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rattler01
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10 Questions I have on Game Mechanics

Sat Dec 14, 2013 6:53 am

1. Replays?
Is there a turn replay like in CW I where I can watch each day unfold?

2. Transports vs Merchants
Is there a difference between Transport and Merchants, besides Merchants only do supply? Can both make depots? Do transports in shipping box increase WS and $$ received?

3. Redoubts and stockades?
What are the benefits to making these? How does their frontage and entrenchments compare to each other and cities? Do they have a Zone of Control (ZOC) effect to block movement into area you have less than **% of MC?

4. River ships
How do I apply a motorboats siege trait to a siege?

5. Raising money
Does raising money apply to the turn a choose to "sign" it. Or do I have to wait until the following turn?

6. Depot destruction?
Do I need certain units to raze a depot? I have the NVA /1st BDE (1 IN(L) 2IN(V)) in Wheeling and they can't destroy the depot? Want to see if it is WAD before I post in Tech support.

7. Loyalty
Can someone list the effects of Loyalty on supply, VPs, and detect in a region?

8. Military Control (MC)
You enter in offensive stance when your MC is lower than **% when enter into a region. And you need at least 5%(?) to retreat into a region.

9 Development points
So the development points is its civilization level? And this effects supply flow how? Does a civ level 75 with RR move faster than a civ 25 with RR?

10. River blocking/patrol
Is it still 4 Elements to block crossing of rivers?
"To fallen comrades. And Winged Warriors; past, present, and future. One team, one fight. Winged Warriors."

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Ol' Choctaw
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Sat Dec 14, 2013 9:41 am

There are others with deeper knowledge but I will give it a try, at least some of it.

1. Nope

2. No difference

3. They are forts, I have seen no blocking by stockades of movement but that is only anecdotal.

4. Mortar barges apply their ability to a siege when they are in a bordering water zone.

5. Raised money comes in the next turn.

6. The only time I have seen units unable to destroy a depot is when they are locked or under siege.

7. Loyalty can boost or limit the amount structures produce, from money to conscripts and general supply as well.

8. I think it is 15% needed not to go into offense. I don’t believe any control is required to enter a region when retreating. The retreat priorities still baffle me.

9. Good question. Higher development will speed road movement but rail is always the same, so far as I know.

10. Yes still 4 for a full block but a 10% chance for the other side to evade it.

wosung
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Sat Dec 14, 2013 11:44 am

6. Can higher level depots be destroyed at all? Or was this only about production sites?

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Ol' Choctaw
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Sat Dec 14, 2013 4:08 pm

depots of level 2 and up can be taken out with destroy depot a RGD. Level one depots anyone can take out. If it is an upper level depot though, you need the card.

moni kerr
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Sat Dec 14, 2013 4:09 pm

6) Wheeling is a level 2 depot and can't be destroyed. But partisans using the destroy depot decision can "destroy it" and lower the depot level by 1, making it destroyable by regular units.

8) 6% minimum I think. Units retreating will prefer regions with structures and at least some %MC, but I'm not how much.

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Captain_Orso
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Sat Dec 14, 2013 8:21 pm

I'll just answer the unanswerable... uh, unanswered ;)

rattler01 wrote:2. Transports vs Merchants
Is there a difference between Transport and Merchants, besides Merchants only do supply? Can both make depots? Do transports in shipping box increase WS and $$ received?

The differences are that Merchant ships can only be "purchased" through options, they take fewer hits to sink than transports, have lower cohesion, and lower defensive fire. Both have 0 offensive fire.

rattler01 wrote:4. River ships
How do I apply a motorboats siege trait to a siege?


Depends on the quality of the Bikini Babes on your motorboats :mdr:

rattler01 wrote:5. Raising money
Does raising money apply to the turn a choose to "sign" it. Or do I have to wait until the following turn?


Everything you do in the game is a "plan". The plan runs when you execute the turn. In AACW if you chose an option to raise money through issuing bonds or raising taxes they occurred in that planned turn. In CW2 it takes affect after the planned turn.

rattler01 wrote:7. Loyalty
Can someone list the effects of Loyalty on supply, VPs, and detect in a region?


If you have >50% loyalty in a region (regardless of MC) your detection will be raised.

rattler01 wrote:8. Military Control (MC)
You enter in offensive stance when your MC is lower than **% when enter into a region. And you need at least 5%(?) to retreat into a region.


Unless it has changed if your MC in a region you are entering is <95%, if your force is not in Passive Posture, it will automatically go to Offensive Posture. The exceptions to this are cavalry, I think only when they are using the Avoid Combat special order, and Raiders.

rattler01 wrote:9 Development points
So the development points is its civilization level? And this effects supply flow how? Does a civ level 75 with RR move faster than a civ 25 with RR?


Yes, development and civilization level are synonymous terms.

This is being tweaked back and forth in beta testing. The current public beta patch has 10-19% as wild (there is nothing below 10%), 20-50% is cleared (you need =>26% to build a road, but only if a track/trail is already present), 51-75% is developed and > 75% is civilized.

Wild = 80% normal unit movement speed.
Cleared = 90%.
Above that it's 100%

Supplies move like normal wheeled units, so everything from development level to weather is taken into account. But the "Pull" to get supply to move in never more than 5 regions even on a rail line or a river.

In wild regions in winter often supplies will not move from one stockade to another only 2 region away if there is not at least a trail in each of those regions and the region between them.

moni kerr
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Sun Dec 15, 2013 5:54 am

Depends on the quality of the Bikini Babes on your motorboats

Bikini girls with machine guns.

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GraniteStater
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Sun Dec 15, 2013 2:13 pm

And, other than ammo, keepin' 'em in supply is easy - a few scraps of cloth for clothing, chocolates and cucumber sandwiches for rations.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]
-Daniel Webster

[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]
-General Joseph Wheeler, US Army, serving at Santiago in 1898

RULES
(A) When in doubt, agree with Ace.
(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.


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Mickey3D
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Sun Dec 15, 2013 9:22 pm

Captain_Orso wrote:if your MC in a region you are entering is <95%, if your force is not in Passive Posture, it will automatically go to Offensive Posture.


Switch to offensive posture happens when your MC is below or equal to 5% (i.e. ennemy has 95+ MC)

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Philo32b
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Sat Dec 28, 2013 6:03 pm

rattler01 wrote:And you need at least 5%(?) to retreat into a region.


According to the GameLogic.ini file, you don't need any MC in a region in order to retreat into it:

tlAllowRetreat = 0 // Minimum control to have in a region to allow a retreat into it

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GraniteStater
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Sat Dec 28, 2013 7:18 pm

Philo32b wrote:According to the GameLogic.ini file, you don't need any MC in a region in order to retreat into it:


The last version of AACW had no req'mt for MC to retreat. Initially, it did, but was reduced and obviated. I assume it is the same in CW2.

This should not be confused with Zone of Control (ZOC) criteria. Not the same thing - again, earlier in AACW, you could be prohibited from retreat into given Regions because of insufficient MC - this is no longer the case, AFAIK. ZOC is different - unlike the 'usual' ZOCs in games, it does not extend into neighboring Regions - again, AFAIK. Instead, it can retard your retreat or deny it altogether: it's mostly a case of your lil' Division wandering into a Region where the oppo has much more PWR than your stack(s) and you find it very difficult, if not impossible, to escape.

I could be entirely wrong in these suppositions, but I think I have the gist of it.
[color="#AFEEEE"]"Liberty and Union, now and forever, one and inseparable!"[/color]

-Daniel Webster



[color="#FFA07A"]"C'mon, boys, we got the damn Yankees on the run!"[/color]

-General Joseph Wheeler, US Army, serving at Santiago in 1898



RULES

(A) When in doubt, agree with Ace.

(B) Pull my reins up sharply when needed, for I am a spirited thoroughbred and forget to turn at the post sometimes.





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