Tue Feb 19, 2013 2:05 pm
Take a look at this:
Effective with patch 1.16 [RC5 and later]
Explanation of the “Raise Rule” applied when buying new units or when the annual Militia muster occurs:
• $recWSU: Only raise in a region that is producing War Supply.
• All field Artillery (separate units) Units with “imbedded artillery” do not require WSU in region.
• This is WAD: KS, TX, MS, MO, AR require Industrialization to build artillery
• $recTown and $recCity use different probability on which city the unit gets built in Area (recCity squares the size of city) , so
a bigger city is more likely to be chosen as build site.
• $recHarbor and $recHarborWSU add to these the requirment of a port
• $recHarborWSU: Coastal and Fort Batteries, Ironclads, Monitors, Steam Frigates, Armored Frigates
• $RecCap will only allow build in your Capital
• Army HQ Units
• $RecObj will only allow build in a controlled Objective
• Signal, Medical, Engineer, Naval Engineer, Baloons
• For all cases you need >=50% Miltary Control to build (and note that MC increases slowly with only small units in a newly
captured region)
• For all cases you need >=25% loyalty to build in a region
• All units that require WSU to build have an Alternate Area defined that allows unit build outside the Home Area if no
controlled Region that generates WSU is in the Home Area.
Example: if you are raising a unit in Missouri, you'll need at least 1 city with >50% MC and >25% Loyalty for the unit to appear in MO.
Additionally, you'll need a region with these values that produces WSU to build Artillery. Otherwise, you'll need to meet the
requirement in the Alternate Area (South West for CSA MO) to build.