breunorgamer
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Some rule/mechanics questions from early play.

Tue Jun 26, 2018 5:39 pm

I hope you can help me with some questions I have:

1. If using the auto-replacement option, can you also add replacements yourself? I'm taking a lot of hits and the computer seems to be replacing very few hits, far less than the 1/20 for line infantry even though I have available resources. Is the AI deciding that the number of replacements is best under its algorithms or is something simpler happening?.

If so, when I buy replacements myself after auto-buying, am I making a mistake?

2. Sherman has 'gifted commander' ability. The Manual and the tooltip says '+1 CP for ability level above 1'. What does 'ability level' mean? Is 'ability level' the same as strategic rating?


3. Can somebody explain the mechanics of redeployment? I though I saw USA generals redeploying to CA, but the manual says they have to have a continuous rail to do that.

4. If a division is in corps stack, does the division leader's ability impact them (besides saving CP's to form divisions)? For example, is a 4-4-4 leader any better in combat than a 3-1-1 if within a corps stack if neither has sepcial abilities?

5. The manual mentions delay move, I think I saw on another thread this has been removed. Is that correct?

6. Weather indicates 'harsh'. I've been avoiding moving around in harsh weather but it looks like the AI doesn't mind. Does it mostly cause cohesion loss? For example, my troops starting in Denver are way out of the action. Should I move them in harsh weather, and then stop and rest ot regain cohesion (which is much faster than waiting for the weather to turn to move.)

7. With replacments, if you have fewer replacements points than units needing them (I suspect this is common), how is the priority of which units and elements get the replacements?


8. I've been reading old threads (to pick up some wisdom). :-) However many of the comments are with older patches. Is there somewhere I can see the past patch notes?

9. The CSA is raiding behind my rivers when I play the Union, but I can't do it when I play the CSA. I suspect it i how the navy is being used - this is the biggest mystery to me. What ships specificaly do I need to block river corssing - is it gunbots only or do bigger ships count?

Not a question but a comment for developers - one issue I find that the slider in the sceens like F1 and F8 are very hard to use, it cou be nice to have a keyboard method of going up or down on these screens.


Another comment - I've seen threads abut the poor AI. I'm finding the AI even at the simplest level is pretty tough, nice job by the programmers/developers!

Sorry for the long list and thanks for any help I can get!

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Gray Fox
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Re: Some rule/mechanics questions from early play.

Tue Jun 26, 2018 6:17 pm

1. I always do my own replacements...and everything else. In Options, you can set this up. IIRC, auto-replacements uses a set amount of resources, which would explain why so few are being created.

2. I believe that ability level is set at 1. I've never had a General get ability level 2 in anything. I've had Grant get to experience level 2+, but he never became a level 2 in any abilitiy level.

3. IIRC, if you drop a General from the east coast on CA, then he will arrive there supposedly after sailing around South America.

4. The stack and Division commanders both affect combat for elements in that Division.
viewtopic.php?f=331&t=38273

5. I can only say that I have never used it, so it may indeed have been removed.

6. http://www.ageod.net/agewiki/index.php? ... ction=edit

7. http://www.ageod.net/agewiki/index.php? ... ction=edit

8. I couldn't find a list of patch notes. BTW:
viewforum.php?f=152
This only has CW2 patch 1.03, if someone wants to update that thread.

9. http://www.ageod.net/agewiki/index.php? ... ction=edit

":bloValueBySU_LinkCut = 20 // Perc chance for each combat ship (cumulative) that a transition link over water is cut between 2 land regions."

":bloMaxPerc_LinkCut = 90 // max chance to have the link cut.
:bloMinSUForLinkCut = 4 // Min nb of elements in offensive posture in a water region to cut the transition link between 2 adjacents land regions"
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Goodmongo
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Re: Some rule/mechanics questions from early play.

Tue Jun 26, 2018 7:04 pm

1. You are never really making a mistake when you buy replacements. If not used they still stay in the pool for future use. And you are correct that the AI might not build enough of them to cover heavy losses.

9. You really can't block that movement. The best you can do is inflict hits on their transported unit. I've been testing some things out and it appears (not conclusive yet) that multiple smaller groups strung together on connected river sections have a much greater chance of stopping the river transport than a single large group. I.E. it would be better to have 2 groups of 3 gunboats on connected river sections than a single group of 6 gunboats. But then you run the risk of facing a concentrated enemy naval force. Finally any combat ship works from gunboats through ironclad riverboats.

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Captain_Orso
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Re: Some rule/mechanics questions from early play.

Tue Jun 26, 2018 9:55 pm

breunorgamer wrote:I hope you can help me with some questions I have:

1. If using the auto-replacement option, can you also add replacements yourself? I'm taking a lot of hits and the computer seems to be replacing very few hits, far less than the 1/20 for line infantry even though I have available resources. Is the AI deciding that the number of replacements is best under its algorithms or is something simpler happening?.

If so, when I buy replacements myself after auto-buying, am I making a mistake?


I hate this implementation more than anything in the game... with a passion :grr:

Basically it spend up to a certain percentage of your money each turn to buy replacements. You never get a report of how much money, or how many replacement, and since the costs are the highest right after a big battle, in which you lost a lot of hits/elements, you will suddenly miss a substantial amount of money and WSU, and most of those replacements will immediately go to units, so you will never even see most of the replacements which were purchased, and never get a report on any of it.

Turn it off! Don't be so lazy. It takes all of about 15 seconds per turn to look at <F2> and buy replacement yourself.

Tool-tips on the replacement type chits tell you how many hits you have missing at the moment, and how many elements of that type in the field.

If you have lots of money, always have 5% of your elements in the field of each type in reserve. If you have little money, go down to as low as 3%. If possible, have at least 2 of each type you wish to use, because if a missing element is replaced, it costs an entire replacement chit, which will leave you with nothing to replace missing hits for that turn.

Some players, especially CS players, won't buy replacements for Heavy Artillery (mostly Coastal Artillery), bc they get a bunch at the start of the Grand Campaigns missing hits, and the replacement chits for these are very expensive.

Replacing hits and missing elements, depending on your game settings, works best when your force is resting, especially on a depot. To get a missing element replaced, the unit missing the element must be in PP (Passive Posture). 1 element per unit my be replaced per turn.

Each replacement chit--on the average--will replace about twice as many hits as its element type's normal size. EG an infantry element has 20 hits. A regular infantry replacement chit will on the average replace 40 hits, before randomly being expended. Each hit it replaces, there is a 2.5% chance of it being expended.

If you are using Hardened Attrition, the ability to get hits replaced when not on a depot is greatly reduced, and missing elements will only be replaced on depots.

breunorgamer wrote:2. Sherman has 'gifted commander' ability. The Manual and the tooltip says '+1 CP for ability level above 1'. What does 'ability level' mean? Is 'ability level' the same as strategic rating?


I don't recall the exact details, but basically for every increase in Experience Level (EL)--the stars you see on an element in the element detail window--will increase an Ability Level also by 1, but there are Defensive and Offensive AL's.

You start at EL 0, but OAL and DAL 1. For each Odd number EL your leader reaches, he will gain 1 DAL; for each Even number EL your leader reaches, he will gain 1 OAL; eg at EL 1 Sherman will have DAL 2, but still OAL 1; at EL 2 he will have 2 AL in both Offensive and Defensive.

How to tell whether an Ability progresses on an OAL or DAL, I don't recall, but if your leader has reached one or both, the tool-tip if his Ability will always tell you his level.

BTW each DAL and each OAL increase will grant your leader +1 in his Defensive or Offensive value respectively, as well.

breunorgamer wrote:3. Can somebody explain the mechanics of redeployment? I though I saw USA generals redeploying to CA, but the manual says they have to have a continuous rail to do that.


Redeployment is from one city to another city. Both cities must be connected to each other by a valid rail line; you must be able to use all regions on the rail line to otherwise transport troops. When selecting the target region of a redeployment, it will tell you whether the target is valid. If the two cities are not connect by rail, the target will not be allowed.

Each turn you many select a stack of leaders of any size, in a city, and use redeployment to move that stack to a target city. They will arrive on the next turn, regardless of the distance.

Select the stack of leaders, select the Redeployment SO (Special Order), Drag-n-Drop™ the stack of leaders onto the target city. Execute the turn.

Sometimes it is better to use normal Rail Transportation. You can get pretty far in one turn, and if there are still movement points available, once arriving at the furthest rail region, your leader can continue on on horseback (the normal mode of movement for leaders), he can also move before reaching a rail line, and he can start and end Rail Transportation from anywhere on a rail line; it needn't be from and to a city. Transporting leaders by rail costs nothing.

breunorgamer wrote:4. If a division is in corps stack, does the division leader's ability impact them (besides saving CP's to form divisions)? For example, is a 4-4-4 leader any better in combat than a 3-1-1 if within a corps stack if neither has sepcial abilities?


GF's answer is correct.

breunorgamer wrote:5. The manual mentions delay move, I think I saw on another thread this has been removed. Is that correct?


It was planned, but never got implemented.

breunorgamer wrote:6. Weather indicates 'harsh'. I've been avoiding moving around in harsh weather but it looks like the AI doesn't mind. Does it mostly cause cohesion loss? For example, my troops starting in Denver are way out of the action. Should I move them in harsh weather, and then stop and rest ot regain cohesion (which is much faster than waiting for the weather to turn to move.)


Unless absolutely necessary, leave your troops entrenched on a depot, fort, stockade, large city, any city, in that order, and don't move them. Even Rail Transportation can cause excessive cohesion and hit loss.

Forts and Redoubts are always equivalents in all game terms.

If the enemy is headed toward your territory in harsh weather, try to tell what his goal might be (probably supplies and shelter). Get there by rail first if at all possible, and when his force arrives, he'll wish it hadn't.

breunorgamer wrote:7. With replacments, if you have fewer replacements points than units needing them (I suspect this is common), how is the priority of which units and elements get the replacements?


I don't recall the exact details, but it depends on their location and posture, in this order of regions containing a: depot, fort, stockade, large city, any city, elsewhere, will be considered in that order. Stacks within regions will be considered opposite the order of their combat preparedness; ie PP, DP, then OP (Passive Posture, Defensive Posture, Offensive Posture).

breunorgamer wrote:8. I've been reading old threads (to pick up some wisdom). :-) However many of the comments are with older patches. Is there somewhere I can see the past patch notes?


I believe the patch notes have a collective list of changes, and to which patch each belongs.

breunorgamer wrote:9. The CSA is raiding behind my rivers when I play the Union, but I can't do it when I play the CSA.


Why not? How do you come to this conclusion?

breunorgamer wrote:I suspect it i how the navy is being used - this is the biggest mystery to me. What ships specificaly do I need to block river corssing - is it gunbots only or do bigger ships count?


Only Naval Combat Elements not in PP can block river crossings. Each NCE adds a 23% chance of blocking a crossing, with a maximum of a 90% chance, BUT if the Union has >= 4 NCE in a river region, the game will not allow you to plot a move across that river region.

breunorgamer wrote:Not a question but a comment for developers - one issue I find that the slider in the sceens like F1 and F8 are very hard to use, it cou be nice to have a keyboard method of going up or down on these screens.


.. and make the scrollbar wider too :hat:

breunorgamer wrote:Another comment - I've seen threads abut the poor AI. I'm finding the AI even at the simplest level is pretty tough, nice job by the programmers/developers!


Athena will thank you by kicking your butt :papy:

breunorgamer wrote:Sorry for the long list and thanks for any help I can get!


Where's the potato? ;)

breunorgamer
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Re: Some rule/mechanics questions from early play.

Wed Jun 27, 2018 6:08 pm

Wow great help! Thanks so much!

I hope you don't mind one follow on question?


for combat benefits to elements, the article says the division leader and the stack leader both contribute. Does the army commander contribute also? So is there three sets of bonuses?

Maybe I'll start doing replacements myself, I just put everything on default while I'm trying to figure the game out since I though this would be easiest. But that may have been a bad assumption!

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Gray Fox
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Re: Some rule/mechanics questions from early play.

Wed Jun 27, 2018 8:45 pm

The Army commander gives a bonus or a loss to the Corps commander. So he can indirectly boost or lower the stack commander if he is also one of his Corps commanders.
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breunorgamer
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Re: Some rule/mechanics questions from early play.

Thu Jun 28, 2018 1:24 am

Oh that makes sense. I see my corps commanders have boosted ratings.

Thanks!

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