Like minds:
viewtopic.php?f=343&t=39240
Captain_Orso wrote:Why Fodder? If you simply increase the amount of GS for example a cavalry unit requires per turn, plus their capacity to carry GS so that they can remain in the field the same number of turns without picking up additional GS, 2 turns, you will make them into small fast supply units.
pgr wrote:Captain_Orso wrote:Why Fodder? If you simply increase the amount of GS for example a cavalry unit requires per turn, plus their capacity to carry GS so that they can remain in the field the same number of turns without picking up additional GS, 2 turns, you will make them into small fast supply units.
I did a quick and dirty mod to up GS consumption for units with horses a while back (viewtopic.php?f=340&t=38436&hilit=horses+eat). I based it off of historical figures for the relative weight of animal and human rations (its something crazy like 4-5 pounds per man per day but 24 pounds per horse) and limited a unit's ability to carry supplies to a one turn reserve (again because of the consumption of draft animals 10-15 days was the limit of what a force could carry before having to be resupplied or forage off the land).
I also played a bit with supply production (nerving town GS production and boosting GS production for farm structures)
I would of course love opinions about it
Straight Arrow wrote:The cost of fodder is a key reason, if not the main reason, that cavalry was so expensive to operate.
Lighter riding stock, not draft horses, were cheap in America because of large numbers of wild horse herds in the West; many a cowboy made a living chasing and catching “broom tails” for sale in the East.
There’s an old cowboy saying that goes, $20 horse and $40 saddle, meaning a horse cost 1 months pay, but a saddle would cost you 2 months.
Gray Fox wrote:Here's some rather interesting info with a reference listing:
http://www.reillysbattery.org/Newslette ... _grace.htm
Captain_Orso wrote:An interesting idea. I'm not sure exactly what you mean by "one turn reserve" though. Currently every unit, AFAIK, can always carry 2 turns worth of GS.
Captain_Orso wrote:Also, as I stated previously, one would also still be faced with the issue of cavalry units carrying a huge number of GS, which in current game terms can be consumed equally by man and animal, which is illogical.
Oh, I just had an idea, but I'd have to look into how it would work. What if cavalry carried 1 1/2 turns of GS?
have you read, use and manufacture of field artillery in the confederacy by Justin stanage?Captain_Orso wrote:
Honestly I don't know enough about the details of the economies of the North and South to say all too much about it, but it could be done better. Biggest Room in Existence <=∞> Room For Improvement
show me the maths, of what it took to maintain a large force for 10 to 15 days without forage or supply.pgr wrote:Captain_Orso wrote:Why Fodder? If you simply increase the amount of GS for example a cavalry unit requires per turn, plus their capacity to carry GS so that they can remain in the field the same number of turns without picking up additional GS, 2 turns, you will make them into small fast supply units.
I did a quick and dirty mod to up GS consumption for units with horses a while back (viewtopic.php?f=340&t=38436&hilit=horses+eat). I based it off of historical figures for the relative weight of animal and human rations (its something crazy like 4-5 pounds per man per day but 24 pounds per horse) and limited a unit's ability to carry supplies to a one turn reserve (again because of the consumption of draft animals 10-15 days was the limit of what a force could carry before having to be resupplied or forage off the land).
I also played a bit with supply production (nerving town GS production and boosting GS production for farm structures)
I would of course love opinions about it
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