Mon Oct 01, 2007 11:04 pm
I really don't know if the AI uses 'recruitment officers' properly, but rather see them as just another commander (and fields them as such). I think that they may be too much of an advantage for the player (CSA or USA), as is. How about applying the trait troop trainer, or another trait, so the AI won't be so handicapped.
Regarding comparing USA and CSA ability to use 'recruitment officers', I think that the USA should have an advantage in regards to manpower, and ability to recruit (giving too many to the CSA will further increase its ability to raise men).
--ISSUE--
I am taking this issue with a different twist, that it isn't the manpower given, but, factors at play in regards to manpower loss which may be the problem.
Historically, by mid 1862, the armies on both sides plateaued. They remained constant, or declined slightly, from then on. Regiments were either replaced or had replacements attached to them, with very few new formations. There should be enough manpower by mid 1862 to build your armies, and afterward, there should be enough to maintain it.
However, currently, the only way to lose manpower is through...
#1. Combat
#2. Out of Supply
#3. Weather
#4. Disease Outbreak
Each of which is somewhat rare, and easily avoided (eventually you must fight though). Most players build up their armies to 100% cohesion and manpower, then send them to combat (historically most units were under-strength even before seeing their first engagement). What is missing is the everyday attrition units faced during war. This means that manpower can be used for extended builds after mid 1862 (not replacing losses). Here's what is missing.
A) Local Diseas and Accidents (took a daily toll of men, even while static)
B) Desertion (depending on situation, this affected troop numbers significantly)
I am testing a diseas/accident and desertion mod, which applies fixed losses with a random chance (50%) that every regiment takes 1 hit per turn. If your NM is less than 100, you could face an additional chance of 1 hit per turn at 50%, due to desertion. Each regiment has 20 hits. While this is relatively small, given the fact that half of your entire army, may experience 1 or 2 hits per turn (if low NM +1 chance), it results in country wide attrition. While it won't kill your regiments, it will cause a constant drain of replacements, meaning you cannot use conscripts for new builds once you reach a certain level (or else you cannot afford to replace attrition, let alone combat losses).
Here's how the 'daily accident/sickness event' works.
Take an army of 10 divisions (relatively small in AACW terms, one frontier's combat force).
Each division has around 3 brigades, or 12 regiments for a total of 120 regiments.
Each regiment has a chance of taking a hit (at 50%), which means that (on average) 6 regiments per division will be hit (at -1 Hit Point), for a total of 60 regiments taking a hit in the army of 10 divisions.
This equates to 60 hits, with each regiment consisting of 20 hits, meaning that, through general attrition, you have lost an equivalent of 3 regiments of men in a given 15 day turn.
The 'desertion event' works pretty much the same, except it only triggers if your NM is below 100. I am toying with the idea of increasing its potency the lower your NM gets, but that may slow down end of turn processing when events are cycled (more wait time is not a good thing!). If it doesn't slow things down, I will incorporate it, but, if it does I will keep it simple.
As you can see, with just your one army of 10 divisions, you lose about a brigade worth of replacements (money, conscripts and war supplies) every turn. This does not factor in the militia, garrison troops, your other field armies, and cavalry forces. I hope to get attrition levels to be high enough that replacements cover attrition, but combat can reduce regiment ToE down to historic rates (starting off at 1000 men per regiment, moving down to 3-400 due to all forms of attrition).