Micah Goodman wrote:I played AACW extensively but I have only played ACW II a little. I have some questions for Union players who primarily play against the AI. First, what is the most effective force for capturing shore forts.
Micah Goodman wrote:Is there any use in using siege artillery for capturing shore forts?
Micah Goodman wrote:Second, is paying for additional industrialization worth it?
Micah Goodman wrote:How aggressive is the AI when coastal forts are captured? I know in earlier versions of AACW the AI was insanely aggressive against retaking coastal fortifications.
Micah Goodman wrote:And lastly, any and all suggestions that you can think to pass on are most welcome.
Gray Fox wrote:FYI, as this pic shows, an iron works costs $100 and 25 WS, while an armory costs either $25 or $33 and 6 to 9 WS each. So an iron work won't start making money for you until 100 turns have passed, whereas an armoury will start earning cash over and above its initial cost after about a year. You're better off building Ocean Transports and using them in the Atlantic sealane box to boost imports.
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Micah Goodman wrote:And lastly, any and all suggestions that you can think to pass on are most welcome.
Micah Goodman wrote:I played AACW extensively but I have only played ACW II a little. I have some questions for Union players who primarily play against the AI. First, what is the most effective force for capturing shore forts. Is there any use in using siege artillery for capturing shore forts? Second, is paying for additional industrialization worth it? How aggressive is the AI when coastal forts are captured? I know in earlier versions of AACW the AI was insanely aggressive against retaking coastal fortifications. And lastly, any and all suggestions that you can think to pass on are most welcome.
Jim-NC wrote:In AACW, the relationship to Brigs in boxes and money brought in was not linear. I think it's the same in CWII. I believe the analysis on AACW brigs was by Major Tom. The more brigs, the less per brig you brought in. He even had charts!
Gray Fox wrote:Don't build industry as the Union. An event in the game occasionally sells 50 WS for $50. Factoring this into a purchase of 5 Iron Works for $500 and 125 WS reveals a much shorter break even point than 100 turns. The 5 IW produce a combined 40 WS per turn. They would produce 520 WS in 13 turns which might be sold along the way for $500 and 20 WS left over. Three turns after this another 120 WS would be produced so that the investment paid for itself with $16 and 15 WS left over. However, $500 and 300 WS would buy 25 Transports that would bring in at least $50 and 50 WS per turn. If 50 of this WS were sold for cash twice, then this investment would pay for itself in only 8 turns.
GraniteStater wrote:You are confusing amortization with getting a return.
Lemme put it in the vernacular - I don't care if the Iron Works never pays off the note - in 81 Days, whatever, it's built and starts producing $$.
This is a war game, not Railroad Tycoon. I don't care if the government crushes the peasants under a debt Louis XVI woud be ashamed of, as long as I win the war. Then Treasury can figure it out.
I want the money now - get it? The stockholders don't get a vote and the management team are chained to their desks. I want to raise troops, period. The only other thing that $$ is good for is paying for Industry (or Replacements). We went through this on a thread about raising $$ - yes, one should be aware of what Inflation is, but I don't care a flyin' fig if I'm at 15% and I'm crushing the oppo with more warm bodies than they can handle. Similar argument about Industry expenses - I want structures pumping out $$, I want Loyalty up as much as I can force it, even at the pointy end of an overgrown pigsticker, and I want it NOW. Personally, in my playstyle as the Union, I don't fight 'on the cheap' - last PbeM I built a Big Navy, I'm always buying Wagons, I want all the Support & Specialists and I want all of them - NOW.
Whether the Czar wants to buy my bonds is immaterial to me.
Captain_Orso wrote:Although the dollar-for-dollar deal with investing in heavy industry will not payout for a long time, the additional Ammo will. With larger and larger forces on the field and more fighting further into the war, if you do not at least invest in Powder Mills you will start find that although your armies have lots of food and warm blankets, they will start to lack on cartridges and cannon balls, even when they are sitting on depots.
Also, don't forget, every turn you have a more than 500 WSU after expenditures, 50 of those will be traded for $50.
I'm in Early January '63 in my current game and been trading WSU for $ for many months. That means that the fat expenditure of $500 plus WSU paid for itself after 10 turns.
I haven't gotten a game into '64 in CW2 yet (too many break-off to install new betas), but from AACW experience, if you haven't invested in industrialization, by that time you will start experiencing hiccups in GS too, which isn't pretty when your armies need to march now.
Gray Fox wrote:Micah, the telegragh and land development cards increase your VPs but don't do much else. Supposedly if you get loyalty in a region to 100% then you get a +50% production bonus, but I have not seen this work in tests I've done.
Gray Fox wrote:Micah, the telegragh and land development cards increase your VPs but don't do much else. Supposedly if you get loyalty in a region to 100% then you get a +50% production bonus, but I have not seen this work in tests I've done.
Micah Goodman wrote:In regards to the transport ships in the shipping lanes debate, I am assuming that you have the auto supply feature turned off and have to micromanage all shipping for the numbers people are quoting to be accurate? (I hate to micromanage the fleet like that but, I guess I might have too.)
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