I'm not sure about the mechanics of forming a division. I know, with the latest patch there's the hard-wired date, and there's the cost, but sometimes even with those criteria met it won't let me form one. What am I missing?
Thanks in advance.
Ethan wrote:Hi dongaron,
First off, creating a division requires that the following resources are available:
* 10 money
* 1 conscript company
* 5 war supplies
These costs are payed when the turn is resolved.
The turn the new division is formed, the commander will suffer a penalty to his stats. If you are unable to pay the resource-cost of forming the division, the administrative penalty the commander suffers while forming the division will continue into the next turn and as long as you are unable to pay the cost (or you decide to disassemble the new division).
Procedure
To form a division, first select a general (he must be active in the current turn) and press the ‘enable divisional command’ button. Then select the units and the general to be included in the division and click the “create division” special order. You can break down a division into its constituent units at any time and without any penalty.
Well, I hope this help you.
Greetings!
Captain_Orso wrote:[INDENT]Tip: Because many leaders only have a 3 strategic rating, if you have a leader in mind for building a division, but none of the units have yet arrived at his location, by the time they start arriving he might have become inactivated, which will prevent you from building a division with him. To get around this, you can build a "provisional" division with him in advance with any unit(s) which may be included in a division, even just a lone militia regiment. Once the units which were planned for that division have started arriving, pop the provisional unit(s) out and put the actual units into the division as described above.[/INDENT]
picaron wrote:From October, 1861
gchristie wrote:Good tip, that last one, Capt Orso.
In addition to not being able to form divisions, inactive leaders can not order their troops to destroy depots. More on activation from the manual:
Each turn, each force’s commanding officer makes a test based on his strategic rating. If he fails (indicated by a brown envelope icon on the force), the leader is deemed inactivated and will suffer the following penalties:
Reduced movement (-35% speed)
Combat penalties in hostile regions (up to –35%).
Offensive posture prohibited (not applicable for admirals).
A leader, which is not activated, can represent delayed orders, over cautiousness, or even incompetence at the operational level or above.
Note: A very cautious army commander can even impact negatively the activation Check of subordinate corps commanders.
Technical Note: You may de-activate this rule in the Options Menu.
Leaderless troops are always activated, as they don’t have leaders, but suffer from movement and combat penalties (by lack of CPs). They are not prohibited from assuming offensive posture (the commanding, unknown colonel is willing to take action but is not the best man for the job).
Specifically: A Leader that is NOT Activated receives a 35% speed penalty to all movement but a combat penalty equal to enemy military control of region, to a maximum of 35%. (Not applicable to Forces in Passive Posture)
gchristie wrote:Good tip, that last one, Capt Orso.
Technical Note: You may de-activate this rule in the Options Menu.
Taillebois wrote:Excellent quality reply, thank you Ethan, will implement immediately.
Isn't your location Gadir Cadiz? And have you played the Spanish campaign scenario in AGEOD's Napoleon's Campaigns?
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