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Mickey3D
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Tue Apr 29, 2014 2:26 pm

GraniteStater wrote:And in this particular case, I'm seeing Big Armies in 1865 or maybe the latter half of 1864. Too late, then, especially against a good human.


It's my point of view too. You would need a very skilled CSA player to be succesfull but It may be more praticable for the North (CSA global strategy is more defensive).

TofuSalad
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Thu May 01, 2014 9:31 pm

Mickey3D wrote:Not sure to understand your comment. Sorry if you feel my post aggressive or disdainful, this was not my intention.
My apologies, I didn't take offense and certainly hope I didn't cause any. I just wasn't intending deflation as a strategy as much as a question of 'is this WAD?'

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Mickey3D
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Thu May 01, 2014 9:46 pm

TofuSalad wrote:My apologies, I didn't take offense and certainly hope I didn't cause any

No problemo, no offense taken.

TofuSalad wrote:I just wasn't intending deflation as a strategy as much as a question of 'is this WAD?'

You've made a very interesting discovery and I think this is not WAD. Moreover, I don't think there was any war without inflation in modern history.

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tripax
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Fri May 02, 2014 6:36 pm

Mickey3D wrote:You are right, thanks for the correction. But note that deflation applies only to the purchase of units : regional decision cards, call for volunteers, industrialization, increase to rail/river pool, ..., all will keep the same cost ("deflation/inflation free" cost).

I have rebuilt the file (attached to this post) to take into consideration these new parameters.

If I remember well you can use money options once per quarter, so based on the following assumptions :
- version 1.03
- CSA player (I don't have the numbers for USA at the moment)
- you don't loose a single money generating region

I used these numbers :
- Income other than money option = 1200
- % of money spent on inflation/deflation free purchase = 25

It starts to be interesting after 12 periods (3 years) and becomes very powerful very quickly...but you must survive until then (the critical period being just after mid 62).

As you say, the beauty of this game is the endless possible strategies.



I'm looking at your excel file and am a bit confused. Why is "Amount collected through other means in one period" so high? Shouldn't this be around $400 per turn, or am I missing something? And it seems that you are assuming that the player plays the option in every turn? Shouldn't this just be played in the first turn (and possibly 6 months/12 turns later)?

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Mickey3D
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Fri May 02, 2014 8:33 pm

tripax wrote:I'm looking at your excel file and am a bit confused. Why is "Amount collected through other means in one period" so high? Shouldn't this be around $400 per turn, or am I missing something? And it seems that you are assuming that the player plays the option in every turn? Shouldn't this just be played in the first turn (and possibly 6 months/12 turns later)?


One "period" in the file is not equivalent to one turn but to the time interval at which the money options reappear = a quarter (6 turns). I'm estimating that CSA is gathering more or less 200$/turn from cities and runners (may be this estimation is a little bit too low).

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tripax
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Sun May 04, 2014 10:02 pm

Ahh, I see. It makes perfect sense. Sorry for not reading close enough.

I used to always agreed with you, although with the larger payoffs for issuing bonds, I've decided to reconsider. My new idea is:

If you put all $600/$800 into Navy raiders/transport units, can they bring in more than the cost of deflation? I really don't know, I haven't focused much on Ocean navy. You can perhaps only do that once, though, as you only get 20 transports, I think.

If you put it all into building 2 or 3 divisions, can you use those divisions to increase moral by 6-8 points in 3.5 years or less? Increasing moral by 2 points increases income by 1%. Since 4% deflation decreases effective income by about 3% (depending on the percent of spending spent on goods where deflation matters). My guess is that you can.

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