Union control of key coastal forts will blockade directly the adjacent port(s). For instance, Fort Monroe will blockade all CSA ports on the James River, and ships in Charleston Bay will blockade this port directly.
SelectFaction = USA
SelectRegion = $Ft_Monroe_VA
StartEvent = USA_DistantBlockade_FtMonroe|999|0|NULL|NULL|$Ft_Monroe_VA|NULL
Conditions
EvalRgnOwned = $Ft_Monroe_VA
Actions
SetDistantBlockades = $Ft_Monroe_VA;$Richmond_VA;$Ft_Monroe_VA;$James_City_VA;$Ft_Monroe_VA;$Norfolk_VA
EndEvent
marquo wrote:"• Brown Water Blockade: Union naval units and Union control of key coastal forts will blockade directly the adjacent port(s). For instance, Fort Monroe will blockade all CSA ports on the James River, and ships in Charleston Bay will blockade this port directly."
This may not be working; I captured Fort Fisher and Fort Caswell; but Wilmington and Southport did not become blockaded (with the blockade icon) until I placed enough ships in the harbors.
Q-Ball wrote:I have found the graphic doesn't always work, even if the port is blockaded
Ace wrote:But what if the fort is tore down by CSA. I see the game checks for region ownership, not for having a fort and guns in the fort?
Similar question, if the US takes New Orleans without taking the forts, why can't the forts blockade US in New Orleans. I see the event only working if the US holds the forts. It is not fair.
Godagesil wrote:Historically the Union sailed up the river and captured the city bypassing the forts and captured New Orleans. The Confederate troops then had to abandon the forts down stream because their lines of supply and been severed. You need to visit Louisiana and the lower Mississippi delta to appreciate the terrain, which is in itself quite the foe. Swamps and bayous, virtually impossible to operate in. It explains why the Confederacy never made a serious attempt to try and recapture the city.
Ubercat wrote:Would the same thing occur in game?
Ubercat wrote:A Union force which captures NO after merely running the guns would then be cut off.
Ubercat wrote:Assuming a lot of supply wagons were sent along to maintain the force for a good length of time,
Ubercat wrote:would the forts wither away into ineffectiveness or continue to block supplies indefinitely?
Captain_Orso wrote:
......Not supply trains, transports, the ones the troops arrived on.
SelectFaction = USA
SelectRegion = $Ft_Monroe_VA
StartEvent = USA_DistantBlockade_FtMonroe|999|0|NULL|NULL|$Ft_M onroe_VA|NULL
Conditions
EvalRgnOwned = $Ft_Monroe_VA
Actions
SetDistantBlockades = $Ft_Monroe_VA;$Richmond_VA;$Ft_Monroe_VA;$James_Ci ty_VA;$Ft_Monroe_VA;$Norfolk_VA
EndEvent
PhilThib wrote:All of this will generate an overall blockade percentage which will give the final percentage (blockade % divided by 2) of production lost in all CSA ports. This percentage can never be lower than 0% (despite modifications) or higher than 50% (if you manage to have 100% Blockade %, but this is almost impossible). This will affect all the ports’ production (WSU, Supplies, Ammos, Money, not conscripts). That the harbors are not blockaded don’t change anything here, they are hampered by the global situation.
Captain_Orso wrote:From what I've seen, every structure producing any kind of income is affected.
pgr wrote:Captain_Orso wrote:From what I've seen, every structure producing any kind of income is affected.
So it pays to close blockade Richmond eh?
chocko101 wrote:Hi everyone! I just purchased this game as well as the DLC expansion and this is my first post. I'm trying to figure out blockades and read through the posts I could find on the is forum.
I'm trying to sort out if I've actually blockaded a port. In a scenario I'm playing I'm trying to blockade the ports of Plymouth, NC and Edenton NC. My blockading force is located at Albemarle Sound.. The tool tip for Albemarle Sound says I need "to have at least 4 naval elements to blockade this zone". Currently my blockade force consists of 2x navy units. Each navy unit contains two elements (brigs), with each element worth 2 blockade factors. So by my count I have a total of 4 elements worth 8 blockade factors. I've had this force in place for a few turns and I do not see any indicator that the blockade is in fact working.
On a side note, is there a way to access the overall effectiveness of the blockade if I'm playing the AI?
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