Captain_Orso wrote:Maybe because historically 'forts' built during the war were actually fortifications built around towns which were of strategic importance, with a couple of exceptions. Building a Civil War Maginot Line would be rather unhistorical.
Like Richmond, Vicksburg, or Petersburg? Those aren't "forts", that's "field works". Then maybe forts should be completely done away with, and when units dig in around towns, their "fortifications" remain even after the units leave. But that raises a whole other specter of programming that is a pain. Specific forts are built to control strategically important crossings, terrain features or choke points, this is not an army digging in. But hey, it's "unhistorical". Maybe the game should just have a button for the Union player that says, "I WIN", because that's the only historical option.
Captain_Orso wrote:But you know that once you start building the fort that the artillery and supply unit will be returned to the build-pool. Why did you not put up a garrison in New Orleans first and then build the fort?
Hmm, I wonder... might it have been because I could only build two light arty in NOLA, and had to wait on another pair from Texas, at which point I had completely expended my money? I think that might have been the reason. Not to mention the travel time it took for them to get there.
Captain_Orso wrote:You do not lose the artillery. The artillery is the abstract cost of building the fort. The issue you have is only perception.
No, it's not an "abstract" cost of building a fort. It's a real cost because at best, I'm waiting three to four turns for the units and two turns for the fort, and then I'd have to wait again for those units that I just built to get back into the field, if I so chose, not to mention that I've just burned through three conscript companies and however much war supply to build them. I don't get any of that value back. Not to mention that paying for those units takes a crap-ton of money away from building other units... the "opportunity cost".
Captain_Orso wrote:If instead of building 4 batteries and a supply unit, what if you built a 'fort-building-unit' that cost the same, but had little military value; the situation might be more obvious. Of course you would still have to build a garrison parallel to the fort-building-unit and move them to the fort.
If that's not user-friendly enough you could integrate the cost of an artillery and infantry garrison into the cost of the fort-building-unit. But I know what would come after that. Players would complain that they already have a garrison in the location where they want to build the fort, "why can't I just build the fort and garrison it with the units I want to? I just makes no sense". Yeah, right.
That's silly. The garrison of whatever fort I'd be building is an operational or tactical concern, generally, though sometimes it is strategic. I just want the artillery that I expend in building the damn thing to at least give me some sort of reward in combat power for the fort itself, and the supply units to lend the "staying power" for forts under siege.
Ace wrote:Building forts was a mayor undertaking, just hitting the button and deducting from your stockpile wouldn't simulate time and effort for building it. Building supply wagons and artillery and moving it to the location somewhat simulates it.
I think, forts outside towns should be enabled, as they were historically built almost exclusively out of towns. Island No 10 was built in the middle of nowhere, at least I think so.
Of course there would be a time factor involved, and, by tying it to the number of troops in the region, they would make those major undertakings either easier or harder. So a massive army can quickly build a fort at Fredricksburg or Norfolk or New Orleans, but a single regiment of militia is going to take a while longer.