- What is the reason for multiple-boat/ship squadrons? I'm referring to the brig/frigate/gunboat/transport squadrons. Is this for some kind of gameplay balance? To assist the AI? Do the two-element ship squads fight as a unit while in a stack, or is all naval combat done at the individual element level?
It's very annoying when one of the free rebel brigs comes into port for repairs and gets tied up for multiple turns while a new ship is generated. Or if only one ship is damaged, two are still tied up while the other's health replenishes. If it won't adversely affect the AI, I'm going to mod most of the ship-building to one element, halving (or quartering in the case of transports) the cost. At least then the rebels can afford to build some gunboats, and I'll have more flexibility on force deployment.
- Is it possible to redefine one or more areas *after* the start of a scenario? Specifically, I want to alter values generated by areas.ini, preferably by scripting an event. I'm assuming that the game doesn't repeatedly reference areas.ini after a scenario is started, but instead uses values stored in the .hst. It's always irked me that West Virginia has already become a de facto state at the start of the full campaigns. I'd like to define both areas VA and WV, but give all the regions to VA at start. Then depending on conditions (X number of cities in Union MC and loyalty, etc) redefine VA, adding the regions to WV, previously defined as empty.
edit: I actually meant to post this in Mods