rss334
Conscript
Posts: 6
Joined: Thu Aug 04, 2016 10:45 pm

Sat Aug 13, 2016 12:42 am

Thanks for the feedback guys. Enjoying getting to the point to find out if I share the same view.

Noromier
Civilian
Posts: 2
Joined: Thu Nov 10, 2016 5:40 am

Re: Just getting started and questions

Thu Nov 10, 2016 5:52 am

I just got this game recently and wow there is sooo much to learn. Just won the '62 east campaign as the Union which honestly came as a shock because it felt like i was on my heels just trying to keep up. Lots of depth to this game though so i'm eager to begin another campaign but there were some things that I still just don't understand about the replacement of units. I read the bit earlier in this post about how the chits work but for some reason I never really saw any real effect on some of my units, particularly my naval units. I made some rather foolish mistakes with a couple of my fleets and ended up losing a few elements across a few different units early in the game but despite having plenty of chits available those elements never returned. As a result those naval units sat in port most of my play through. Am I supposed to park them in the same port where they were built or am I just missing some key information on how naval elements get reformed?

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Gray Fox
AGEod Guard of Honor
Posts: 1583
Joined: Wed Aug 22, 2012 7:48 pm
Location: Englewood, OH

Re: Just getting started and questions

Thu Nov 10, 2016 2:19 pm

Here is a link to the AGEODWiki on Replacements:

http://www.ageod.net/agewiki/Replacements

"5% per Port level: Naval unit in harbor (represents repair to damaged ships)
Minimum port level required is set in each game's Harbor.str structure file by the parameter RplMinLevel:
All games = 3 (as of 12:26, 6 May 2010 (UTC)) "

It may also help if a Naval Engineer is present, as this unit speeds construction. Different types of naval units are in the game, so you need the right replacement to get the job done. Good luck!

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Re: Just getting started and questions

Thu Nov 10, 2016 3:46 pm

Noromier wrote:I just got this game recently and wow there is sooo much to learn. Just won the '62 east campaign as the Union which honestly came as a shock because it felt like i was on my heels just trying to keep up. Lots of depth to this game though so i'm eager to begin another campaign but there were some things that I still just don't understand about the replacement of units. I read the bit earlier in this post about how the chits work but for some reason I never really saw any real effect on some of my units, particularly my naval units. I made some rather foolish mistakes with a couple of my fleets and ended up losing a few elements across a few different units early in the game but despite having plenty of chits available those elements never returned. As a result those naval units sat in port most of my play through. Am I supposed to park them in the same port where they were built or am I just missing some key information on how naval elements get reformed?


Hi Noromeir,

welcome to the forum :hat:

To have a missing ship (element) of a naval unit replaced, that unit must of course be in port. I don't recall it being mandatory to have anything special in the port (Naval Engineer, harbor size, depot), but if New Orleans, New York, or Boston, are available, I would choose one of those above all other anyway, just so that normal repairs are quicker.

To indicate that you wish to have the missing element of a unit which is in harbor replaced, you must change the unit's posture to PP (Passive Posture), and have at least one replacement chit in your replacement pool of the missing ship's type. The missing element's replacement should start at the beginning of the next turn.

Naval elements are replaced by having a ship of the type of the missing element, be built. When the build starts, the unit will automatically be returned from PP to DP (Defensive Posture), and locked. The locked status is much the same as when building a completely new unit, and cannot be voluntarily unlocked. If attacked, it will automatically be unlocked. The replacement-build time is equivalent to building a new ship, which is actually what is happening.

Only one element can be replaced at a time per unit. Most naval units contain only 2 ship elements. Blockade Flotillas are the exception, having 1x Steam Frigate, 1x sailing Frigate, and 6x Blockade Ship. If one of your blockade flotilla is missing 2 blockade ships, each will be replaced separately, one at a time; that is
  • the first replacement ship starts to be build
  • once complete, you can put the blockade flotilla back into PP to start the build of the build of the next missing ship.

I know this makes no sense at all,but thems is da rules.

Blockade ships don't take terribly long to build, ergo to replace. However, Frigates and Steam Frigates take many months; months in which the entire blockade flotilla would be locked in harbor. So, before you do this, I would check if you have a Frigate or Steam Frigate unit, consisting of a single ship, which you can use to replace the missing ship in your unit. It is very easy to combine units, although, beware, you cannot reverse the combination.

To do this,

  • put the blockade flotilla and the steam or sail frigate together in a stack without any other naval units
  • select both units using <CTRL><Left-Click>
    • either press <CTRL><C> or
    • press the "Combine Units" SO (Special Orders) button

That's about it. Smooth sailing.

Noromier
Civilian
Posts: 2
Joined: Thu Nov 10, 2016 5:40 am

Re: Just getting started and questions

Thu Nov 10, 2016 4:39 pm

Thanks for the info! I had the ships docked in just a random port so maybe that was part of the problem. I will keep this in mind for the future. I also didn't know i could manually replace them with other ships built so that will help a lot too. Thanks again for the help!

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Re: Just getting started and questions

Mon Nov 14, 2016 5:07 pm

As always, our most appreciated bear is helping people with in depth explanations :o

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Straight Arrow
General
Posts: 507
Joined: Fri Nov 07, 2014 5:44 pm
Location: Washington State

Re: Just getting started and questions

Mon Nov 14, 2016 10:48 pm

Captain_Orso wrote:
Noromier wrote:
Blockade ships don't take terribly long to build, ergo to replace. However, Frigates and Steam Frigates take many months; months in which the entire blockade flotilla would be locked in harbor. So, before you do this, I would check if you have a Frigate or Steam Frigate unit, consisting of a single ship, which you can use to replace the missing ship in your unit. It is very easy to combine units, although, beware, you cannot reverse the combination.

To do this,

  • put the blockade flotilla and the steam or sail frigate together in a stack without any other naval units
  • select both units using <CTRL><Left-Click>
    • either press <CTRL><C> or
    • press the "Combine Units" SO (Special Orders) button

That's about it. Smooth sailing.



Wow, this I did not know. It's clever, very clever.

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