caranorn wrote:Concerning your first possibility you did not consider that the damaging unit can only damage rail in one region under current rules (and never 100% certainty iirc). So in a 15 day period a % to damage one section of rail. In reality, a raiding unit would tear up small sections of track, pull down water towers, burn coal/wood stocks, break up bridges all along it's movement. So either we'd have to make damage railroad an action that will be executed in every enemy RR region crossed by the unit or (would actually require a separate order, damage_friendly_rail) the friendly RR region it starts it's movement in. In that case automatic repair of friendly RR (obviously not enemy) might be relatively realistic. Alternatively keep the current system damaging first region's rail regardless of control and then have slower repair (why not auto in friendly, just not during the turn)...
Essentially AACW-I has slow damage and slow repair. Fast damage and fast repair would be more realistic, but slow damage and fast repair would be unbalanced.
John Schilling wrote:How do you get "slow damage" in AACW-I? Unless I am missing something, railroad destruction under the current rules is literally instantaneous. Give the order, even to just a single regiment, and an entire region's rail network is devastated at the beginning of that regiment's first day of movement.
orca wrote:That's not how it works. You give the order, it takes some number of days, and you have a success rate equal to the power level of the stack assigned to destroy the rail.
I never bother to destroy rail unless I have 4 regiments of cavalry and so nearly 100% chance of sucess. For a single regiment you're just too unlikley to suceed and tying the regiment in place isn't a worthwhile risk IMHO.
So slow destruction, slow repair.
John Schilling wrote:E. In one test case, another friendly unit ordered to move through a region with plotted RR destruction on day 2, was stopped in its tracks - or rather lack thereof.
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