Jabberwock wrote:Lately I've been having quite a few problems keeping any kind of serious rebel army in the field after 1862. It's got to be due to historical attrition / replacements. I buy replacements to bring back troops to units that are seriously depleted by combat, but they generally seem to go to keeping other units topped off with full companies, which then lose troops again due to attrition, etc. So I buy just one of each, so I can build new units, but I can't even afford that because it gets sucked up and spit out in the form of drunken bounty-jumping deserters. There really doesn't seem to be a point in buying them, anymore. It happens if I start a late-war scenario, because there are already so many troops in the field. The replacements pool just gets sucked dry almost immediately.
It's not a problem for me if I play an early war scenario against Athena, because I can beat Athena before I hit the out-of-replacements wall. It's not a problem as the union, because the rebels hit that wall first, and I can certainly afford replacements long enough to win.
I'm thinking that with historical attrition on, replacements don't need to be going to line regiments with over 600 troops at all. They don't need to go to volunteers with over 450 at all. Maybe somebody has a better suggestion for how to fix this. Maybe somebody who helped design the current historical attrition system can give the rest of us pointers on what we are doing wrong. It feels like* a large portion of the beta team got done with this debate and then headed for greener pastures (other games).
I had probably more to do with the attrition design than anyone, and if anyone has been missing, it has been me.
Trying to model how Civil War regiments depleted over time is fairly complicated, and I gave it my best effort. I don't know if the results were perfect.
That said, I'd agree that there is little point in trying to keep regiments much over 600 troops. That's by design, as that was pretty normal manpower for a regiment during the real war. It was impossible to keep a full strength unit in the field as men would invariably desert or get sick on a regular basis.
Attrition is designed to decrease as the size of the regiment decreases, which I'm sure you know if you have read the beta threads. If the attrition feature is preventing the CSA from fielding any armies in 1863, even if the CSA player isn't wasting manpower trying to keep units up to 100% strength, that is an issue I am not familiar with. Had I gotten the formulas grossly wrong, I would suspect the hue and cry on the forums would have been much louder before now. I know JW that you are an extremely active player, and it may be that the frequency with which you move units means you sustain more attrition than the average player.
If replacements are going to the wrong places, that is to well manned units rather than 100 man regiments, then the replacement priority is a seperate issue from the attrition modeling.