jrwsdev
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Wondering if it's me or the game

Thu Apr 26, 2012 2:37 pm

So when I first got the game I read the manual, played the tutorials then played as Britain to get a feel for things as alot of reading rules doesn't sink in until playing. After I got into the mid 1850s I realized I had screwed up so much not knowing what I was doing. So I decided to take my new knowledge and started a game as the USA as I wanted to see how it played out with having to fight out the Civil War during the campaign. So I had taxes in the 4 to 6 range for the census, corporate and excise. I charged more for those I read didn't affect the population. Early in the game I got occasional messages about high taxes lowering happiness. Once I got my state funds built up and got my economy humming along I started lowering taxes in the mid 1850s. I actually thought I was doing good. My taxes were down to 2% and I was still making money while I was meeting the national market needs. Then as I head into 1858 I started getting more and more messages about high taxes lowering happiness. This after I reduced it. So I reduced it to 1% and still getting the messages. LA and GA have regions that stopped producing due to strikes and the happiness is between 0 and 10% in several regions. Even in PA I had strikes. I have passed all decrees and my miltancy flucuates between 5% and 6%. I can't get overall happiness over 50% and can't improve the real problem regions at all. I have tried military units, developments and making sure I have a variety of goods for national market. Taxes are next to nothing.

So is it I'm mismanaging or is this scripted events to represent the turmoil before the Civil War? No matter what you do is this normal for USA in campaign? I'm starting to think I picked the wrong country to try to learn how to manage the economy.

Thanks

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Thu Apr 26, 2012 3:17 pm

no, actually you are doing fine...

militancy shall not be higher as 5% if possible, thats what you can do with the reforms.

the message about taxes harming happiness of your good citizens is a generic message. every tax has a certain impact on each group of population, differing from group to group. thus having different impact in different provinces.

for the sold goods its true either, different impacts on different groups of citizens.

you cant predict exactly how far they compensate, so you will get a message as seen in game quarterly, if i remember right. while the compensation from goods happens every turn.

the net effect shall be positive and under NO circumstances you want the contentment to drop below 50%.

now, before the civil war you should have a value between 50-60% national average, even with taxes. you eventually fight the civil war and will have the emancipation and the right of voting to former slaves, as well as different education reforms and political reforms, which ensure you a value of 80% or higher for the USA, dont worry.

as for now, you have to keep up a steady state that taxing and reforms against militancy have no higher impact than sold good.

this has been discussed in several threads, as well for taxes as for selling goods, if you find time have an eye on them

BTW: little trick, build in the CSA regions BEFORE the war, you should be able to build the same structures during the war on own ground to rebuild economy, its a really boost to the economy, if they havent changed it :indien:
...not paid by AGEOD.
however, prone to throw them into disarray.

PS:

‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘

Clausewitz

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Le Ricain
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Thu Apr 26, 2012 3:36 pm

I am unclear on one point. Are you producing food stuffs and goods for your national population? The F4 screen will tell you what % of your production in food, goods and luxuries are going to fulfil your poplation's needs. If you are close to meeting the food and goods targets, you should have contentment higher than 50%.
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Thu Apr 26, 2012 3:44 pm

adding to Le Ricain:

ARE YOU SELLING 80% of the available stocks to the population
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

jrwsdev
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Thu Apr 26, 2012 8:24 pm

Thanks for the info.

To answer the questions about national stocks for most items I'm at 80%. I'm meeting requirement for common goods and food. I'm about 12 short on luxary goods right now due to my production and shortages in world market. I'm trying to increase luxary goods but some of them are in the regions striking as I had tried to build in the south and north thinking that might help me post civil war.

Sven
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Thu Apr 26, 2012 9:00 pm

jrwsdev wrote:Thanks for the info.

To answer the questions about national stocks for most items I'm at 80%. I'm meeting requirement for common goods and food. I'm about 12 short on luxary goods right now due to my production and shortages in world market. I'm trying to increase luxary goods but some of them are in the regions striking as I had tried to build in the south and north thinking that might help me post civil war.


you go the wrong way, with 80% you only had 20% next turn if your production is low example:

produce 20 you need a Stock from 25 to sell the complet production with 80%, but if you get strikes you only get 5 for the next turn, sell 4 ...
if you produce 20 and say you only sell 5% you need a stock from 400 to sell 20, in the next turn you can sell 19 next turn 18.... so you can compare strikes a few turns.
I do it at the beginnig of a campaign, reduce it 5-10% everey turn to get a big stock, its better to get the first 1-2 years problems with strikes, after that i had 45 years only strikes in "new" regions.

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Thu Apr 26, 2012 9:12 pm

Sven wrote:you go the wrong way, with 80% you only had 20% next turn if your production is low example:

produce 20 you need a Stock from 25 to sell the complet production with 80%, but if you get strikes you only get 5 for the next turn, sell 4 ...
if you produce 20 and say you only sell 5% you need a stock from 400 to sell 20, in the next turn you can sell 19 next turn 18.... so you can compare strikes a few turns.
I do it at the beginnig of a campaign, reduce it 5-10% everey turn to get a big stock, its better to get the first 1-2 years problems with strikes, after that i had 45 years only strikes in "new" regions.


nope, you misunderstand it as absolute term, its only a relative value and has nothing to do with the production or the plan-able need...

see my older example:

"the 80% threshold is only the percentage of goods in stock, in progressed games with high consumption of industry itself this does not work at all. I had shown examples in two thread , i.e.:

range set to 5%
in stock: 709
net production: 143
net use: -137
balanced value for national market sold goods: -25 (minus twenty-five)

so the threshold means nothing if you have to low stocks/none, the percentage is highly disproportional as higher the discrepancy between units in stock and units used up in the same turn... getting larger and larger as longer game runs"
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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Thu Apr 26, 2012 9:18 pm

the further problem is, that the strikes are a bit bugged, especially hard to regain loyalty and contentment once below 20 points.

literally, you can have hundred of provinces with a level of 96%, but three or four with a level of 5, 8, 14... this strikes will never end then, even with military police in this regions and demand covered 100% while not taxing anything or anyone

its highly asymmetric, but i still had no time to offer a player-made solution the AI could handle and the player not abuse
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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Fri Apr 27, 2012 12:49 am

no, if you want a balanced output you need to calculate, the production should the same like the maximum needing, but if you spend 80% off stock for needings you need a big big overproduction to help with strikes.
in the late game it is impossible to produce enough, and then with 80% and a "small" production you had after 2 turns with stirkes or inputproblems you had left 4% of stock and the economy had big problems.
And if you not produce enough the sold goods approximate to the production.

I don't see any "disproportional" with the percentage, as exemple from my game:

Gold in Stock:2681
Gold produce:252
Gold need maximum:265(maximum sell)
5%:-134
10%:-265
15%:-265
...
80%:-265

Its only mathematics, example with industrie needs:

mechanical parts need from industry:1012

if you produce 1012 the needing reduce the stock and industrie shut down, now you need to minimum produce 5% more 1012*1,05=1062,6=>overproduction from 50,5 and that are the stock what you need that your industie is not shut down and run propper but 1 turn with low production is bad.

the maximum needing in my game is 130, with 5% i need a production from 1142 and a stock from 2600 to sell all, with 10% i need the same production but only 1300 in Stock with 15% the stock need minimum 866, that is lower then the industry needing and a problem, if the stock sink 1-2 turns under 1000 the industry shut down

in you example the stock approximate to 120 with 5% if the production do not change(overproduction from 6 /0,05=120) but that the point the industry needing is to high, so you need to produce a little more, if you need 137 you need to produce 145 than the stock approximate to 137.


The problem with the AI is no problem with strikes, the AI is to stupid to build up a stable economy. The basic part coal is a big problem, the AI build railroads, upgrade them and that only with a few coal mines, every province with a railroad need 0.5 coal, with upgrade 0.8. a "normal" coalmine from 1850 produce around 10 coal, in my game 1897 as exemple russia had only 6 mines from 1850 and so produce 75 coal per turn, but need most for railroads. the AI log say the same:
Stock 40 Expected 617 Balance -69

now the problem is simple, no coal=> no industry=> no goods=> no happieness=>strike=>no coal
a simple resolution could be to force the AI to build and upgrade coal-mines, in my game only the US get enough coal to sell from time to time(but upgrade not all mines). also could help to make railroads need less coal(0.1 and 0.2??), that could help a bit.

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Fri Apr 27, 2012 10:31 am

good lad, i trust in your competence, but...

i played the game from June to December 2011, the very game i played through was started with 1.01Oscar and ended with 1.02offcicial. yeap, i mainly played USA (thorugh), Russia and Nippon

as a economist i have been striven to understand and to solve problems in PON.

PON is known for very bad calculations, false rounding etc.

I can assure you, i did as you would have advised me, producing always a security amount, high enough. and i used the 5% margin only in case to build up stocks, as you would have advised either.

despite it i can assure you, i ran in plenty situations when 5% was set, overproduction given and the game sold a absolute number for the value of 11%, 14%, and even 27% of the HIGH stocks
(talking about 2000 and more).

its no linear effect, but as higher the stocks, while low demand or demand partially covered by other goods within the group of goods, as higher the mal-calculation.

so, i state again, the threshold means nothing if you have to low stocks/none but in case of large surplus amounts, which actually you advised not to produce if i got you right.

so dont waste time with maths, i did and went nuts to solve it with some fellows, and we did on private basis.....

****************

for your observations about the economy:

yes, coal is a tremendous problem:

first it needs a floating limit to store it

second oil and wood should be substitutes (transformation to "energy" with a low efficiency)

third, know, you misunderstand the situation:

a.) AI hesitates to add additional infrastructure, thus if Russia cant pay the infrastructure in the beginning, this is badly bugged. But Russia is also cooled down on purpose, to simulate its backward industries.

AI will add RR as close to the historical date as it makes sense

b.) you seem not to understand why the shortage in trade is there, the production of the AI, but for the very small states does meet the demand.

Players do overpower the economy, for the economy is already far too strong in the 1850s. to encounter it, longer construction times were introduced in game. but its drip on the hot stone.

as the price system is too simple, stabilizing it (and slowing down players) was done by setting huge amounts the AI shall keep in stock BEFORE IT TRADES then everything will be poured out which is available even if sell-able to national markets.

now AI also takes into accounts the margin it could earn by selling. it produces heavily in industries like steel, reaching the high amounts and sometimes selling 3000% more than world demand (which later in game is not enough to cover world demand, as you know). It neglects the building up of resource extraction thereby AND lacks the infrastructure before historical scripted date.

now a deadly bullet enters the game:

a.) the jumps in research are to long away, you can have 7 years of overproduction of coal before being able to upgrade the structures and then have to wait 10 years to be able to upgrade mines.

since the stock/waste relation is static as well as the security amounts of the AI, it kills trade. sometimes you dont need it, if technologies finally are there, you cant get the resources.

if the player researched techs, AI gets resource bonuses as well, compensation, thus you will see additional sudden jumps in world trade offered units of resources

b.) i.e. additional to this delay and tade mechanism, as USA i had a 30% breakdown of ALL production for 8 years, just for having the wrong president.

c.) the strikes are not the really problem, one can cover with it and has only the need to program a more often check of the status of the province on monthly basis.
the real pain in the neck is the fact, that even if needs are totally fulfilled, work given, education high, militancy low, you run into the often discussed problem with two values.
once contentment is below 20/25 its pretty hard to recover, even if not on strike they citizens even steel your goods. once below 8/10 its impossible.

As you said, some AI neglect selling/buying/producing and contentment drops fast, other Ai states dont even have market access. though they never recover even if high overproduction, high rate of sold goods etc

****as for RRs, you have to solve the problem first, that transport eats up coal, before it arrives for feeding the production of more coal or goods needed to produce coal...
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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Fri Apr 27, 2012 12:40 pm

i played from 1.00(the box version) to 1.02 many games with 10-20 years and 2 games to 1900(one only with 1.02 and 4 years with 1.02b).
The problem is that the stats not exact(and that told the tool-tip), and some times i get the feeling that strikes/good happines first calculatet and change the production.
as exeample i had 2500 coal in Stock produce in around 60 mines 2200, now if a region get 50% productionbonus and had 4 mines like Sachsen i get 70 coal more, that 3% more but if at the beginn of the turn they change to normal productivity i get less, now if the need is calculate at the start 2500*0.05=125, now the industry need is substract say 2000, troops needing are 75.
The expectet calculation say stock at the beginning next turn ist 2570, but now it is only 2430, that looks like 265 is sell(10,6%). Realy problematic is it if you had only a few factories in a few provinces an no industrial needing, same with food that is convert without a % given.

To the stock, a big stock is a needing if you want sucess, thats why i say only 5% for needing, that make automaticly high stocks(you produce 100 only sell 100 if Stock is 2000), at the beginnig low stocks are normal. at late game your industry runs out of coal, so you need to choose and that times you can produce over 2000 goods a turn but to get a good economy 1000 is god enough. if you had luck and no bigger strike 3/4 of buildings don't need investigation, only coal/minerals/goods/mechanical Parts i adjust every few turns all other only if i see a Problem in the balance

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Fri Apr 27, 2012 7:18 pm

Hi all, I have been playing this game, patched to 1.02 as France and it is now 1859 January...with a friend of mine...so it is taking us longer to complete this game. Now he is doing ok as the US...but I as France have problems. A lack of coal...because an area that produces coal has had strikes for a number of turns now. I have my taxes on very low with Census at zero. I read the manual about never increasing taxes above 30%.
Anyway I think I am sunk. Because the killer is..my general contentment fluctuates between 31 to 34 percent (certain areas are in the single digit number-ha ha) and I am not able of course bring my coal production up. My manufactured goods seem to in the area of 60 or so...only when I start to make adjustments do I increase that number, in turn that causes of course discontentment issues. I should also the area of Paris has strikes as well. MP and army units are there..but alas. Meanwhile I am able in most areas to meet the demand of the population with a amount of food stuffs. I could go on but I have a feeling that I should start the game over again...since the contentment issue does not seem to go away. What is interesting my friend is doing well as the US in the area of contentment...maybe since have invested so much time...can only do basically 2 turns a day.....that I will continue the game and see if I can get myself out of the hole I am in
Can't wait for patch 1.03 when that is done after Napoleon's Campaign 2 is completed (although there will be the possible patches to that ...etc..etc..etc..) :)

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Fri Apr 27, 2012 7:56 pm

a little help, get early colonial regions with Gold and Gems, luxury goods are a big contentment booster and a good money booster too(if you don't change taxes!, i had the feeling that a change help only temporary but lower income and make more problems). In 1.02 is a little bug, one decision in the F1 screen can do everey turn coast 500 money and raise contentment and lower militancy. with that mony from 2-3 regions you can also research all techs.
Units doesn't help with strikes, only get a god basic on the local market rais contentment (if you near 100% 0.5 an more everey turn). In my game(now 1897) i need 10 years to get all core regions of prussia over 80 contentment, all german regions i get over time had problems with strikes and the same with conquerd regions, but i think that a high national moral help(conquerd regions need only a few years to get the contentment high)

Sven
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Sat Apr 28, 2012 12:07 am

so i play with the structure files, the problem is equal what you do, it get a ressource problem. If i change 50% of coal in oil the oil is a problem, if wood than wood.
now i change only a few industries and hope with sell coal the AI get out of it sleeping

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Sat Apr 28, 2012 12:15 am

Thank you for the suggestions. Don't know if it will help. I have been concentrating on some techs. Paris is at 0 contentment...two other regions in single digit...4 provinces in the teens...and 11 in the 20's. I have 7 luxury factories....1 being built...and 3 of them closed due to strikes for the last number of turns. This is going to be interesting... :bonk:

jrwsdev
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Tue May 01, 2012 2:25 am

Ok, so my latest update. I finally reached the ACW and played a few turns. When the split happens my units are moved to northern cities, I get several units that are locked per events, the AI does too, my officers and conscripts are set to 0 and my replacement pool receives some free replacements. Fine. BUT now I wonder if I was not doing something the whole time. I have 2 academies that produce officers but what do I do to get conscripts? I'm at war, my officers are going up at an OK rate, but conscripts are pathetic. Was I suppose to be developing something along the way? I'm several months into the war and the confederate AI is moving infantry corps around Chicago and the great lakes regions without a care in the world about supply. It just rushed up to Chicago and is cut off from the southern cities but just outruns me while my cavalry units become useless from cohesion loss. Corp size units are stretched from Denver to Richmond on the defensive along the borders while several are running roughshot around the North while I have nothing to stop them. The few units I received and had built pre-war I'm using to try and use to chase down these non-eating unlimited ammo infantry corps, but what really sucks is I can't built any new units. I'm the resource rich north and I have plenty of manufactured goods, steel, supply and ammo but I can't even form an infantry division to fight as I lack conscripts. I have gotten every decree that I was offered passed. The confederates are out producing me in units and I can barely buy replacements much less form a new unit.

jrwsdev
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Tue May 01, 2012 2:45 am

Forgot to ask. Should I have received at least a few commanders at the outbreak of the war. The manual really stresses making stacks with commanders over independant stacks, but in my game as GB and this one as USA I couldn't do that as there aren't many commanders to use. I figured that was a peacetime thing. I'm really surprised that after ACW breaks out I've gotten no commanders at all.

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Tue May 01, 2012 7:49 am

the ACW starts with an event as you know the corps you get for free are eating up 300 (i need to look it up, but that i remember) conscripts by event.
however the normal development of US gives you a limit of roughly 340 max conscripts that date.

this might have an extrem impact of the army, displayed in huge initial losses without reason for not being able to maintain the army.

dont waste men for the navy, concentrate on guns and pioneers, medics then.

once the free corps are ready, far before historically of any use, you should assemble them in three main armies, and attacking in blue blue state of order, move to Richmond and towards New Orleans, the CSA will come to you.

Use blue blue anyway, for you get asymmetric high defensive bonus from entrenchment and have the opportunity the AI will retreat into the city where you can starve them to death and get rid of operating units the same time.

you will get additional units and conscripts too, events and decisions.


make yoursellf familiar with the BLOCKING ENEMIES MOVEMENT of Ageod, no need to win an open battle, just keep on pressuring them as soon as possible, fix them to cities and then do at will. you want to build some cav-brigades to seize their empty provinces and to block the enemy either.

never use re red orders, to high losses from entrenchment PLUS structures.

the conscripts will recover within a year

no, at the moment the number of commanders in PON is STATIC.

I believe McNaughton might alter this in the mod. but dont worry, even the normal AACW game once started with only six generals and on :indien: e could win it.
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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Tue May 01, 2012 8:05 am

for the Chicago problem...

its a pitty, but depends on the AIs level of aggressiveness in a certain theater of war. well known situation from AACW, thats why they introduced once that you cant seize towns with cav. only etc.

in my games AI built always three stacks, Richmond, West Tenessee and Arkansas.

Arkansas is the most easy to nail them down, Tennessee will is the famous raiding stack in my times mostly OHIO, and yes, Chicago until o took Nashville and the Forts to block the river, Richmond is the way you can steamroll than, once troops are available

your moral will be pretty low, stick with blue blue orders, seize as many provinces of CSA as possible and drop one to three corps to siege cities (blue green orders.
force them to follow your moves, use defensive action whenever it is possible, but "keep moving, no matter the odds"
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

jrwsdev
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Tue May 01, 2012 4:30 pm

Thanks for the info. I didn't realize the "free" corps were using up my conscripts. I see now I made many mistakes leading up to the war. I was trying not to prep for the ACW even though I knew it was coming to get a somewhat historical feel game. I guess I should have been more preparing for the war. I didn't know it was so event driven. I thought the confederates would split off by events and then I'd be building what units I wanted and the AI would have to do the same and the war would build up like it historically did. Instead the first 3 months has played out like a confederate blitzkrieg. I might have to take what I learned and start over.

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Tue May 01, 2012 5:55 pm

If you want a better experience of the war, you should play the scenario which is scripted almost perfectly for the conflict. The Grand Campaign conflict is another story, the initial (historical) positions might be quite different because of player choices the 10 years before the civil war starts. I believe you should continue playing. In our own 17-nation multiplayer the war played out differently. Started very early (1859) and was won in only two years, just after Abraham Lincoln came into power.

Our USA-player, coolbean, was not prepared for such an early firing of the event, but he managed to turn around the situation by blockading and choking the Confederates early on. The same thing happened to the Mughals in our Grand Campaign. By the way, there is a bug in the officers and conscripts bonus USA should get at the beginning of the campaign. Because of the large number that gets added all at once, the game engine stalls the calculation and you don't get enough number of soldiers to quickly build units.

coolbean managed to beat the civil war even without those. He lucky enough he didn't have commitments anywhere else in the world arena, he had actually won Siberia over a peace with the Russian just a few months before the civil war broke out.

I believe you should play the game, even if the situation looks bleak.
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jrwsdev
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Tue May 01, 2012 6:40 pm

Thanks for the added input. I should clarify that when I said I wanted things to play out more historical in regards to the ACW I didn't mean I wanted to refight the war like in the specific scenario or from Ageod's ACW game. I was referring to the prep I did for the war. I tried to resist only upgrading the north, recruiting units and positioning them along where I knew the border would come once war was declared. I tried to operate like I didn't know war was coming and on improving all of the USA.

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Tue May 01, 2012 7:52 pm

jrwsdev wrote:Thanks for the added input. I should clarify that when I said I wanted things to play out more historical in regards to the ACW I didn't mean I wanted to refight the war like in the specific scenario or from Ageod's ACW game. I was referring to the prep I did for the war. I tried to resist only upgrading the north, recruiting units and positioning them along where I knew the border would come once war was declared. I tried to operate like I didn't know war was coming and on improving all of the USA.



unfortunately the AI does not ^^

remember that the armies historically had no experienced officers running corps sized organizations to amassed
battles.

service units as mentioned, artillery to display Unions superiority in steel production.... then run wild

1859 is the earliest scripted date, prior to patches it was 1858.

finishing it with field battles, 2 years is normal, by sieges can take double time

my best was in an betapatch, 70k KIA Union, 420K Rebs KIA/POW, not enough to run out of money for rebs, out of baccy for yanks
...not paid by AGEOD.

however, prone to throw them into disarray.



PS:



‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘



Clausewitz

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Kensai
Posts: 2712
Joined: Mon Sep 19, 2011 4:54 pm
Location: Freiburg, Germany

Tue May 01, 2012 9:48 pm

jrwsdev wrote:Thanks for the added input. I should clarify that when I said I wanted things to play out more historical in regards to the ACW I didn't mean I wanted to refight the war like in the specific scenario or from Ageod's ACW game. I was referring to the prep I did for the war. I tried to resist only upgrading the north, recruiting units and positioning them along where I knew the border would come once war was declared. I tried to operate like I didn't know war was coming and on improving all of the USA.


I feel you. I do this all the time. Otherwise, there is decreased challenge. You did everything right. :)
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