval and regions that reach approvals of 60% or higher do not incur penalties. Line of Sight penalties still apply.
Loyalty Effects on Military Re-Supply – Regardless of the supply level of the territory one of your units may be in, if that terrain is loyal to someone else (especially an enemy), then your units will not be able to re-supply and re-arm as quickly as usual.
Loyalty Effects on Line of Sight – vLoyal territory provides players with some inherent spotting ability. This benefit is reduced in non-loyal territory.
Sudden Appearance of Partisans – One of the surprises that may result from a disloyal population is the sudden appearance of a partisan unit behind your lines, able to recapture territory for its own pledged nation. This should only occur in areas that have an intense loyalty to another country.
In reading though all this, it seems that this game was made to be played for around 200 years and they implemented a system of loyalty to hinder world domination in a "world domination game" but with no way to mitigate it other then turning it completely off via the game options. This not only seems like poor game design, if I'm honest, it seems outright stupid. I'm just being blunt.
It should dissipate over time as in the real world, or did the game designers just think that no country would invade another country at all? Taiwan is an excellent real world example of this. Hong Kong as well. Mind you this is a game that spans from 1936 and to 2136, that is clearly meant to cover all of WWII. This is ridiculous. I am remembering again why I found this game so good and so frustrating at the same time again.
The penalties can be mitigated by having a high Domestic Approval rating.
They will begin to diminish above 35% approval and go away at 60% or higher.