asdicus
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CSA money from Richmond

Sun Oct 05, 2008 1:13 am

Using v1.11d in my latest pbm game vs the csa - 61 april full scenario.

I am conducting some experiments in blockading csa ports to see how the fall in csa production works ( with the kind cooperation of my opponent in providing the figures). The 50% reduction seems to work fine but I was amazed when the csa reported that money from richmond alone was +63 with no blockade and +33 with a blockade fleet. This is a huge amount of cash from one csa region and it means the csa earns almost half as much money as the union in total. by comparison new york only produces +40 money. Note national morale is 109 csa to 80 union.

At the start of the game richmond region provides no money at all for the csa so how can it produce +63 money in oct 61. No wonder the csa never runs short of money. I attach a screenshot from the csa - note this is with a full fleet blockade of the richmond port so it shows +33. If these numbers are correct then I think the csa economy needs to be looked at more carefully as at the moment it makes it far to easy for the csa to raise troops etc etc. Any thoughts on this.
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csa_richmond.JPG

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arsan
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Location: Madrid, Spain

Sun Oct 05, 2008 1:16 am

Hi
Richmond gets the $ production when it attains the capital status of the CSA after some turns. On april 61 Montgomery is still the CSA capital.

asdicus
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Sun Oct 05, 2008 1:43 am

I have just run a game vs the ai and the +62 money in richmond started in early july 61. The was directly after selecting graduated taxes on income the previous month (might be coincidence)

Re moving the capital from montgomery to richmond at the start of the game montgomery gets no money income so why should richmond becoming the capital allow it to earn from 0 to 62 per turn ? 62 a turn is 1488 a year - a huge amount of cash for the csa - what is the justification for this ? note the union excluding overseas shipping will only be earning from 150-200 a turn in total in 1861. If this is working as designed I think it is a bad thing for game balance - the csa could not generate this sort of income internally - it needed to use blockade runners to ship goods overseas to earn money to pay for war supplies etc.

asdicus
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Sun Oct 05, 2008 1:52 am

I have just rerun the late june 61 turn as csa vs ai and you are correct it is just the move of capital to richmond that causes the increase in csa money.

The question is therefore it is sensible and historically accurate for csa income in july 61 to almost triple from +36 to +98 money per turn - all down to the capital moving to richmond - with richmond gaining +62 money. I would say not but as I am from the uk and not a expert on csa war economy I stand ready to be corrected.

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arsan
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Location: Madrid, Spain

Sun Oct 05, 2008 9:52 am

Hi
I suppose there must be some kind of event than gives Richmond $ as it becomes capital.
Not sure about historic income, but this money in Richmond has been there form version 1.0 of the game.
About game balance: i see it is OK. But PBEM players will know better than me...

Coregonas
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Sun Oct 05, 2008 4:32 pm

Production OUTPUT depends on various factors.

+ Base points of the city

+ Morale of the city (a 100% morale) adds a 50% extra production, while a 0% morale a -50%

+ I m not sure now but being a port perhaps also has some modifer

+ Capitol status adds some extra bonus to the production (Not remember +50% or 100%)

+ National morale modifier (at 109 you have a + 5%), (another example -> at 152 a +25%)

So your example says: a 0 points + 50 % is still 0.

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arsan
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Sun Oct 05, 2008 4:39 pm

Coregonas wrote:
+ Morale of the city (a 100% morale) adds a 50% extra production, while a 0% morale a -50%



Do you mean loyalty?? :confused:

Coregonas
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Sun Oct 05, 2008 5:09 pm

arsan wrote:Do you mean loyalty?? :confused:


Loyalty in fact.

It is a VERY VERY VERY big difference having 100% LOYALTY in your cities or 99%.

Between 96 and 99, it can be solved by some other factors, but if all of them are under 94 you are definitely kaput. :(

If all your cities have 99% loyalty, instead of 100% you can recruit around 10 conscripts less per turn (it affects also all other economic output)

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W.Barksdale
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Sun Oct 05, 2008 8:55 pm

I consider it a constant printing of money. It evens out the 4% hike when you use the print money special order.

CSA player should always have money if played correctly. It is conscripts that they will be short on.
"Tell General Lee that if he wants a bridge of dead Yankees I can furnish him with one."
-General William Barksdale at Fredericksburg

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