colonel hurst
Corporal
Posts: 64
Joined: Fri Dec 18, 2009 2:06 am

Some questions

Sun Jul 01, 2012 7:45 am

Hey all, just had a few things i was wondering about tonight.

1. When you order rail transport to be destroyed in an area, is it rendered useless on the first day of the next turn?

2. What are the chances a leader is active on a certain turn based on his strategic rating?

3. What replacement chits, if any, are used to refill ships on the river or ocean? I thought naval engineers boosted cohesion in a port or harbor, but i don't know how new men are added to naval units.

Thanks for any help

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Ethan
AGEod Guard of Honor
Posts: 1923
Joined: Mon Oct 05, 2009 1:22 pm
Location: Gádir

Sun Jul 01, 2012 1:13 pm

Hi colonel hurst! :)

I'll try to answer your questions.


1. Until 1.15 patch, the railroad was destroyed in 5 days. Now, with 1.16 patch, things have changed...

Destruction of RailRoads is no longer automatic:

* A check is made of D100 <{less than} Stack Strength. +25 to stack strength if attribute “*pillage*” is applied to model.

* All Partisans, Indians, BushWhackers, Raiders, Guerillas and Bandidos now have “*NoCapture*|*pillage*” attributes (All show the Pillager ability icon).

* Day of destruction is random. Not always day 1, so if you give a move command, the unit may move away before destruction occurs.


2. If I'm not wrong, a leader is activated when in a die roll gets a number equal or less than their strategic value.

I think I've read somewhere that a leader with 6 in strategic value always has a residual possibility of being inactive of 5%.

As you see, even the best generals can fail the activation dice roll, although the chances are very small.

In this activation process, the leaders who are activated this turn has a +1 bonus. I mean that an activated leader has some advantage to continue activated.


3. Naval engineers help speed up the following activities in the region they are located in:

* Building of naval units

* Repairing naval units

Take a look here: Replacements


Hope this is useful for you. :thumbsup:


Enjoy playing!! :wavey:
[color="Navy"][font="Georgia"]"Mi grandeza no reside en no haber caído nunca, sino en haberme levantado siempre". Napoleón Bonaparte.[/font][/color]

[color="Blue"]Same Land. Different Dreams. - Photobook[/color]

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Sun Jul 01, 2012 1:44 pm

colonel hurst wrote:Hey all, just had a few things i was wondering about tonight.

1. When you order rail transport to be destroyed in an area, is it rendered useless on the first day of the next turn?


  • You can actually only damage railroads even if the special orders say 'destroy'. They can always be repaired.
  • It takes about 5 game-days to damage the railroads of a region, but it's variable. You can move the force making the attempt on the same turn, but if they leave the region before they succeed (check how long they need to enter the next region into which they would be moving), then no damage is done.
  • The chance of success is calculated as between 0 and 100 with the strength of the force attempting to damage the railroad of the region being added to their chance. So a cavalry regiment with a strength of 25 would have 25 vs 100 or a 25% chance of succeeding. A force with over 100 strength should therefore always succeed.
  • A force with any units with the 'pillage' attribute (Partisans, Indians, BushWhackers, Raiders, Guerillas and Bandidos) have 25 added to their chance.

colonel hurst wrote:2. What are the chances a leader is active on a certain turn based on his strategic rating?


1 in 6, compared to the leader's strategic rating. So a 3-1-1 leader would have 3 vs 6 or a 50% chance of being active. This is modified my:
  • +1 if he was active the last turn
  • -1 if he was inactive the last turn
There is are also some other modifiers that I only know through experience that can cause a leader with 6 or more to go inactive, especially after having fought a hard battle in the previous turn.

colonel hurst wrote:3. What replacement chits, if any, are used to refill ships on the river or ocean? I thought naval engineers boosted cohesion in a port or harbor, but i don't know how new men are added to naval units.


No conscript replacements are ever used in repairing boats or ships. You 'pay' from your money and WS (War Supply) an amount equal to the amount of damage compared to the cost of actually purchasing the vessel again.

So if a steam frigate with 20 hit-points has 10 hit points of damage and would cost 6WS and $20 to purchase, it will cost you 3WS and $10 to repair all of its damage.

How much damage can be repaired per turn per ship/boat depends on how large the port is. 3% damage per port size level per ship/boat can be repaired per turn.

So a 10 level port can repair (10 * 0.03 = 0.3) or 30% damage per ship/boat per turn. Naval Engineers up this to IIRC 5%. The number of ships/boats in any port plays no role in repairs (it's just coded like that).

Beyond the rate of repair the amount of money and WS will limit how much can be repaired. There is not indicator of this in the game. It's the same as the costs for repairing railroads or building divisions; you have to keep track of it in your head and allow for having enough money and WS reserves to pay for what is necessary.
colonel hurst wrote:Thanks for any help


You're welcome and have fun ;)

Edit: Hi Ethan :wavey: much quicker than me today :D

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Ethan
AGEod Guard of Honor
Posts: 1923
Joined: Mon Oct 05, 2009 1:22 pm
Location: Gádir

Sun Jul 01, 2012 4:31 pm

Captain_Orso wrote: Hi Ethan :wavey: much quicker than me today :D


:mdr: :mdr:

Hi Captain_Orso, nice explanation and good remark about modifiers for activation. Thank you, dude!

Regards. :wavey:
[color="Navy"][font="Georgia"]"Mi grandeza no reside en no haber caído nunca, sino en haberme levantado siempre". Napoleón Bonaparte.[/font][/color]



[color="Blue"]Same Land. Different Dreams. - Photobook[/color]



[SIGPIC][/SIGPIC]

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