Coregonas wrote:65 militia + 20 cheapy arty are just 40 WS costly -> 5 divisions for 40 WS.
Coregonas wrote:Hi Gray... I dont agree exactly with this superabundance of WS.![]()
Check GC. Jabber is blockading us just with a single fleet in Richmond since the very start of the game, reducing a 50%? capitol production (including our WS) .
USA must use his fleets.
Jabberwock wrote:I must've missed this post before. This is totally ahistorical behavior on my part, I should be using my fleet to bombard and take forts along the east coast. I don't even know how the ships got that far up the James. Thank you for pointing that out.
Reminder to self - build more ships.
Coregonas wrote:USA has still more tricks in their hand.
It can do exactly the same militia tricks, AND build 30 transports to earn a nearly infinite number of money... AND block main WS production centers...
Banks6060 wrote:I sense a hint of sarcasm.....perhaps.![]()
Bertram wrote:"So actually allowing both sides to conscript in april '61 is completely ahistorical".
There is a difference between ahistorical and not following history.... In my view ahistorical is being able to do things that could not be done historically. Not following history is doing things that could have been done, but were not done, for one reason or another.
The question then is, was drafting men was impossible for some reason in '61, or was it not done out of choice (for fear of political repercussions, for example). If the later (which I think is correct), the game should reflect those repercussions, so the player can make his own choice. (The discussion then will focus on what those repercussions were, and in how far they were imagined and and in how far real).
This touches on one of my pet subjects: the more you make a game adhere to history, the less historical it is. Historically the Union had great difficulty to get its generals moving, but neither side knew that before. We do, so we plan strategies keepng that in mind. We know (especially when we played the game a few times) that Lyon needs to move fast, and that he then has a good chance of winning in the west. In reality he could just as well have gambled his command away. We know when there is a chance of an indian uprising, and how many troosp we need to contain them, and what their maximum effect is. For Lincoln it was probalby a total "Oh Shit" moment.
So, of you want to feel the uncertainty the high command experienced, you need to randomize much more, and drop in much more randomized events (some which historicaly did not happen, but could have happened). Of course the outcome might be very different then, and others (with an other definition of what is historical) might think this very ahistorical indeed.
Jabberwock wrote:Indeed, but I'm just being true to form. Arguing in the forum about what is historical or ahistorical (or what is a historical cause versus a historical effect) is much less effective than demonstrating what is ahistorical. I usually only have an audience of one (the current PBEM opponent). They are usually pretty quick to point out my ahistorical gamey behavior in the forum, and sometimes it helps lead to improvements in the game. Look how much time I've spent arguing about the James River issue recently. How many people here would disagree that what I'm doing there is ahistorical and gamey? I expect not too many. Now that attention has been called to it, it is much more likely to get fixed quickly than some other items that require argument in addition to more complex demonstrations. Now I have an audience of many, and in the meantime, it is a lot of fun. My idea of fun, anyway.
Now look through the forums and AARs to see how many players are using their fleets historically. There are very few positive demonstrations of ahistorical situations, because most players have enough sense not to attempt significant operations once they realize how the rules work. So there is no demonstration of any interaction, except when Athena does something a little silly, or a player does something almost everyone recognizes as gamey.
Now that I've gone completely off on my own favorite tangent, lets go back to ahistorically huge armies. The point of this thread is that there are ways to take advantage of the game mechanics and produce armies that are more powerful than what could have been produced historically. Counting bodies is one of the easiest jobs a historian ever faces, so there is plenty of evidence. As much as Gray and I disagree about some things, we entirely agree about others. I applaud his efforts to fix this situation in a manner that is historically accurate and does not negatively affect gameplay.
War is a serious business. Too serious to worry about whether operations will be noticed or ignored by popular history (the kind that is taught in public schools). In a war simulation, I will use every tool available to the best of my ability, (making the mechanics, not what is in the history books, the limit of my imagination) and not worry about what historians will write or argue about until after I've won. Just like I would in real life.![]()
Gray_Lensman wrote:re: Totally free upgrading: This is great information... It kinda confirms my thoughts that other "happenings" are affecting the situation besides Conscripts and War Supplies. This probably should be addressed first, prior to making any other changes, just to see the actual effects.
Reminder to self - build more ships.
Jabberwock wrote:...
In a war simulation, I will use every tool available to the best of my ability, (making the mechanics, not what is in the history books, the limit of my imagination) and not worry about what historians will write or argue about until after I've won. Just like I would in real life.![]()
Banks6060 wrote:And I understand your motive for your "gamey" play style. Honestly....the move up the James River was very clever....that's a big river....I didn't have a problem with that at all.
and frankly, the moves in the Carolinas aren't all that implausible either. Masted ships DID make it up the Mississippie to Vicksburg in 1862.
So really...I think I have yet to feel the full effect of your gamey nature.![]()
captainmatt wrote:One of the things I was very pleasantly surprised about when I began to play this game was that there was, indeed, a great role for the Navy to play. Remember, that the North began the Civil War with around 40 ships TOTAL, and the South had little to nothing that resembled a Navy.
However, in four years of war, the Union Navy grew to about 700 ships (35 or 40 of which were ironlads) and the Southern Navy built or crewed about 130 ships (of which 24 were ironclads).
Just out of curiosity, is there any plans in the future to build "torpedo" units. Perhaps, something like fortress artillery, but they can not be removed once placed on the map and have a % chance of sinking a ship once the enemy moves onto that Naval square?
- Captain Matt
http://www.portcolumbus.org
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