blackbellamy wrote:Currently the best strategy is to take the most manpower you can. There's no real downside. The morale cost is so low I don't even consider it, and with the exception of the very first call for Volunteers, both sides can afford to pay 3,000 per point.
KillCalvalry wrote:
At any rate, not sure how it could be modelled, but it seems like you can get alot more men under arms on both sides than you could in real life.
Not sure if I am off base, and as I said, far be it from me to complain about a great game.
KillCalvalry wrote:In the game, Manpower is available in ever increasing amounts. Drafts and Call for Volunteers produce more in 1864 than they do in 1861.
KillCalvalry wrote:You could go real far and start hurting production when the army takes on too much manpower. Industry in the CSA was particularly hurt by the Army taking everyone.
At any rate, not sure how it could be modelled, but it seems like you can get alot more men under arms on both sides than you could in real life.
PBBoeye wrote:Well, at least with #1, the event idea, the problem is that events just happen in the game. There are no choices like in Paradox games, for instance. It's something that just occurs, or does not. My problem with that is a nationwide call for volunteers that I do not want to have happen. That really takes national direction out of my hands.
KillCalvalry wrote:2. MAKE DRAFTS ONE-TIME CHOICES: Drafts are permanent, one-time only events. There can be 2 levels:
PARTIAL: Cost 1 NM PER TURN, and 25 VP's PER TURN. You get immediate one-time bump in troops, and PERMANENT increase in recruit production in each city/town accross the board.
FULL: Cost 2 NM, and 50 VP per turn, but the amount of PERMANENT increase doubles.
KillCalvalry wrote:
2. MAKE DRAFTS ONE-TIME CHOICES: Drafts are permanent, one-time only events. There can be 2 levels:
PARTIAL: Cost 1 NM PER TURN, and 25 VP's PER TURN. You get immediate one-time bump in troops, and PERMANENT increase in recruit production in each city/town accross the board.
FULL: Cost 2 NM, and 50 VP per turn, but the amount of PERMANENT increase doubles.
Jagger wrote:I think an event triggering a mobilization option based on either a certain lower level of national morale or victory points would more accurately reflect the reluctance to implement conscription. Perhaps give the event a fixed date for automatically firing.
KillCalvalry wrote:True, though there isn't much of a decision around Volunteers anyway, other than timing, but in real life they wouldn't "Wait".
Jagger wrote:
I don't really like allowing the option of partial/full mobilization at the start of the war for either side. Politically, neither side could afford either partial or full mobilization at the beginning of the war.
In PBEM game terms, both sides really only have one choice which is full mobilization immediately which produces extreme results particularly in the East.
I think [color="Red"]an event triggering a mobilization option based on either a certain lower level of national morale or victory points would more accurately reflect the reluctance to implement conscription[/color]. Perhaps give the event a fixed date for automatically firing.
[color="RoyalBlue"]Desperation or realization of a long war is needed to create the political will to conscript.[/color]
TommH wrote:
I do feel that the ability to carry out even [color="DarkOrchid"]a partial Draft early in 61 is very ahistorical[/color]. It was simply not something that either side could have pulled off politically. I can see it if it had a trigger such as a capital being sieged or a specific low victory total.
Another thing that would increase the realism of calls for volunteers and drafts would be transparency and synergy. [color="DarkOrange"]If your opponent triggers a call for manpower draft you should know about it[/color] and should be able to reciprocate for a lesser penalty. This simulates your move being seen as simply matching the other side.
Jabberwock wrote:That is a good idea. I agree there should be a delay before drafting is possible. Since recruitment is based on NM, you would mitigate a power-shift to the drafting side.
I think [color="SeaGreen"]most of these ideas are synergetic[/color]. Combine delayed conscription with decreasing conscription returns (modified by territory controlled and a manpower cap), add in some of the penalties discussed.
PBBoeye wrote:Well, I'll say that the concept of the North invading the South, and ever expecting to raise any troops is basically as unhistorical as anything in an ACW game could ever become. Not sure if that is what you were getting at or not.
I believe the ability to change the 'loyalty' of a region in the game is basically a supply issue or represents a lack of resistance. But loyalty as in taking up arms, the concept in the game if it were that, would be ludicrous.
PBBoeye wrote:I do not, nor could you get any Southerner with much knowledge of the past, consider border states to be 'the North'. KY, MO, MD or DE I could see producing either Yanks or Rebs (there were some strong sympathies in MD and DE).
But in no way shape or form can I see any of the seceded southern states coughing up Yankee troops, aside from Northern Virginia, which does not even consider itself a part of Virginia anyhow. Now those border states, I can see producing units for either side, and did (except DE for the CSA - too far into the USA).
PBBoeye wrote:But in no way shape or form can I see any of the seceded southern states coughing up Yankee troops, aside from Northern Virginia, which does not even consider itself a part of Virginia anyhow. Now those border states, I can see producing units for either side, and did (except DE for the CSA - too far into the USA).
Jabberwock wrote:Re-reading TommH's original post, what I think he was mainly getting at was a loss of recruiting power for territory no longer under your control. That is a good point.
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