BigDuke66 wrote:Has anyone a clue how the normal(none officer) training/upgrading of these units work?
BigDuke66 wrote:What I see so far is that these elements upgrade to a better version alone, but:
BigDuke66 wrote:1. What is the probability of this happening?
BigDuke66 wrote:2. Is the accumulated experience important?
BigDuke66 wrote:3. Are there prerequisites to fulfill?
Gray Fox wrote:From the good Captain's stats, if the CSA had 100 first level militia, then 7 of them should upgrade the next turn (7%).
Gray Fox wrote:To maintain this number, each turn a HQ unit dedicated to this purpose would need to receive 7 new militia and train them for ten turns to first experience level (or fewer turns if they acquire an experience point or two normally). So that would be a total of 70 militia ( 7 each turn for 10 turns) stacked with the HQ to maintain the rate of 7 trained militia per turn. The trained militia would be moved out to say seven garrison divisions at Richmond, NO, Charleston, etc. These would replace the upgraded regulars that could be used elsewhere. Thus the CSA should be more than able to match the Union training rate with McClellan, et. al. of 6 militia to regulars per turn.
Gray Fox wrote:That might be five Divisions in Richmond in an Army or Corps with 14 militia in each Division (two turns worth of 7) stacked with the HQ. This way the CSA player would only have to check the Division whose militia hit first level each turn. The trained militia might move to garrison Divisions guarding the coastal cities where they would eventually upgrade.
BigDuke66 wrote:@Captain_Orso
I don't mind the mixed brigades showing up per event, especially as the Vol/Vol/ltInf can't be build.
But I meant the normal inf/cav/lightart brigades that dominate the unit pool. As I mentioned in other threads; I would prefer to lower their numbers drastically and raise the number of uniform brigades as mixed brigades disappeared rather early in the war.
What you constantly call militia are in my eyes volunteers, at least all the "militias" one can build have only volunteer elements.
The"real" militias, those with an M element, are spread over the map as static garrison that can't be build be the player.
The way you describe combining the units is just what I intend to do, the training officer combined with the possibility of auto upgrades to line infantry should fill my infantry force with additional uniform brigades to augment the rather small pool of uniform brigades that I can build.
@Gray Fox
That the CSA can out train me is worrying but I wonder if the CSA is able to provide these numbers as I guess that their money & conscript pool should be smaller than my, even when pulling the events to raise money & conscripts.
Gray Fox wrote:I'll give the plan a try this weekend. Some of the volunteer elements could also be combined as Orso posted into pairs to stretch the numbers in the force pool. We'll see.
P.S. It takes 15 experience points, not 10 to train the volunteers to first level, so that would require a 15 turn cycle to train the volunteers. I don't believe that the force pool would support that many militia (over 200).
BigDuke66 wrote:Well does the gain of 1 Xp by the HQ prevent the 75% chance to gain 1 Xp normally?
BigDuke66 wrote:I guess I wouldn't combine militia elements with volunteer elements, both have very different values in some spots, for example militias take ages to upgrade as their Prograte is 50 while volunteers have 10.
BigDuke66 wrote:Now as it all didn't make much sense to me, I put some of these volunteer brigades outside of a division and led them train up. The result differs from those trained within a division. First there is no militia symbol & state of origin color mark on the unit counter anymore, there is also no Home Area in the element details window but an upgrade path, finally it doesn't matter anymore if they are inside or outside a division, the max cohesion stays the same(63).
So having these state volunteers inside a division when one of the few training officers upgrade them seem to lead to a dead end.
Captain_Orso wrote:Once they have gained their second star (EL 2), they will no longer gain XP through field-training.
BigDuke66 wrote:Captain_Orso wrote:Once they have gained their second star (EL 2), they will no longer gain XP through field-training.
Does field training mean only the 75% probability to gain Xp per turn?
Because I see elements with 2 stars and they still gain XP, but they are also together with HQ that has the Training Master ability.
Captain_Orso wrote:
In the long run, you will gain Line Infantry elements to be used where you see fit, but it is far from an optimal strategy. The South is really screwed in this sense, because the Union gets two leaders very early in the game--with a third shortly after--, which you nearly never want to use for anything else really--Halleck, McClellan, and Sigel--, three if you consider that Sigel is a 3-1-1 and could be replaced from field command by any other standard 3-1-1 leader, of which the Union will have in abundance. So these you can have have sitting around in a few strategic locations churning out 6 Line Infantry elements per turn for the cost of 6 militia elements. The Union can plan the training exactly and build [Inf Inf] units at will, within the noted limits, and since the Union can plan this so exactly, he can rail them in from any state in the nation, bc they only cost 1 RailTP (Rail Transportation Pool) point per turn per element for railing them in from where ever. The Union player doesn't need to build them all at once to have them all gaining XP and EL to have their chance of training-up optimized, bc the time they are waiting in line to be trained-up by the leaders with Training Officer can be as short as you wish. You just have to keep the queue of mil elements for each leader at a level of a minimum of 2 elements to keep those three leaders in at 100% of their training capacity.
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