Captain_Orso wrote:First off, cities themselves do not produce any money. Only structures in the cities produce money.
Playing around with different numbers of blockade flotillas in the Blockade Boxes and Brown Water Blockading, I could confirm that money and WSU production are directly affected by blockading.
The strangest thing I discovered was that the Mega-Banks and Mega-IronWorks, although their structure definition files state that their output was 100 money and WSU respectively, were actually producing $750 and 150 WSU . And I have no idea why.
Cardinal Ape wrote:Captain_Orso wrote:First off, cities themselves do not produce any money. Only structures in the cities produce money.
Playing around with different numbers of blockade flotillas in the Blockade Boxes and Brown Water Blockading, I could confirm that money and WSU production are directly affected by blockading.
The strangest thing I discovered was that the Mega-Banks and Mega-IronWorks, although their structure definition files state that their output was 100 money and WSU respectively, were actually producing $750 and 150 WSU . And I have no idea why.
D'oh, not sure how I missed WS being effected by the blockade %, must have used numbers to small to see the difference. My bad.
I took a look at both capitals, their building production doesn't add up right, not even close. Is there some sort of off map production? Your massive amount of money in Richmond seems to imply there is a multiplier on all production in the capital regions. Both capitals seem to have resources coming out of thin air. Its odd.
Also, if it wasn't mentioned before; Both brown water blockades and the blue water blockade % work in conjunction together.
Gray Fox wrote:FYI, in pgr's OP, Norfolk and the James river cities do not remain blockaded.
http://www.ageod.net/agewiki/Bombard_and_Blockade
"bloAdjFriendlyFort = -4 // brown water blockade, bonus given by adjacent fort
bloAdjEnemyFort = 4 // same, for an enemy fort (malus)"
Once an artillery battery in Norfolk is entrenched sufficiently, the region and the river can no longer be blockaded by Fort Monroe or a Union fleet or even both together. Attempts to brown water blockade other ports may suffer this same fate. So the entire max blockade effort may be of no use against anyone who just entrenches counter batteries of 6-lbers on nearby regions.
Gray Fox wrote:I had Ft. Monroe and enough ships to BWB (the message told me so)...but I got no blockade symbol in Richmond or the other cities on the James because Norfolk had entrenched artillery.
Gray Fox wrote:I believe that the two sides negate each other once and that's it. What if the Union had 3 times as many ships to BWB and the CSA had 4 times the number of atillery to negate this mathematically. It just seems reasonable that it would be counted once and either you BWB or not. The ships can't sink the shore batteries so they would have to stand off. The opening of the port is free of ships.
Gray Fox wrote:As you pointed out and was my intention, this is only for forts or ships making a BWB of CSA ports and would not affect ships in the blockade boxes.
Captain_Orso wrote:The thing with finding out what is produced where, and why is difficult, if not practically impossible in general.
As far as I can tell, the Regions list <F8> does tell you the correct Money, WSU, and CC production, but I know of no way to 'dump' that list to a file. Also, it does not tell you anything about a reduction in production from blockading or any other variations from NM for example. One would have to analyze changed from turn to turn and asses why there are there.
Captain_Orso wrote:But I have no idea what modifiers are in play, from Capitals, city sized, harbor sizes, or what ever. Without a way to decode the .hst file to discover the city productions displayed in the Regions list there is simply no practical way to analyze the situation from turn to turn.
Gray Fox wrote:@Captain Orso
Yes I did test it. The 10-lber in Norfolk is fixed and cannot be moved or disbanded. So I can't test #3 and #4. However, programs don't use magic so it must be how it works.
Gray Fox wrote:FYI, in pgr's OP, Norfolk and the James river cities do not remain blockaded.
http://www.ageod.net/agewiki/Bombard_and_Blockade
"bloAdjFriendlyFort = -4 // brown water blockade, bonus given by adjacent fort
bloAdjEnemyFort = 4 // same, for an enemy fort (malus)"
Once an artillery battery in Norfolk is entrenched sufficiently, the region and the river can no longer be blockaded by Fort Monroe or a Union fleet or even both together. Attempts to brown water blockade other ports may suffer this same fate. So the entire max blockade effort may be of no use against anyone who just entrenches counter batteries of 6-lbers on nearby regions.
Gray Fox wrote:@Captain Orso
Yes I did test it. The 10-lber in Norfolk is fixed and cannot be moved or disbanded. So I can't test #3 and #4. However, programs don't use magic so it must be how it works.
Captain_Orso wrote:I understood previously that the Distant Blockade of a city was equivalent to it being BWB'ed, but I can find no actual evidence for this assumption. It appears to me now, that if Distant Blockaded, either the Blockaded Harbors list value is added to the overall blockade, or the SetDistantBlockades script command is broken, as I can find no evidence of production being greatly influenced in a Distant Blockaded harbor city, let alone it being halved .
I can however see the production of BWB'ed harbors being halved, if the Regions list is to be trusted, an I'm not so sure of this. During my testing I was running a turn, quitting the game to gather logs etc., restarting the game, and reloading the scenario. When I went to look at the production values of Richmond, which was being Distant Blockaded through Fort Monroe, I could see no influence on production.
Then through chance, I checked the Richmond production in the Regions list before quitting the game, and low-and-behold, production was halved for $ and WSU, which is shown in the list. However, when I loaded the scenario again, it was not listed as halved .
Cardinal Ape wrote:The host should run a dummy turn before running the PBEM turn; give the game a warm-up turn to get its sea-legs. Any turn in any scenario should do. That should get rid of the hiccups that come with the first turn of a session.
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