ifailmore wrote:try playing Leitenant AI this make you face semi historical numbers agasint USA you will be constantly fighting larger stacks than yours as it was in reality. +2 activision bonus so the AI actually move and do some naval landing, low bonus detection to prevent them going suicide rush in middle of csa and not capturing towns and cities.
ifailmore wrote:try playing Leitenant AI this make you face semi historical numbers agasint USA you will be constantly fighting larger stacks than yours as it was in reality. +2 activision bonus so the AI actually move and do some naval landing, low bonus detection to prevent them going suicide rush in middle of csa and not capturing towns and cities.
ArmChairGeneral wrote:This comes up a lot among new players, but the game is specifically designed so that no AI setting grants direct combat bonuses, more resources, or more troops. The AI does not get more money, though it will seem like they do, the AI does not fight any better than you, and they do not get free units. They don't even get a larger force pool. On Colonel level only, the AI does get some extra reinforcement chits (not sure if that is extra free ones, or whether there are just more in the force pool and she still has to buy them) but that is not what people mean when they say the AI gets extra numbers. The Union gets more men and more resources than the CSA in the same proportion whether human or AI (except for the replacement thing if you are on Colonel). If it seems like the AI has more resources than you have when you play that side it is almost always because she is getting more mileage out of the same resources.
Captain_Orso wrote:BTW guys, the resource income shown in the tool-tips at the top of the map, or in the regions list, are all historic. They show what the last turn's income was. So if you change something in parameters or wherever, you must run at least 1 turn to see the affects.
ifailmore wrote:try playing Leitenant AI this make you face semi historical numbers agasint USA you will be constantly fighting larger stacks than yours as it was in reality. +2 activision bonus so the AI actually move and do some naval landing, low bonus detection to prevent them going suicide rush in middle of csa and not capturing towns and cities.
jjw509 wrote:I found the AI was a little stronger historical in 1861 before divisions. The first battle of Bull run was delayed until the Yanks came in with over 2000. I had to abandon the valley temporarily and got knocked back from Mansas but eventually held them off at a region behind Manasas. What activation setting do you use? I was using the one just under veteran and it may have an effect as well.
ArmChairGeneral wrote:Good, tip Fox.
Also, don't be afraid of the under command penalty prior to Divisions. Once you hit -35% (which happens quickly prior to Divisions) it doesn't get any worse, so you might as well keep adding more units to the stack. Your opponent is doing the same, so the -35% balances each other out so that neither side has a relative advantage. How else do you think McDowell can march on Manassas with a 1500-2000 PWR stack?
The leadership difference between the two sides is modest in combat terms, don't expect it to carry the day. If you grant the Union AI any activity bonus you will similarly reduce the advantage in activity that the South gets. The leadership differential is most apparent when you compare your playing experience as one side vs what it is like to play the other. You will have to scramble as the Union to find any commander who stays active enough to campaign. When you play the CSA you don't have this problem at all, and are instead outnumbered and outgunned.
Gray Fox wrote:This is the only mention I have found in the Wiki about CP penalty:
http://www.ageod.net/agewiki/Combat_Explained
"Who goes first?
The order of fire is determined by the initiative-values of the elements: elements with higher initiative are likely to open fire before elements with lower initiative (there is a random factor involved though!). Each element has an initiative value that can be improved by some abilities or by experience, and can be degraded if the army is under commanded." (my italics)
So, "an under commanded", i.e. not enough CP's, army would take the -X% away from its initiative number. This might allow a well commanded stack to fire first more often then not against it.
Users browsing this forum: No registered users and 14 guests