shindigero wrote:Hi, I'm very new to Pride of Nations, although I have played a small amount of CWII, so I was wondering if you guys could help me understand a few things that I've been unable to find in the manual.
The first thing is the hit replacement. I'm pretty sure I understand how it works but I'm one year into my Great Britain campaign and I've found that for several unit types I have almost 1000 hits that need replacing and I'm only able to buy a few replacement chits per turn due to a shortage of recruits. I understand that one chit can replace 10 hits but the number of hits seems to be out of control so that I can't replace them quicker than they're racking up. I have historical attrition on because I wanted to have to realistically deal with the aspect of disease etc in the 19th century so I don't know whether that's the problem. But I have no units out of supply and I only get a message saying men have been lost due to bad weather etc. once every few turns so I wouldn't have thought that would cause such a huge problem. The problem also doesn't seem constrained to the colonies as I have entire fortress artillery batteries in Britian that have almost no men left which seems excessive for only one year. I'm also at war with Burma but there's been no fighting for months and the number of hits that need replacing continues to grow.
Secondly, I'm still not entirely sure how the process of achieving a protectorate should be handled. In this context I've sent merchants to set up tradeposts in Dubai, Qatar and Kuwait and I'm up to 30% colonial penetration. I've read that by that point you should consider building a military outpost but that requires a certain level of military control. How should I go about achieving that? I've recruited some Expeditionary Brigades (one for each of the prospective colonies) but if I send them to those regions will that cause me to be at war with the current controllers? And how do I keep my men supplied? Do I just have to send them with supply trains and hope they have enough to hold out until the fort's up?
Thanks for any advice.
welcome to what can become a serious addiction.
Your first problem is triggered by a major tech change that means you have a new and wonderful rifle to kill your enemies with. The only problem is the game engine simulates the refit and retrain costs via inflicting hits. Later in the game you can manage this by pre-stocking hit points but so early that is hard. This won't help you (unless you go back a few turns) but the solution is to control how units enter the refit/upgrade cycle. Units in a green stance and on a depot have priority, units in a combat stance (orange) and not on a depot are unlikely to upgrade. If you use this trade off you can slowly cycle your army onto the new tech - in PoN you can't easily control research so its a case of working with the consequences.
If you've not gone too far, I'd be tempted to go back and try to manage the situation this way.
The colonial game needs to be taken slowly. Revolts, ungrateful locals and hostile powers are all real problems and bringing a region to colony status is a long term project. If you use colonial troops they have relatively low supply demands and you'll find that things like missions etc do generate a very small stock of supply. Otherwise anchor a fleet off shore and send supply wagons back and forth (the fleet has more supply than it needs). If the region is not controlled by another European power then there is no risk of a proper war .. but ...
if your relations with the notional local group (they will be an unorganised state) is <0, you will be plagued by uprisings (remember they don't share your views on the desirability of empire). At the extreme you can get caught in the 'large armies starve/small armies get beat' trap - if so I'd pull back and rethink. Can you get the coastal province firmly locked down (a fort plus harbour plus depot)? If so concentrate on that and then spread out. Regulars plus something with high detection are great for defensive actions in the colonial game but rubbish for pushing into enemy territory (at least till you get the late game techs).
Burma is a real challenge as it involves poor terrain (=lots of cohesion hits), plus a strong enemy. The way to play that is to take a province with light units, set up a defense, bring in some regulars, push on and so on
Have fun. You may want to have a look at 'manufacturing Italy', scattered around is a lot of discussion of game mechanics - you can find the posts from the index on p.1
edit: you can raise relations with a tribal state by sending diplomatic missions (forget the exact term), each gives you a small boost and they can't be rejected. You will need to get some areas calmed down or your entire army will be consumed in constant colonial wars