bboyer66 wrote:Some good ideas, obviously a little research needs to be done as far as how many men were available from each state.
blackbellamy wrote:I actually find myself having to buy far away units, like the Georgians and the SC/NCers because I can control their arrival at the front line. All it takes is some rail action and they're exactly where I want them the next turn. But these guys that spawn the front-line states, those guys I have a problem with, like when they all die![]()
Spruce wrote:obviously it really doesn't matter were you recruit forces as long as your front is "static".
I mean, you'll need to transport anyway - either by rail or by foot - and coming from the deep South is something that takes some time - but overall your troops will get there.
If your front is not "static", f.e. you are losing your border states, or the Union has made a naval incursion in GA, SC, NC - I choose to draft local units.
Most often I first build my AR, TN and VA units - because they are the ones you lose access to if you lose border states.
But I agree - there's little incentive to draft AL, MS, LA units. Most often I build AR, TN and off course VA. Sometimes I build TX, GA, SC and NC.
I think for flavour I like to build everywhere. But I think the "level" of recruitment for a specific state should be taken into account. I can understand that the governor of VA and TN will become very upset if the majority of the forces are coming from their states.
Pocus wrote:Slowing down units raising would be intersting. One of the beta tester, Lee Sphar also proposed some time ago to have a chance to take some production penalty if a state draw too much men at once.
jimkehn wrote:I like Aryaman's suggestion. Limit the number from start and add to the totals available for each state each year.
bboyer66 wrote:Lets not forget that when Lincoln or Davis called for volunteers that they did not have much choice in where the hell they came from. There has to be records on how many troops each state provided, which obviously would be a good starting point.
aryaman wrote:I like also the idea of a production penalty, especially supply penalty, because if you recruit heavily in the border states you can suffer then from a supply shortage (too many recruits, too few workers in the border states). I think that could be handled by loyalty, so that the more you recruit in a state the lower the loyalty, with all the penalties linked to that.
aryaman wrote:I like also the idea of a production penalty, especially supply penalty, because if you recruit heavily in the border states you can suffer then from a supply shortage (too many recruits, too few workers in the border states). I think that could be handled by loyalty, so that the more you recruit in a state the lower the loyalty, with all the penalties linked to that.
Carrington wrote:Yes, average loyalties by state would a variable in this equation; Vermont, for instance, contributed disproportionate numbers and casualties, partially because it was an abolitionist stronghold. I think North Carolina was the big contributor on the southern side.
(This may argue for a more nuanced set of starting loyalties as well: there are an awful lot of regions (say Manhattan/New York) which are rated at near 100% loyal -- a better rating might be on the basis of election returns from 1860)
Such a revision would likely re-balance a Northern force structure which in the game is skewed toward Missouri, Kentucky, and Maryland/Penna troops -- rarely does one recruit volunteers/militia from Maine, Vermont, or Massachusetts.
Stonewall wrote:I think the game works just fine as it is. I'm not seeing any problems with how the game works. Changing things just for the purpose of changing them is bad in my opinion. Especially when it impacts how the game is played. I suppose I go by the old adage, "if it ain't broke, don't fix it."
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