dbemont
Conscript
Posts: 15
Joined: Sat Mar 25, 2006 4:45 pm

Dept of Interior Ironworks choices

Fri Oct 04, 2013 9:05 pm

Playing as Union, I am given various Ironwork and Armory choices to subsidize in Conn, NE, and Middle States, with widely varying prices. The options say how many facilities would be built, but nothing about capacity for producing war supplies, either in absolute or relative terms.

Is there some reason why the game is requiring me to buy a pig in a poke, rather than giving some basis on which to base this decision?

Should I assume I get what I pay for? Or that the number of facilities determines production?

User avatar
Ace
Posts: 3503
Joined: Mon Aug 30, 2010 4:33 pm
Location: Croatia

Sat Oct 05, 2013 8:53 am

Actual ironworks output depends on your NM, blockade percentage (if you are CSA) and loyalty in particular region. Since these values change over time, it is difficult to put it in a tooltip.
The base ironworks production is 1 $ and 10 WS. Previous modifiers can further modifiy it.
Game tip: You do not need too many ironworks as the Union since they start with decent industry.
Armories and arsenal bring more money and ammunition so you should build those instead.

User avatar
Ebbingford
Posts: 6162
Joined: Sun Oct 14, 2007 5:22 pm
Location: England

Sat Oct 05, 2013 9:06 am

IIRC the text for building armouries and arsenals doesn't actually say that they bring money. :(
You need to look at existing structures to see what each one produces....
"Umbrellas will not be opened in the presence of the enemy." Duke of Wellington before the Battle of Waterloo, 1815.

"Top hats will not be worn in the Eighth Army" Field-Marshal Viscount Montgomery of Alamein K.G.


Image

User avatar
James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Sat Oct 05, 2013 10:31 am

What about Union artillery? Half the guns in the force pool cannot be built. Is there some needed industry that arrives in game later via event? Does the Union need to build a specific type of industry, if so which kind? Is it a bug?

Jim

User avatar
Jim-NC
Posts: 2981
Joined: Wed Feb 25, 2009 4:21 pm
Location: Near Region 209, North Carolina

Sat Oct 05, 2013 12:13 pm

You have to build the industry to get the artillery. There is very little industry that is added by event (the only one that comes to mind is Gorgias' steel mill in Richmond).
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

dbemont
Conscript
Posts: 15
Joined: Sat Mar 25, 2006 4:45 pm

Sat Oct 05, 2013 4:52 pm

Ace wrote:Actual ironworks output depends on your NM, blockade percentage (if you are CSA) and loyalty in particular region. Since these values change over time, it is difficult to put it in a tooltip.
The base ironworks production is 1 $ and 10 WS. Previous modifiers can further modifiy it.
Game tip: You do not need too many ironworks as the Union since they start with decent industry.
Armories and arsenal bring more money and ammunition so you should build those instead.
Thanks. This helps. But my basic question remains -- on what basis do I choose among the options? Some cost much more. Some involve more facilities. But more cost does not correlate with more facilities, so I don't know whether to buy the bigger bucks option or the more facilities option.

User avatar
Ace
Posts: 3503
Joined: Mon Aug 30, 2010 4:33 pm
Location: Croatia

Sat Oct 05, 2013 8:49 pm

So Ironworks is the most expensive, base yield is 1$/10ws
Arsenal average yield depending on loyalty and morale 2,5$/1,5ws and some ammo
Armory 1,5$.

If you are the Union, in the begining your arsenals will bring 2$/1ws, for CSA 3$/2ws.
If you are the Union, in the begining your armories will bring 1$/0ws, for CSA 2$/0ws.

It is not some secret CSA advantage, it is just that early CSA morale is higher, so the NM bonus and some rounding of numbers bring production numbers up :)

So in fact costs are more or less balanced. If you need money, build armories, if you need ws build ironworks. If you need both build armories. If you need ammo, buil armories and arsenals.

Njordr
Sergeant
Posts: 92
Joined: Tue Sep 07, 2010 4:00 pm

Sun Oct 06, 2013 11:34 am

James D Burns wrote:What about Union artillery? Half the guns in the force pool cannot be built. Is there some needed industry that arrives in game later via event? Does the Union need to build a specific type of industry, if so which kind? Is it a bug?

Jim


I second this question.

User avatar
Ol' Choctaw
Posts: 1642
Joined: Sat Feb 19, 2011 7:13 pm

Sun Oct 06, 2013 12:15 pm

It does not arrive. You have to build Armories or Arsenals in those states to build your artillery. This goes for both sides.

It is not a bug, it was designed that way. I think a couple of northern states and all but two, maybe three southern states are in the same fix.

User avatar
James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Sun Oct 06, 2013 12:41 pm

There are three states that have artillery that still can’t be built in my current late 1862 game as union. West Virginia, Kansas and Iowa are the states, and they have no industry they can build to make their pools buildable, though I’ve yet to reach 1863 so perhaps some ledger events arrive late in game.

Jim

User avatar
Ol' Choctaw
Posts: 1642
Joined: Sat Feb 19, 2011 7:13 pm

Sun Oct 06, 2013 1:31 pm

There were, at least in some early versions of the game, alternative build locations for artillery.

The structures and industry portrayed in the game are almost exclusively those who produced arms of some type. I know that some have been missed from my own research.

For what ever reason, the Arsenal in Harpers Ferry produces no WS. If there were local firms in Kansas or Iowa that produced cannon, they are also not included in the game. Those three states should have alternate locations for their artillery builds in neighboring states.

Return to “Civil War II”

Who is online

Users browsing this forum: No registered users and 8 guests