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Rail and River question
Posted: Sat Jul 25, 2015 11:01 am
by 1stvermont
when you purchase upgraded rail and river points, does that add to the total amount not matter what? So say your at 120/120 points , than you upgrade, does that bring you to like 180 max points? Just how does the rail repair and river work? Does it simply bring you back to your max points? so you may be wasting by buying at certain times?
thanks.
Posted: Sat Jul 25, 2015 1:39 pm
by Mickey3D
Yes, these decisions add to your rail/river pool. Both pools are used to move your troops around and to compute the transport of supply : based on the amount of points available after you plan your moves, part of the supply distribution computed by the game might use rail/river movement (look at the tooltip on the rail/river pool icon to have an idea).
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Destroying rail on the map remove nothing to the pool, it is just denying the use of rail movement in a region. Consequently, repairing the railroad in a region has no effect on your rail pool.
Posted: Sat Jul 25, 2015 1:40 pm
by RebelYell
1stvermont wrote:when you purchase upgraded rail and river points, does that add to the total amount not matter what? So say your at 120/120 points , than you upgrade, does that bring you to like 180 max points? Just how does the rail repair and river work? Does it simply bring you back to your max points? so you may be wasting by buying at certain times?
thanks.
Look at the tooltip on the map, it tells how many points you need for supply needs.
Union should invest in both every time possible and CSA as often as possible.
Posted: Sat Jul 25, 2015 1:59 pm
by FightingBuckeye
All cutting up rail represents is tearing up tracks, dropping bridges, and collapsing cuts/tunnels. No rolling stock is damaged or destroyed so repairing lines have no impact on bringing up the available or total number of rail points.
Upgrading your riverine or rail capacity will add to the total amount available to use. Generals and admirals won't use up any of your capacity, but everything else will use up capacity in whatever means of transport you choose comparitive to the unit's weight. Every turn you'll permanently lose 3% of your total capacity to wear & tear and occasionally you'll lose additional capacity through an 'accident' or 'winter weather.' If at the start of the turn you don't have full capacity, that simply means a unit or multiple units are still using that capacity while carrying over their orders from last time. Especially as the South, I try to keep my units traveling in 2 week blocks so I can reassess whether I want to continue using that capacity up. But even then, a delay in starting out the journey will have them carrying over their last orders and soaking up capacity, even if they only have a day's travel left. Depending on your capacity, double checking those units might be a priority. Supply units take up a LOT, so sometimes I'll break one or two of them out of the stack and have them hoof it on their own in order to free up capacity. Oh and say you order a unit to take 45+ days to get somewhere; but the first leg is rail, the second is riverine, and the 3rd+ leg is all foot marching. Well that unit will use up both river and rail capacity on all 3+ legs of the journey. Or at least it displays as such.
Don't forget that your rail & riverine capacity are absolutely crucial to bring GS & ammo to the front lines. You can get away with 1-2 consecutive turns of using all available capacity for moving stacks around, but you could start feeling the pinch if you never give yourself 1-2 rounds of supply transport. Another reason not to use all your capacity is that 3% loss or occasional additional loss could cause one of your stacks to lose its rail/riverine transports. I forget how the game decides which stack is left without rail/riverine movement. But I'd rather prioritize which unit(s) will foot march and which get to relax and ride.
Posted: Sat Jul 25, 2015 2:54 pm
by RebelYell
FightingBuckeye wrote:All cutting up rail represents is tearing up tracks, dropping bridges, and collapsing cuts/tunnels. No rolling stock is damaged or destroyed so repairing lines have no impact on bringing up the available or total number of rail points.
Upgrading your riverine or rail capacity will add to the total amount available to use. Generals and admirals won't use up any of your capacity, but everything else will use up capacity in whatever means of transport you choose comparitive to the unit's weight. Every turn you'll permanently lose 3% of your total capacity to wear & tear and occasionally you'll lose additional capacity through an 'accident' or 'winter weather.' If at the start of the turn you don't have full capacity, that simply means a unit or multiple units are still using that capacity while carrying over their orders from last time. Especially as the South, I try to keep my units traveling in 2 week blocks so I can reassess whether I want to continue using that capacity up. But even then, a delay in starting out the journey will have them carrying over their last orders and soaking up capacity, even if they only have a day's travel left. Depending on your capacity, double checking those units might be a priority. Supply units take up a LOT, so sometimes I'll break one or two of them out of the stack and have them hoof it on their own in order to free up capacity. Oh and say you order a unit to take 45+ days to get somewhere; but the first leg is rail, the second is riverine, and the 3rd+ leg is all foot marching. Well that unit will use up both river and rail capacity on all 3+ legs of the journey. Or at least it displays as such.
Don't forget that your rail & riverine capacity are absolutely crucial to bring GS & ammo to the front lines. You can get away with 1-2 consecutive turns of using all available capacity for moving stacks around, but you could start feeling the pinch if you never give yourself 1-2 rounds of supply transport. Another reason not to use all your capacity is that 3% loss or occasional additional loss could cause one of your stacks to lose its rail/riverine transports. I forget how the game decides which stack is left without rail/riverine movement. But I'd rather prioritize which unit(s) will foot march and which get to relax and ride.
I got ideas for new decision cards, derailing trains and burning them in depots would be fun.
Posted: Sun Jul 26, 2015 10:23 am
by 1stvermont
so when you buy say rail, than your maximum will go up? and your current is what you have left for your turn?.
thanks for help guys
Posted: Sun Jul 26, 2015 10:28 am
by RebelYell
1stvermont wrote:so when you buy say rail, than your maximum will go up? and your current is what you have left for your turn?.
thanks for help guys
Yes.