Captain_Orso wrote:So, short of actually having 'cotton loads' to physically transport to the Mexican border, the only reasonable thing I can think of would be to restrict the Export Cotton RGD to the border towns on the Rio Grande close to the mouth, and find a way to give the South only one Export Cotton RGD at a time, but up to x per year.
BigDuke66 wrote:Couldn't cotton be a unit?
The hits stand for the amount of the cotton, and every hit stands for 1$.
And you could adjust other values to depict certain things.
It was not viable to transport all the cotton OK, so you make the unit very slow. But to still give a way to transport some cotton another unit could be added, a transport unit, afaik the speed of a whole stack gets somehow evened out between the units and so putting cotton units with transport units together could depict overland transport of cotton.
The cotton unit could be transported by river transports or real transport ships but they could run into any union shipping that is on the river or the ocean.
Now if cotton would be depicted by a unit such a unit could be attacked or even captured, and even if just damaged the missing hits could depict lower income as some of the cotton didn't make it to be soled.
Cardinal Ape wrote:Captain_Orso wrote:So, short of actually having 'cotton loads' to physically transport to the Mexican border, the only reasonable thing I can think of would be to restrict the Export Cotton RGD to the border towns on the Rio Grande close to the mouth, and find a way to give the South only one Export Cotton RGD at a time, but up to x per year.
What if you upped the duration of the RGD to equal the number of possible playable regions? Three cards that took three turns would make the same.. you get me.
There is definitely a danger of going too deep on this topic, like Marianas Trench deep, but with how important King cotton was it would be nice to have a little more detail. At the very least the RGDs could be improved to have some on map interaction.
While doing a bit of brainstorming on this topic that unused 'harvest cotton fields' RGD keeps coming to mind. I do think there is something there. It seems like there is some framework to build off of.
Taking a guess at where the dev's might have been going with that unsed RGD; It may have been intended that the CSA player would play the harvest cards on regions with plantations, doing so successfully would award the CSA one bale card. The bale card could then be sold in Mexico.
Tying the bale cards and plantations together would be a good thing, I think. However, doing it with a harvest card is a bad idea; it is a pointless step. Best to just assume that all CSA players will use all their harvest cards all the time (absurd to think you could order a farmer to not harvest his fields anyways.)
Thinking about it more, I'm really liking the idea that each unpillaged plantation should make one bale card per year. It's not my idea, it's already there in the files. It's simple, its doable, it adds interaction without increased micromanagement.
The CSA currently receives 6 bales cards per year. There are nine plantations on the map, one for each of the Confederate states, minus Texas, Florida and Missouri. Assuming their plantations don't get captured or raided, and that their bales avoid rot, these three additional cards would mean an extra 45$ to 150$ a year increase for the CSA.
I don't think its a good idea to add in more things that only have the potential to negatively affect one faction, especially the CSA. The other side of coin should be true as well i.e. If the South did an incredible job of defending it's cotton output then they should be to reap the rewards of more money. So the three extra bale cards from plantations would not be a problem. If the Union has a problem with it then they can get off their butts and go do something about it.
All this for a 15$ card? Is that too little?
Captain_Orso wrote:Harvesting should not be something the player should be concerned with.
Captain_Orso wrote:If there are multiple locations to play the RGD's, and you want the player to only be able to play one card per turn, then you have to give him only one card at a time.
Captain_Orso wrote:Without researching deeper into this, I think it would be possible to rewrite the replenish events so that there are 4 per year for Cotton Export, each giving the player one RGD.
- R1 (Replenish Event 1) looks each turn if the Cotten Export RGD has been played, if so it gives the player a new RGD and opens R2 to run, and turns itself off.
- R2 does the same as R1, only opening R3 to run.
- etc, etc, until 4 RGD cards were issued.
Captain_Orso wrote:I think the $15 reward of the RGD is because the $50 for the random chance at sneaking a load of cotton out would have been too much, and the player would have simply always played the Export card, this making it a simple give away to the South. Now he has to guess what will be the most effective.
One could lower the prize for the random event giving the South $50 for sneaking out a load to $15, give him a lot more bales to export, but allow the event to fire a lot more often.
In the end, there should be some incentive to use the Export RGD for the South, and for preventing the South from being able to use it for the North.
Cardinal Ape wrote:8<
Did you drop the amount of bales from 6 to 4 to compensate for rot? The biggest deterrent to never playing export cards is that when rot strikes it takes out 4 bales at once. By only having one card in stock at a time your plan is rather well insulated from that drawback. If you played the card on the same turn it was received then rot would be impossible.
Cardinal Ape wrote:8<
If you want more incentive to fight then take heed of the ancient proverb, "'Mo money, 'mo problems."
Cardinal Ape wrote:The average output of cotton 'sneaking' per year is $200. A good year is $250, and a perfect year is $300. A bad year is $150. A horrible year is $100.
Playing all six card's earns you $90. Though, in the time it takes to play six cards chances are one will get sneaked out. Assuming that happens then intending to play all cards would earn $125.
If the export card made $25 per I'd still hold 'em. At $30 per ... maybe. Nah, I'd still roll the dice at $30. The odds are in my favor, I'm feeling lucky and daddy needs a new pair of shoes, well, really, my whole army does. So considering the $16,000+ yearly income of the opposition, I probably need to take the risk for a few extra bucks.
The main reason I said, '$15 for all this?' is that this whole cotton export strikes me as very trivial. I mean if the CS has a perfect year in cotton trading it doesn't even amount to a single turn worth of Union city income. I know that the export card is not meant to represent the entirety of CS cotton, it only represents the portion that went to Mexico or somesuch. Historically how much money was made there I have no clue, but game-play wise there should be enough money there to have an impact. However much money was really made there, there should be more in game, without it there is no potential for the CS to do better than they historically did. What if any Yankee incursion into Texas was met with a swift kick in the ass? 'mo money seems fair. The card should be worth at least 4 times as much. Enough to make it worth messing with Texas.
Cardinal Ape wrote:Apologies for the stick in the mud post. Hopefully I didn't set off any triggers this time.
Captain_Orso wrote:So what I am thinking is
1. The Export Cotton Event, should continue firing regardless of how much cotton has already been exported. Why? Because I assume that the South will simply never export all of its harvested cotton.
2. Exporting Cotton RGD over the Mexican Border should also not be dependent on the number of RGD in the player's hand. It should be dependent and owning one of the border towns and a viable path from plantations to that town.
Export Cotton Event
Currently this event has a 25% chance of success, if the player has any Export Cotton RGD's in his hand. Instead I would change the chance-percentage to be dependent on the blockade value. This might be simple if Wiki is incomplete and 'EvalBlockade = DICE_NOT' works, but EvalBlockade does not have DICE_NOT in its description
Export Cotton RGD
There is no way to directly evaluate a path from A to B in CW2 scripts. The only thing I can think of would be to evaluate a border location for ownership and if it has supply. If it has supply, I will assume that it is getting it from somewhere, and therefore has a supply path into the border location from a supply source. If food can get in, so can cotton
Captain_Orso wrote:Cardinal Ape wrote:Apologies for the stick in the mud post. Hopefully I didn't set off any triggers this time.
Triggered? TRIGGERED?!? ASKING IF I'M TRIGGERED, TRIGGERS ME!!!!
Cardinal Ape wrote:The main thing that deters me from the idea of cotton being a full resource like WS is that your main goal with cotton is to turn it into the other two resources. It would be great if cotton could get you more then just money, some WS would be great. Or maybe you could undersell, or give away free cotton for foreign intervention points. You know, 'secret treaties for secret aid' like in the revolutionary war.
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