Page 1 of 1

Conscripts Number in citys

Posted: Mon Jan 11, 2016 3:38 am
by darioVMannstein
Hi,
where can I look up the numbers of conscripts that my citys allow me ? Because I am planning to do martial law decision as CSA. That gives +45 conscripts and I am not quite sure but I think its multiplied by the certain value of the city.
Correct me I am wrong :)


Edit: It is probably just in addition by +45,
so NO multiplication dunno where I read this kind of thing that got me to think its multiplied or so.

Posted: Mon Jan 11, 2016 5:46 am
by ArmChairGeneral
It is just a straight +45. It costs you VPs and lowers your loyalty, however. Cities with higher loyalty produce more, up to 50% above what the structures there would normally produce. You do not want to Draft in a region with Ironworks or Trade Ports because it might lower the amount of resources you get per turn by a little bit. Look for cities that do not have resource producing structures to play these cards in, same with the Requisition card.

If you want to know which of your cities produce how much of which resources, go to the Regions tab in the Ledger. There are columns for WS, $$ CS, Loyalty, VP production, supplies on hand, etc., all of which you can sort by clicking on the top of the column. The totals listed in the Ledger are the actual amounts you receive including Loyalty and NM bonuses. Alternatively you can CTRL-click a city and it will bring up an overlay showing what structures are present and what each one produces. This is just the base number, however, the total in the Ledger will be different due to modifiers.

Posted: Mon Jan 11, 2016 5:56 am
by LCcmdr
ArmChairGeneral wrote:It is just a straight +45. It costs you VPs and lowers your loyalty, however. Cities with higher loyalty produce more, up to 50% above what the structures there would normally produce. You do not want to Draft in a region with Ironworks or Trade Ports because it might lower the amount of resources you get per turn by a little bit. Look for cities that do not have resource producing structures to play these cards in, same with the Requisition card.

If you want to know which of your cities produce how much of which resources, go to the Regions tab in the Ledger. There are columns for WS, $$ CS, Loyalty, VP production, supplies on hand, etc., all of which you can sort by clicking on the top of the column. The totals listed in the Ledger are the actual amounts you receive including Loyalty and NM bonuses. Alternatively you can CTRL-click a city and it will bring up an overlay showing what structures are present and what each one produces. This is just the base number, however, the total in the Ledger will be different due to modifiers.



ACG, do you use the martial law RGB? I'm wondering if it's worth the value drop for income earnings.

Posted: Mon Jan 11, 2016 6:20 am
by Leibst
that RGD is useful in high NM cities that are not important for resources production.

Posted: Mon Jan 11, 2016 6:54 am
by ArmChairGeneral
Martial Law raises loyalty by 20% at the cost of 1 NM and one development point. To me that NM is kind of expensive, unless I am the Union early and am below 100, in which case hits I take to NM will be made up over time through the NM leveling mechanism, so no big deal. Losing a development point is usually not a big deal in the CW2 version of the AGE engine, since structures produce independently of Civilization level and structures are where most supply (and everything else) is produced. Drop to the next lower Civ level in AJE and your supply production in that city can drop precipitously. The actual effects of changing Civ levels are not that important in CW2 except for how it affects the quantity and speed of supply transit on the lower end (Wild and Cleared).

Loyalty is a large factor in determining production in a city. One way to increase your per turn production of WS $$ supplies and ammo (I am not sure if it affects CS) is to use the ledger to find cities that produce resources but have low loyalty and using your RGDs, leaders and troop formations stationed there to raise it. Anything under 50% loyalty will produce 100% of the baseline production for its structures, with the amount increasing from there (supposedly) up to 150% of baseline at 100% loyalty. It doesn't work out to exactly that in practice, but getting as close to 100% loyalty as possible WILL increase the resources you produce from structures in that region, and you won't start seeing any gains until you are over 50%. (NM is also an important factor in resource production.)

I tend not to play Martial Law a lot, but that is more because (like most RGDs) I do not need it a lot. In my current game as the Union (firts time ever, btw, I've finally been turned to the Blue Side) I used it in St. Louis when the Massacre fired to kickstart my loyalty campaign there. St. Louis has enough production that I went ahead and went through the effort of getting it back up into the 70s.

So, yes go ahead and play it in high production cities that need it. It will help rather than hurt your economy.

Posted: Mon Jan 11, 2016 1:50 pm
by LCcmdr
Great!

I wish that there was sticky post in which new players (aka, myself) could read descriptions like yours above.

The three things that would have made my entry into this game easier (and thus more fun) are:

1. A discussion of the pros/cons of every unit: How does a newbie know that high-end, elite infantry sometimes contains cav and arty; or that the routing of militia might cascade an otherwise good stack; or that 2 militia can be merge (green plus sign never occurred since I never highlighted two militia side-by-side).

2. A discussion of key elements of the game:
a. the scroll list at the bottom
b. key terms affecting game play--activation, etc.
c. RGB descriptions, along with perhaps links to significant posts indicating value. E.g., I never used Martial Law because, to fall below 80%, would drop a territory from rich and, thereby, lose production--well, that's what I thought.
d. explanation of the button bar for every unit/stack. I still don't understand enter/sortie, because every blasted stack appears to just enter on its own.

3. A short preparatory intro indicating what to expect when playing the Union or the CSA.

Posted: Mon Jan 11, 2016 4:39 pm
by ArmChairGeneral
I still don't understand enter/sortie, because every blasted stack appears to just enter on its own.


Be careful not to drop a stack on the picture of the city on the map. That is ordering the stack to go into the city itself, and not occupy the region. Stacks enter the structure automatically in certain limited circumstances, and can enter friendly structures when they avoid or are defeated in battles in their region. If you are correctly ordering them to go to the region and they are automatically entering the structure anyway every single time, then something is wrong.

Posted: Mon Jan 11, 2016 5:55 pm
by Gray Fox
CW2 is a historical game and many players just want it to perform as such. They might enjoy replaying battles or campaigns, even repeating the mistakes that were made to get the feel for what was happening. AGEOD has developed a great game for that. This is fine and the documentation reflects this level of scrutiny. Some of us actually were soldiers and it's great the game allows us to apply real world tactics because the game system is so robust. We push the envelope and find out things that some of the players really could do without knowing. I like the terrain feature available by pressing the 7 key. I enjoy using artillery Divisions or really good recon units. However, you don't need to know any of this to play the game. Most info can be gained by just clicking things and familiarizing yourself with what the game can do. So...

If you click on a unit on the map, then you get a graphic of that unit at the bottom of the screen. Click an individual unit and you get a graphic at the right of the elements (regiments/batteries) in that unit. Some brigades are pure infantry, some have other elements. Click on a regiment and you get a four page menu detailing everything about it.

Here is the AGEOD Wiki:

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

and the part detailing combat:

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

Not only can you combine two militia. If you have a brigade that is missing an element, you can click that brigade icon and another icon for a unit that is exactly that missing element and combine the two. This is how we found out about the two militia into one trick.

I seldom use the entire scroll list. I know that I trained units and that I got resources from overseas, because I was the one who set that up. I might skim these for anything that needs action, but mostly I want to see the battles and figure out what happened.

I don't plan offensive operations using Generals that are going to be an activation problem. I use the sword and shield strategy and the stuck in the mud guys get to be the shield. Like the Doctor told his patient, "If it hurts when you raise your arm over your head, then stop doing that."

RGD's are window dressing. Have a strategy to pound the other side into dog food. Then if you want to raise extra conscripts or pay Native Americans to fight for you, go for it. P.S. Level of civilization (Rich) is not the same as loyalty. Rich regions affect attrition but 100% loyalty in a region may improve production. However, I got my major production centers to 100% loyalty and each only got 1 more $/Conscript company/WS.

If you click the "enter" icon then that unit will enter the structure in the region if they must retreat in combat, or they will enter a structure in the region you are sending them to. "Sortie" will cause a unit in a structure to leave the structure and fight when a relief force is sent into the region where they are located. If you just want to put a unit in a region into a structure in the same region, then cursor the unit over the structure and drop it. The unit icon should disappear and the structure will have a box with a number on it for the number of units inside.

Two basic strategies exist for any conflict. You can do everything possible to win, or do everything possible not to lose. As long as one side does not allow their NM to tank, they can keep trying to "not lose". If they get to 1866, the side with the most Victory Points gets a cookie. Obviously, the way to win is to make the other side's NM bottom out. Taking the opponent's capital is the most direct choice to do this, since they lose 50 NM in one fell swoop. The CSA can do this in 1861 to 1863, or later if the Union forgets the "not lose" strategy. The Union can do this from probably 1862 onwards. To achieve this, assemble the best force you can with your best leaders and make it happen. It takes some micro-managing, but the enemy will thank you for not giving 100%. Good luck!

Posted: Mon Jan 11, 2016 7:34 pm
by LCcmdr
Again, great feedback.

Actually, I've already read both links, noted from other sections of the forum.

Though you've shared a few things that I've not discovered: merging brigades--WOW!?

Now, how badly do 35% penalties hurt stacks?

Posted: Mon Jan 11, 2016 7:56 pm
by Cromagnonman
Except for Militia, merging brigades is not very helpful. Usually those brigades will fill up from replacement chits anyway. Militia, though, become twice as effective because you get a 2-element unit for 1 CP; I don't know if Militia brigades will sometimes auto-fill from replacement chits, but I doubt it (never seen it).

I don't know how the 35% penalty works. You could check the battle log and see where (if) it pops up

Posted: Mon Jan 11, 2016 8:22 pm
by LCcmdr
Cromagnonman wrote: You could check the battle log and see where (if) it pops up


I need directions on how to do this, please.

thanks

Posted: Mon Jan 11, 2016 9:39 pm
by Cromagnonman
Poke around in the logs area at the end of each turn - I did once for a big battle in AACW about 5 or so years ago, built a big spreadsheet to see which units fired at which etc. It nicely showed the calculation (or summary) of the various modifiers. IIRC, one interesting detail was that the fire scores for each combat element is their base percent chance to hit. The commander bonus (3% for unit, 5% for stack) is also a percentage; thus good commanders can double or triple their elements' chance to hit

Posted: Mon Jan 11, 2016 11:40 pm
by Cromagnonman
Search for !battlelog. It has a lot of information about selecting units and elements to fight (although the selection maths are somewhat occult). And my previous post was erroneous; the leader bonuses are multiplied against the element's to-hit score, which is also affected by terain. There's another modifier "TG" that I do not understand, but may be related to the battle planner (I only had time to check a few lines on one battle).

Posted: Wed Jan 13, 2016 3:11 am
by darioVMannstein
ArmChairGeneral wrote:It is just a straight +45. It costs you VPs and lowers your loyalty, however. Cities with higher loyalty produce more, up to 50% above what the structures there would normally produce. You do not want to Draft in a region with Ironworks or Trade Ports because it might lower the amount of resources you get per turn by a little bit. Look for cities that do not have resource producing structures to play these cards in, same with the Requisition card.

If you want to know which of your cities produce how much of which resources, go to the Regions tab in the Ledger. There are columns for WS, $$ CS, Loyalty, VP production, supplies on hand, etc., all of which you can sort by clicking on the top of the column. The totals listed in the Ledger are the actual amounts you receive including Loyalty and NM bonuses. Alternatively you can CTRL-click a city and it will bring up an overlay showing what structures are present and what each one produces. This is just the base number, however, the total in the Ledger will be different due to modifiers.


Thats a very good point!
Because I ve read in a very good thread that loyalty and NM effects performance, number of recruits and economic output. So the goal, especially as CSA is to not lose there alot. As Union I could imagine it is fine to sacrifice some at the beginning because the great economy will overweight it in longrun.


here I got this from a very good thread "points to know"
• The formula for production of $, WS, and conscripts is something like: Output=base*(.50+loyalty/100)*(.50+NM/200). To summarize: If a region increases loyalty 10 points (x points), its output will increase by 10 percent (x percent) of the base. If NM increases by 10 points (x points), output will increase in every owned region by 5 percent of the base; rounding is done at the region level.

So, that means Loyalty and NM is so importent and even more for CSA because it has the lower economy.

I dont I should use it ever or alot as CSA in my current camp. Maybe at some point when I really need to higher Loyalty best would be not in high produce citys and also the cost of 1nm makes me wanna go not too crazy with this RGD

Posted: Wed Jan 13, 2016 3:18 am
by darioVMannstein
Gray Fox wrote:CW2 is a historical game and many players just want it to perform as such. They might enjoy replaying battles or campaigns, even repeating the mistakes that were made to get the feel for what was happening. AGEOD has developed a great game for that. This is fine and the documentation reflects this level of scrutiny. Some of us actually were soldiers and it's great the game allows us to apply real world tactics because the game system is so robust. We push the envelope and find out things that some of the players really could do without knowing. I like the terrain feature available by pressing the 7 key. I enjoy using artillery Divisions or really good recon units. However, you don't need to know any of this to play the game. Most info can be gained by just clicking things and familiarizing yourself with what the game can do. So...

If you click on a unit on the map, then you get a graphic of that unit at the bottom of the screen. Click an individual unit and you get a graphic at the right of the elements (regiments/batteries) in that unit. Some brigades are pure infantry, some have other elements. Click on a regiment and you get a four page menu detailing everything about it.

Here is the AGEOD Wiki:

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

and the part detailing combat:

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

Not only can you combine two militia. If you have a brigade that is missing an element, you can click that brigade icon and another icon for a unit that is exactly that missing element and combine the two. This is how we found out about the two militia into one trick.

I seldom use the entire scroll list. I know that I trained units and that I got resources from overseas, because I was the one who set that up. I might skim these for anything that needs action, but mostly I want to see the battles and figure out what happened.

I don't plan offensive operations using Generals that are going to be an activation problem. I use the sword and shield strategy and the stuck in the mud guys get to be the shield. Like the Doctor told his patient, "If it hurts when you raise your arm over your head, then stop doing that."

RGD's are window dressing. Have a strategy to pound the other side into dog food. Then if you want to raise extra conscripts or pay Native Americans to fight for you, go for it. P.S. Level of civilization (Rich) is not the same as loyalty. Rich regions affect attrition but 100% loyalty in a region may improve production. However, I got my major production centers to 100% loyalty and each only got 1 more $/Conscript company/WS.

If you click the "enter" icon then that unit will enter the structure in the region if they must retreat in combat, or they will enter a structure in the region you are sending them to. "Sortie" will cause a unit in a structure to leave the structure and fight when a relief force is sent into the region where they are located. If you just want to put a unit in a region into a structure in the same region, then cursor the unit over the structure and drop it. The unit icon should disappear and the structure will have a box with a number on it for the number of units inside.

Two basic strategies exist for any conflict. You can do everything possible to win, or do everything possible not to lose. As long as one side does not allow their NM to tank, they can keep trying to "not lose". If they get to 1866, the side with the most Victory Points gets a cookie. Obviously, the way to win is to make the other side's NM bottom out. Taking the opponent's capital is the most direct choice to do this, since they lose 50 NM in one fell swoop. The CSA can do this in 1861 to 1863, or later if the Union forgets the "not lose" strategy. The Union can do this from probably 1862 onwards. To achieve this, assemble the best force you can with your best leaders and make it happen. It takes some micro-managing, but the enemy will thank you for not giving 100%. Good luck!


awesome stuff and big thanks man. It will help any newbie I am pretty sure. thumps up