
Captain_Orso wrote:Two points that I don't believe are really spelled out very explicitly anywhere.
- All the moves, planned expenditures, listed income, ect., you see during your 'turn planning' are just that, plans. The amount of WSU (WarSUpply) you see in various ledger pages is equated from your current amount on hand + 'expected' production - expected expenditure. Because your production can be affected by various events (for to numerous to attempt to explain here) you will almost always experience some variance. So you should leave a small buffer in your planned expenditures.
- If your planned expenditures force the ledgre display into the red, some of the expenditures for that planned turn will simply be canceled. Of this you will get no report. Those expenditures will simply not occur. This is bad for planning, because the game-engine decides what is to be left out. It is far better, that if something must be dropped from you planned expenditures, that you do that yourself.
Gray_Lensman wrote:Don't feel too bad. This game has a huge learning curve. I probably started over more than a dozen times as I learned new game changing issues. I've also read thru Shelby Foote's Narrative myself (all 3 volumes) 3 times in the last 3 years. Another good read is McPherson's "Battle Cry of Freedom"
Just posted the other day: A reposting of Dixicrat's Basic Training for AACW newcomers: http://www.ageod-forum.com/showthread.php?t=18733
Yee Haa wrote:Nice one, guys. I had a feeling that certain things were being left out, I was well in the red. Thing is I had so much going on and I wasnt sure about delays and such so I couldnt be sure what if anything was being left out - at least now I know, it seems war supplies are perhaps my earliest limiting factor, money and conscripts can be raised, how so War/Sup? This was why I tried to have as much Industrialisation as pos - Yee Haa
Yee Haa wrote: This expenditure coupled with the hvy art'y I buy to build up the coastal batteries in my coastal forts to a level consistent with the Federal Keys Forts (up to 350 odd? my Forts guarding the approaches to New Orleans have Coastal Batty's of 30 and the like) I have noticed over the first 4 turns that I have played, just too see what type of and how many military units come on line through events, that the values of these batty's grows each turn is this cos of the terrifyingly expensive replacement heavy artillery I am buying?
Yee Haa wrote: mu army under Beauregard formed in Richmond 2nd or 3rd turn, it was called the Army of the Potomac..... I waqnt an Army of Northern Virginia/ Army of the Potomac will always be George Brinton McClellan.
Yee Haa wrote:p.s. in case u aint guessed 1 of my strategies is I intend not to lose New Orleans, I read a Narrative of the Ciivil War by Shelby Foote and from what I can glean most often even a fleet of wooden men of war can run a fortress? Again thanks for wading through Yee Haa![]()
Gray_Lensman wrote:Don't feel too bad. This game has a huge learning curve. I probably started over more than a dozen times as I learned new game changing issues. I've also read thru Shelby Foote's Narrative myself (all 3 volumes) 3 times in the last 3 years. Another good read is McPherson's "Battle Cry of Freedom"
Just posted the other day: A reposting of Dixicrat's Basic Training for AACW newcomers: http://www.ageod-forum.com/showthread.php?t=18733
Ol' Choctaw wrote:I have had good results investing in Arkansas and Texas. The investment costs are low because they have few towns but seem to produce results almost every turn.
I have had Arkansas out producing New York by the middle of the war.
Ol' Choctaw wrote:Most of the supply is moved by river down to St. Louis and the river port just north of it.
Much of the time the port looks like a depot.
The cost of heavy industrialization is 5 thousand money and 6 war material. It is hardly noticeable.
It gives a supply source to units who have to cross those large areas, which seem so prone to mud and blizzards.
It prevents units starving for lack of supply in the towns, in winter and all in all it is far cheaper than building supply units for the few troops you will need in the area.
You all know what a single supply unit costs. Saving the 20 conscripts, not to mention the money and war supply to construct it.
Ol' Choctaw wrote:Most of the supply is moved by river down to St. Louis and the river port just north of it.
Much of the time the port looks like a depot.
The cost of heavy industrialization is 5 thousand money and 6 war material. It is hardly noticeable.
It gives a supply source to units who have to cross those large areas, which seem so prone to mud and blizzards.
It prevents units starving for lack of supply in the towns, in winter and all in all it is far cheaper than building supply units for the few troops you will need in the area.
You all know what a single supply unit costs. Saving the 20 conscripts, not to mention the money and war supply to construct it.
JKM wrote:looks like it depends what side you play as to how efective you find the industrialization gambit.
I've only played CSA so far..and coming from rural arkansas thru southern missouri to even get with a stones throw of st louis is a real mission.
My first GC fell apart completely while i came to terms with supply out west, this time round, with a minimum industrialization its going much better.
there are only a couple of places the improvements can crop up, and, as fortune would have it, they're the places you want your hanfdul of garrisons.
when you're only looking for say, 8 or 9 gs a turn to keep your small div in the green, it makes a real difference.
If and when I take St louis i assume there'll be a sizeable stockpile to pillage, and the majority of the army of the west will go there.
Ol' Choctaw wrote:Divisions will most always need a supply wagon if going from Kansas to Texas.
In the west you usually will face one or two cavalry or Indian units who can’t take a garrisoned village.
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