husky1943 wrote:Very Interesting......There is a lot of smart folks around here. I will not be one of them.....
Sure ya will, Husky. Just stick around. It all rubs off from these smart people out here.

My strategy is to industrialize only the states that have a very good or excellent grade. I would do it in a Southern state (once occupied) if they had such a grade. I figure that would bring the population over to my side, thus healing the wound and influencing everything else (maybe I'm overthinking it on that point). I never thought about making them closer to the front and thus easier to access. Good point!
That's where I started as the USA.....Wisconsin, New York, New Jersey. Now I prefer to start early with 1 low cost state such as Delaware which helps feed and fuel large numbers of early Eastern troops and then branch down into the CSA (and add Virginia, Tennessee, Arkansas [incredibly cheap!]) as my general supply needs deeper in the South increase and as my depots stretch my supply grid further and wider. It takes more total supply just to populate the grid as the game goes on. My last Athena USA game on the hardest settings ended with Pocus' assertion on WS being correct for the USA. I was producing over 9000 gen supply a turn and had accumulated over 4000 WS total which made needing either non issues.
As the CSA it's a bit trickier. Lemme talk gen supply first. As has been mentioned in the forums earlier, the gen supplies number totals on the blackboard are inflated with foreign (English, French, European) on hand numbers. So its tricky when Southern towns are falling to keep focused on how much gen supply and ammo is left/comin in. If one uses a very general number of 30 CSA divisions and 35 gen supply/turn/division, it says one needs to keep about 1,050 gen supply coming in to keep everyone fed. Of course there are balancers on both sides. Militias need to eat and they inflate that number, but so too do depleted divisions, which need less. One thousand gen supply is a pretty good turn target in the endgame for the CSA to try to keep the show goin. I believe USA players I have run into overestimate tactics (the fun stuff) and underestimate rounding up easily conquerable CSA supply centers as a focal point for victory. (sidenote----Jim-NC just posted some excellent observations on the thread, Intellitips, on how you can SEE on the city icons valuable stuff like which cities are producing what or have what).
I use industry investment, as my USA opponent allows me to, widely for the CSA as the game goes on. But I wait to invest in the areas that appear to be most quiescent. I've found Texas, Louisiana and South Carolina to be the most productive for late game investment. It's true that by waiting I don't get a good return on my longterm investment. But who cares. I want immediate and protracted survival. And investing first, by guessing where the Yankee is goin first, is kinda a crapshoot IMHO, until he committs.
Now here's something interesting. I've seen states change their industry ratings from game beginning to game end. South Carolina, one of my favorite CSA industry investment sites, changed in my last game from below average to average. And it became as good as some of the Northern States I've used, sometimes producing three cities with increased production in a turn.
All because (I think) of my sustained investment. Then again, maybe, as Solowolf suggests, it is based on population and SC's population, as a % of the whole, increased as I lost territory. Dunno. I just know it's rating changed by game end and its real production improved, too.
Now concerning WS. I've read Major Tom's excellent and exhaustive testing of ROI on blockade running with his conclusion that naval investment constitutes the better investment over industry. But it's keying in on only WS and money invested to get them. I'm thinkin food and ammo, if the CSA can last into 1864 (which I opine is realistic), can go critical by game end. I've come close to starvin twice and industry pulled me out both times when my opponent wasn't thinkin about denying me resources (whew!). I believe that early game 65-70 WS (as published somewhere I've seen) is a good turn WS target for the CSA. Late game if he can eek out a bump to 70-90, with enough food and ammo, in the face of lost cities, he can keep up the fight well. And 70-90 is possible when out of the way cities/states, through industrialization, can come on line. Course that's all presupposin that, as Injun states, enough conscripts are enlisting to keep the strength numbers up.
In fact, my limited experience indicates that both sides have prolly too much WS. But I have no data, so that's just an anecdotal, working opinion. It's debateable.
I've truly seen the CSA run on fumes. So who knows how much is too much.
Hang in there, Husky. You seem to be right on track learnin.
Me too.
