GraniteStater wrote:Also, I started out with Light Industrialization in about seven States - the biggest bottleneck for the first fourteen months has been lack of money. I wonder if I overdid the Industry. The US seems to be a little strapped for resources in the early game; also, RR and River management is a bit more resource hungry.
ohms_law wrote:The icon's will vanish if you overspend. You can't actually run a deficit in the game...
You would want to use greater then light industrialization in order to gain more resources per turn.
ohms_law wrote:Keeping in mind that I play as CSA, it's my experience that you shouldn't even think about industrializing until at least late '62, if not late '63.
Furthermore, you seem to imply that one should go whole hog at first and then throttle down.
Colonel Dreux wrote:I play as the CSA and always click one state light in industrialization from the beginning, and normally click 10 and 5 in RR and RT, sometimes more. I also don't ever print paper money (you can generate a lot of dollars by 1862 thanks to NM and VP). I only have a few turns where I can load up on reinforcements, but the Union doesn't do enough in 1861 for you to need a ton of troops.
ohms_law wrote:If you overspend (Either money, conscripts, or war supply is in the red/negative), then the game removes items that you're attempting to purchase, until your balance is no longer in the red.
ohms_law wrote:As for the rate of expansion, the more that you put into an individual state the more the resource will increase per turn. Don't over think it, it's really that simple.
ohms_law wrote:There's really very little (if any) reason to increase your material production in AACW. However, you can "turn on" or "turn off" additional production as you see fit.
Correct. I am not sure how the game decides which item(s) to drop though. It may be take items off the 'bottom' of your list. (i.e. the last ones you selected) It may take the biggest away until you are clear. Again, I'm not sure.
This is incorrect.
As the Federals, you really don't need to industrialize. Money is your bottleneck and spending on industrialization only makes it worse. If you choose to do it, avoid the high cost states like NY.
Jim-NC wrote:Industrialization is a must for large armies that move far away from your supply base. The system moves supply from manufacturing sources to needed areas. The higher the supply "pressure", the better you are at moving supply forward.
Pressure - high levels of supply in the rear areas. Without it, you have trouble pushing long distances.
soloswolf wrote:Correct. I am not sure how the game decides which item(s) to drop though. It may be take items off the 'bottom' of your list. (i.e. the last ones you selected) It may take the biggest away until you are clear. Again, I'm not sure.
This is incorrect. Here's how industrializing works: For each level of industry you select (0-3) each city in that state gets a chance to give a bonus. The larger a city is, the more likely it will give you a bonus. So, if you select 'light' each city in that state gets one chance to give a return on your investment.
As a guide, the game tells you what return you stand to get from the state. (Excellent, Average, etc.) This description is based on the average size of all cities in that state. Which is why Wisconsin has an excellent rating.
As the Federals, you really don't need to industrialize. Money is your bottleneck and spending on industrialization only makes it worse. If you choose to do it, avoid the high cost states like NY.
GraniteStater wrote:Cannons roar;
Horses scream;
the dead bodies lie everywhere.
************************
On a more prosaical note (haiku is just too darn easy for an Irishman ), the following is submitted as a short, mini-AAR/feedback on a 1.14rc14 game I've been playing as the US for the last week or so.
* April 61 with KY ON.
* Started as 1.14rc12; patched up to 13 and now 14 as it progressed.
-- Am now in Jan 63. Took Richmond a month ago in Early Dec 62. The AI went after Ft. Monroe just a little too enthusiastically and left Richmond sorely unguarded. AI defended upper Valley in considerable strength.
-- I don't know CSA resource management well, having never played it, but the AI spent a lot of effort in the central West.
-- AI raided in the East with Johnston in strength, getting up to Trenton, NJ.
-- The AI raided and counter attacked in KY and OH quite seriously. I am only now recovering Ashland, OH and Clarksburg, KY. AI still holds Prestonburg and Bowling Green.
-- Couldn't seize Paducah and Columbus, KY until quite recently. Just seized Ft. Donelson.
-- Have yet to take Springfield, MO.
So, I'm actually a year 'behind schedule', although have seized Richmond. Haven't had the time or resources to mount an attack on New Orleans from the Gulf.
In general, the CSA force sizes have been suprisingly large. Any raiding, as such, has been in decent strength. A few Cavalry/Indian pinpricks out West, but not very many. In general, the CSA's presence has been in concentrated forces.
I wonder if losing brigades up North (if they're losing them - I think they are, at least some; Johnston's effort in the East in particular) is not actually counter-productive for the South. The attacks have been fairly serious and quite bothersome (one went to Columbus, OH!), but do they eventually sap resources that could be better spent in defense?
Also, I started out with Light Industrialization in about seven States - the biggest bottleneck for the first fourteen months has been lack of money. I wonder if I overdid the Industry. The US seems to be a little strapped for resources in the early game; also, RR and River management is a bit more resource hungry.
Just some observations. Game seems more challenging for the US.
Lew wrote:After playing several games, but only against the AI, I think I've more-or-less figured out how to effectively spend WS and $ in 1861 and early 1862.
As the Union:
1. I ensure I'm building enough units (including artillery and warships) to keep military parity with the CSA on land and get a strong blockade going at sea. Against the AI, this is easy and will leave quite a bit left over. Against a human, however...
2. With what's left over from #1, I buy all the possible transports early and get at least 30 into the shipping box. That's almost 70 WS or $ per turn, and the wonderful thing is that the game gives you more of the one you lack.
3. With what's left over from #2, I steadily (but not hastily) build up transport points. You'll need a lot of rail and riverine points to both move your forces about and keep them supplied in enemy territory. The key here is to continually assess your needs and build just barely enough. The more you have, the more will get lost through attrition every turn.
4. With what's left over from #3, I industrialize. This will give you WS (and other nice-to-haves, like supplies). Some will object that WS is super-abundant, but that's where those lovely transports come in. If you make more WS and run a surplus, your transports will bring in more $. And there's no such things as too much $.
New York is by far the best place to industrialize. It costs more than any other state, sure, but the returns are disproportionately large. Wisconsin is a fine second choice; NJ, PA, and DE give decent value for money.
I normally stop industrializing when I'm producing > 200 WS/turn, which I try to make happen in winter of '61 or spring of '62. After that, it's "build a big stick and squash johnny reb flat".
As the Confederacy:
1. I either a) spend everything on the military and seek a sudden victory, or b) spend enough to prevent getting run over by the Union early and cause at least some disruption to its gathering forces.
2. With what's left over from #1, I devote to building up just enough transport to get forces to the front, maneuver forces to parry Union thrusts, and sometimes land a few blows myself. Even +100 rail and +30 riverine will make all the difference.
3. With what's left over from #2, I spend on blockade runners. They're hugely effective against the AI and make the difference between a CSA that lives from hand to mouth to one with serious wriggle room. Against a human player who knows how to conduct a blockade I would be a lot more cautious here, because I suspect (without proof) that a well-conducted blockade can make it cost-ineffective for the CSA to keep any significant number of runners at sea. I don't spend anything on commerce raiders, having never gotten a worthwhile return from them even against the AI.
4. With what's left over from #3 - and that's often nothing! - I put into a little more transport to improve my supply situation and further boost strategic mobility and indulge in a little industrialization in Georgia.
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