grimjaw wrote:I see the replacement numbers for the Union coastal batteries and they don't look any better. The Union units on the board look pretty healthy, but again, they start that way.
OK, help me out here a little. I'm going to assume in that saved game you were playing the CSA. Did you ever buy enough replacements to get the fort garrisons (men & guns) up to full strength? Were the garrisons ever put into passive/passive state, to prioritize replacements? As of right now, I can't explain it.
They are prohibitively expensive to maintain for the Confederacy. You can almost afford two new 20lb Parrot batteries in the place of what it costs to buy one coastal battery, and replacements for 20lbers are less than half.
Code: Select all
// All coefficients in per cent. They modify the base value "BaseAttrition" (Model parameter)
// formula is:
// Historical Base Attrition (from model)/10000 * (100 + coefficients)/100 * DaysPerTurn * current Health
atrHarshWeaMod = 50
atrVHarshWeaMod = 80
atrCityScapeMod = -30
atrPillagedMod = 5
atrLoyaltyMod = -10
atrScorchedEarthMod = 10
grimjaw wrote:I haven't looked in awhile, but I don't think there are any free heavy arty replacements after the first of the full campaign. April at least; I never play July. Those few replacements don't really help much. If you had historical attrition turned on, that'll make another significant dent every winter.
Maybe historical attrition should be modified for artillery. Isn't it supposed to model losses due to disease and desertion? It shouldn't take nearly as much war supply to replace the *men* lost in an artillery crew. Conscripts + money and time to train the men, sure, but they guns are still there. Last I checked, 12lb Napoleons aren't susceptible to malaria, and the don't get homesick.
It's a difficult situation for the Confederates. But since they couldn't even afford shoes for their army ...
I don't think I can see all of the math that goes into attrition, historical or otherwise. This is all that's in the GameLogic.opt (not counting the cohesion loss section)Code: Select all
// All coefficients in per cent. They modify the base value "BaseAttrition" (Model parameter)
// formula is:
// Historical Base Attrition (from model)/10000 * (100 + coefficients)/100 * DaysPerTurn * current Health
atrHarshWeaMod = 50
atrVHarshWeaMod = 80
atrCityScapeMod = -30
atrPillagedMod = 5
atrLoyaltyMod = -10
atrScorchedEarthMod = 10
I wonder if atrCityScapeMod will apply to forts.
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