Groove74 wrote:is it possable to get rid of generals you never use, I have tons of 1 star generals I never use and they end up cluttering my main towns and make it a pain to manage the armys. Which I am still trying to master. I have played about 30 turns and was doing quite well till the last 10 or so turns at which point my once strong CSA is now falling apart and it is like all of a sudden the North trippeled in power. Looks like yet anoter restart lol
W.Barksdale wrote:Regarding extra Commanders:
First, send them to key ports and forts to bolster the command of the garrisons stationed there.
Second, I believe it's also a good idea to keep a few decent Generals in each state in order to quickly organize divisions as soon as their elements are ready.
Lastly, they can be used to command a scratch force of militia and whatever extra units you have in the area to oppose large scale raids or unexpected amphibious invasions.
W.Barksdale wrote:I have never used them as scouts. Personally I would rather have cavalry for scouting and reconnaissance so as to be able to take advantage of any oppurtunities that arise.
Coffee Sergeant wrote:I always find a use use for them as in second in command of independent forces or garrison leaders.
W.Barksdale wrote:Indeed, having a second in command can add those extra few command points for garrisons. Once I have run out of divisions to form they are also essential for independent forces to fight effectively and without penalty.
This brings up an issue I`ve been thinking about. Why is there a cap on the amount of divisions a country can field? Maybe this represents lack of administrative abilities while the country is at war? Any thoughts?
W.Barksdale wrote:Off the top of my head, I don't recall how many divisions the Johnnies were able to field once the nation was fully mobilized.
In v. 1.09 the confederates are able muster 24 divisions. I believe this is a decent estimate, however in game terms, if the rebels are doing well, this makes no sense.
Any commander would rather have forces organised into divisions for the simple fact that they are so much easier to manage. If a player can still recruit brigades, why should they not be able to form into a division?
I don't think a cap on the number of divisions adds anything to play, other than an increase in micromanagement, which I believed we were trying to keep to a minimum.
W.Barksdale wrote:In v. 1.09 the confederates are able muster 24 divisions. I believe this is a decent estimate, however in game terms, if the rebels are doing well, this makes no sense.
runyan99 wrote:There really should be no restriction. The number of divisions in the field should be nothing more than a factor of how many men are under arms. In any case, you cannot make a direct correlation between cities and divisions. Losing Atlanta does not suddenly mean that three divisions have to break up.
runyan99 wrote:Probably so, but if losing a hub like Atlanta means that three divisions cannot resupply, or draw replacements, that is something that has to play out naturally over time. It isn't well modeled with an artificial cap.
Pubcrawler wrote:That raises an interesting idea. What if additional brigades were somehow awarded if you capture key victory locations? Let me explain, if I'm playing CSA and doing well - pushing the yanks back to, say, NY - and I'm at my cap of divs. But, if I capture Washington, DC and I get, in addition to victory points, the ability to create 5 more divisions that would allow me to continue my offense with an organized force. It would also give me an added incentive to hold onto that location as I could lose those divs if Washington was retaken by the Union.
I have no idea how this could be implemented, but it may help the player stay focused on key locations during the game.
W.Barksdale wrote:What if a division cap was proportional to the number of ** Generals.
Let X the cap and Y be the **. Then I define X=4Y for all X, Y > 0.
I think a logical conclusion to draw is that the divisions will represent the organisation capacity of your armed forces. When your Generals get better and more numerous so do your divisions.
Thoughts and Comments please.
runyan99 wrote:You seem to have an affinity for complex solutions to simple problems. A higher cap solves all management issues without any algebra. There is no reason for the cap to float.
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