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dolphin
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New Player Questions (First Campaign)

Tue Feb 01, 2011 11:39 pm

Bear in mind that I have read the rulebook and spent 6 hours reading threads in this forum and am desperate to start my first campaign, so help me out so I can get started by answering for me a few questions that are holding me up and bothering me.

I am playing the Full April 61 Campaign with Kentucky. I am also presuming that is the one people refer to as the Grand Campaign. If not which one is the grand campaign as none of them are called "The Grand Campaign"?

My first inquiry is more some advice for a first game since from experience in other games I know messing up terribly in the beginning can force you to have to restart too soon wasting allot of time due to mistakes based on complete and total lack of experience.

I am playing the Confederate and I want to get my economics off to a good start. That way I can afford to make mistakes and still be able to keep playing the game without having to restart too soon. I have read the pros and cons for holding off in the first turns on some of the economic options to allow for some VP and NM increases so that you get more, or don't hurt yourself as badly when you take the penalties.

As I understand it you can call for Volunteers once per year and it resets in Late December (Use it, or lose it). Is this something you would even ever consider not doing? It is my first game, so please make a suggestion as to when/If I should do it my first year. Where does the "Full Mobilization" option fit in all of this?

Then there are the other options you can do twice per year and they both reset in late June and late December (Use them, or lose them). If your a veteran player please make your recommendations on what options and what levels of those you think would be advisable to get a first game player off to a good start?

I have also read that the Confederacy should probably shoot for between 20 to 25 blockade runners at a minimum to bring in precious resources. Just not sure how long it should take to build your fleet up to that many. All at once right from the beginning, or a few at a time and if so how many over what period of time is economically feasible without spending so much on it at once as to sabotage other areas of vital economic expenditure? Also which ships are the best for this task?

Industrialization is another one I am having a dilemma on deciding about. I have read it is better to increase two states with much lower productivity rather than targeting the State that has the most output already because the investment cost is about the same and more rewarding in terms of production increase?

Further reading has confused me even more because I am confused about if previous turns investments in Industry remain once you decide to stop spending on increasing Industry, or does it drop back down to the at start levels of production when you back off of the investments? I read one thread where someone could not understand where 10's of thousands of his money was seemingly missing each turn and he could not understand where it was going. Reading that thread has totally confused me about this issue as many experienced posters put forth their reasoning’s why his expenditure calculations made sense, but none of the reasons seemed definitive. I don't want to find myself thinking I will be gaining a certain income next turn and then finding out I am short 70,000 after I hit the "next turn" button.

Each turn the screen for investments resets to zero and does not reflect what you did the previous turn. I am confused how to manage the industry and if I am getting a permanent increase in production for my investment, or if I have to keep spending that amount every turn to retain it and spend even more to increase it which tacs on additional upkeep to maintain it each and every turn.

If the investment is per turn and remains a constant until you stop funding it how do you stop it to save all that cash as I don't see in the screen what the current level/expenditures were for the previous turn in order to know to reduce your spending back down to "No Investment".

Furthermore I want to know for sure one way, or the other if in fact I have to keep maintaining the investment every turn to maintain the increased productivity I received the previous turn, or if I can shut down investing any cash and keep the increase?

Now I know all that sounds like a tall order for someone to answer, but these decisions are in fact the ones holding up me being able to finally start my first campaign.

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Ace
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Tue Feb 01, 2011 11:57 pm

As I understand it you can call for Volunteers once per year and it resets in Late December (Use it, or lose it). Is this something you would even ever consider not doing? It is my first game, so please make a suggestion as to when I should do it.

You can call for Volunteers twice per year, and it resets in June and December. You should always use it, question is whether you wish to pay for extra men. It is up to your finances.

Then there are the other options you can do twice per year and they both reset in late June and late December (Use them, or lose them). If your a veteran player please make your recomendations on what options and what levels of those you think would be advisable to get a first game player off to a good start?

Go easy on the bonds early to preserve your victroy points (more victory points, more money from bonds). From December 61 on, you can max out on bonds. Use paper money as a emergency, dont use it more than 1-2 times per year.

I have also read that the Confederacy should probably shoot for between 20 to 25 blockade runners at a minimum to bring in precious resources. Just not sure how long it should take to build your fleet up to that many. All at once right from the beginiing, or a few at a time and if so how many over what period of time is economically feasable without spending so much on it at once as to sabotage other areas of vital economic expendature? Also which ships are the best for this task?

Whenever you feel, you have enough resources to spare from the frontline, feel free to do it.

Industrialization is another one I am having a dilemma on deciding about. I have read it is better to increase two states with much lower productivity rather than targeting the State that has the most output already because the investment cost is about the same and more rewarding in terms of production increase?

Dont do it. You are much better off with brigs.

Further reading has confused me even more because I am confused about if previous turns investments in Industry remain once you decide to stop spending on increasing Industry, or does it drop back down to the at start levels of production when you back off of the investments? I read one thread where someone could not understand where 10's of thousands of his money was seemingly missing each turn and he could not understand where it was going. Reading that thread has totally confused me about this issue as many experienced posters put forth their reasonings why his expendature calculations made sense, but none of the reasons seemed difinitive. I don't want to find myself thinking I will be gaining a certain income next turn and then finding out I am short 70,000 after I hit the "next turn" button.

You are constantly investing in industrialization until you cancel it, each turn putting more money which will return economically in a 2-3 years. Previous improvements stay with you (you are now producing more WS, supply and money for the rest of the game).

Each turn the screen for investments resets to zero and does not reflect what you did the previous turn. I am confused how to manage the industry and if I am getting a permanent increase in production for my investment, or if I have to keep spending that amount every turn to retain it and spend even more to increase it which tacs on additional upkeep to maintain it each and every turn.


If the investment is per turn and remains a constant until you stop funding it how do you stop it to save all that cash as I don't see in the screen what the current level/expendatures were for the previous turn in order to know to reduce your spending back down to "No Investment".

Furthermore I want to know for sure one way, or the other if in fact I have to keep maintaining the investment every turn to maintain the increased productivity I received the previous turn, or if I can shut down investing any cash and keep the increase?

You dont have to spend anything to retain it.

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dolphin
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Wed Feb 02, 2011 12:06 am

Ace wrote:
Dont do it. You are much better off with brigs.


[SIZE="3"]Your saying then that BRIGs are the best ship for Blockade Running and it is far better to put all your eggs in that basket and leave Industry completely alone?[/size]

Printing Money only in emergencies as needed and no more than twice a year sounds like very good solid advice.


Issueing Bonds makes the most sense waiting a year to get your VP up so it is and remains far more profitable when you do go for it and if your gonna do it ALWAYS max out the percentage starting the first time you issue in December 61 just before the reset, or sooner if you think you will be have less VP than you already have come December?



For other people reading this wanting to know since I am fixing my own confusion...

"Foreign Intervention" and the "Calling for Volunteers" option can each be done twice per year. Resets in June and December.

"Mobilization", "War Bonds", and "Exceptional Taxation" at variable optional levels can only be done once per year. Resets in December.


"Printing Paper" money can be done as often and as many times as you wish at will.

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dolphin
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Wed Feb 02, 2011 12:12 am

When is the best time to get Kentucky to join the Confederacy?

I know you have to take Bowling Green before the Union takes Lexington
and avoid attacking any Kentucky militia at all costs, but when does the
best window of opportunity open up for the Confederacy to take Bowling Green?

Can I assume that Bowling Green will always be undefended? Can I just march on in anytime right from turn 1?

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dolphin
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Wed Feb 02, 2011 12:32 am

[SIZE="3"]I almost forgot to ask one very big question that was bothering me.

Can you minimize the game while your playing it?

Tab Alt does not seem to work for me.


If not is there a WINDOWED Mode?[/size]

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Pat "Stonewall" Cleburne
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Wed Feb 02, 2011 1:13 am

dolphin wrote:[SIZE="3"]I almost forgot to ask one very big question that was bothering me.

Can you minimize the game while your playing it?

Tab Alt does not seem to work for me.[/size]


I have trouble with alt+tab sometimes. It works when I start but after a few turns it stops working for some reason.

And KY should be neutral if your playin the 1861 w/kentucky campaign. You won't be able to invade it until you buy the invade kentucky token, or when the AI does the same. If neither side buys the invasion token, then it decides based on other factors. There's a thread somewhere that explains it alot better than that.

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dolphin
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Wed Feb 02, 2011 1:23 am

Pat "Stonewall" Cleburne wrote:And KY should be neutral if your playin the 1861 w/kentucky campaign. You won't be able to invade it until you buy the invade kentucky token, or when the AI does the same. If neither side buys the invasion token, then it decides based on other factors. There's a thread somewhere that explains it alot better than that.



I remember reading somewhere something about a 10% chance based on NM for Kentucky to enter, but its too vague and I am still confused. Wish I knew where that thread was.

I will post the link to the thread if I find it unless someone else answers the questions, or posts the link first.


[SIZE="3"]I really do need to know how Kentucky works in my current installation of 1.16rc4a

Evidently it can work in one of two different ways as there seems to be
two different full campaign scenerio's.

I need to know which of these two scenerio's if not both

[color="Red"]"The Civil War April Full Campaign w/Kentucky" or

"The Civil War April Full Two Theatre Campaign" [/color]

are/is in fact the scenerio people are refering to when talking about "The Grand Campaign".[/size]


[color="Blue"]

[SIZE="3"]I found the Kentucky Thread that explains the w/Kentucky rules, but what about the "April Full Two Theatre Campaign" without Kentucky.[/size].[/color]
[color="Red"]http://www.ageod-forum.com/showthread.php?t=12372&highlight=1861+w%2FKentucky%27[/color]

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Pat "Stonewall" Cleburne
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Wed Feb 02, 2011 6:48 am

You can play either, but w/kentucky is more realistic. I live in Lexington, so make sure you hold it :neener:

Njordr
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Wed Feb 02, 2011 9:37 am

dolphin wrote:[SIZE="3"]I almost forgot to ask one very big question that was bothering me.

Can you minimize the game while your playing it?

Tab Alt does not seem to work for me.


If not is there a WINDOWED Mode?[/size]


Just press the so called "Windows button", the one with the Microsoft logo printed on. It will open your Start Bar and will show the status bar, from where you can minimize the game window.

Njordr
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Wed Feb 02, 2011 9:41 am

dolphin wrote:[SIZE="3"]I found the Kentucky Thread that explains the w/Kentucky rules, but what about the "April Full Two Theatre Campaign" without Kentucky.[/size].[/color]
[color="Red"]http://www.ageod-forum.com/showthread.php?t=12372&highlight=1861+w%2FKentucky%27[/color]


You start at the very beginning of the war, with the Confederates ready to assault Fort Sumter. In this campaign Kentucky is an activated State, so you can enter with your troops without restrictions instead of waiting for its alignement with one side or another.

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Mickey3D
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Wed Feb 02, 2011 2:02 pm

One small remark : would it be possible to avoid using bold characters to write message ? It's better to keep it to highlight important section and IMHO it's easier to read.

You can value Ace advices as he has a deep understanding of the game. But I would add a few comments :

Ace wrote:Then there are the other options you can do twice per year and they both reset in late June and late December (Use them, or lose them). If your a veteran player please make your recomendations on what options and what levels of those you think would be advisable to get a first game player off to a good start?

Go easy on the bonds early to preserve your victroy points (more victory points, more money from bonds). From December 61 on, you can max out on bonds. Use paper money as a emergency, dont use it more than 1-2 times per year.


If using no house rules in PBEM (some players limit the use of draft in 1861 and 1862) and Manassas is kept (avoiding the 10 NM loss) I think the northern player can be more agressive on paper money. It will cost him VP and NM but it will allow him to grow his army more quickly and put the pressure on the South sooner.

Industrialization is another one I am having a dilemma on deciding about. I have read it is better to increase two states with much lower productivity rather than targeting the State that has the most output already because the investment cost is about the same and more rewarding in terms of production increase?

Dont do it. You are much better off with brigs.


In a PBEM without house rules limiting the draft and against a good USA player I think you should try to industrialize a little bit States like Georgia or South Carolina when you don't need your resources elsewhere.
I tell you this because I saw several times the South starving, being short on general supply and having to stop the fight prematurely (beginning 1864) after the northern player take several of the supply production centers.
But it has to be done scarcely and wisely (not at the detriment of other tasks) and in the first years of the war to have a return on investment.


You see, it's the beauty of this game : there are good advices that should be followed to be able to win but there is always place for creativity :)

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Jim-NC
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Wed Feb 02, 2011 6:51 pm

As for industrialization -

If you have spare money and WS on a turn (depending on how you play your options), then you can industrialize. Normally, you don't industrialize the first 10-12 turns or so, as you are spending everything you have on building your armies. If given the choice, buy more troops, then industrialize. Later in the game, you will need to think about it, as you can starve without it. Industrialization can give you 3 things: General Supply, Ammo, or WS.

My playing style always leaves me with a surplus of WS and ammo after the 1st year (say Apr 1862). I find that my troops have food problems. It depends on how agressive the union player is. So I use industrialization for the supplies it brings in, and not for the WS. If I want WS, I build brigs for blockade running. They are a more sure way. Once they are in the blockade box, they bring money or WS each turn (or a combo of both).
Remember - The beatings will continue until morale improves.
[SIGPIC][/SIGPIC]

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gchristie
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Wed Feb 02, 2011 6:55 pm

Jim-NC wrote:If I want WS, I build brigs for blockade running. They are a more sure way. Once they are in the blockade box, they bring money or WS each turn (or a combo of both).


It's been stated elsewhere, but the beauty of brigs for the CSA, or transports in the shipping box for the Union, is that they bring in WS or money, whichever you need most.
"Now, back to Rome for a quick wedding - and some slow executions!"- Miles Gloriosus

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Ace
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Sun Feb 06, 2011 11:36 pm

Jim-NC wrote:As for industrialization -

If you have spare money and WS on a turn (depending on how you play your options), then you can industrialize. Normally, you don't industrialize the first 10-12 turns or so, as you are spending everything you have on building your armies. If given the choice, buy more troops, then industrialize. Later in the game, you will need to think about it, as you can starve without it. Industrialization can give you 3 things: General Supply, Ammo, or WS.

My playing style always leaves me with a surplus of WS and ammo after the 1st year (say Apr 1862). I find that my troops have food problems. It depends on how agressive the union player is. So I use industrialization for the supplies it brings in, and not for the WS. If I want WS, I build brigs for blockade running. They are a more sure way. Once they are in the blockade box, they bring money or WS each turn (or a combo of both).


[font="]That´s the beauty of it. There is no definite answer. If the game is aggressive with many battles, you ll find yourself gasping for manpower and will not think about industrialization. But if the game turns into WW1 trench warfare, you ll need those supplies from industrialization.
If mayor battles are avoided, Union can easily field +150.000 army in the east. If you want to match it you ll need at least 100.000 men. That is many mouths to feed. When playing against AI, I rarely used it because I don t allow AI to take initiative (I have only used it in 1864 scenario-dont try that scenario until you have some campaign victories under your belt). [/font]

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dolphin
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Mon Feb 07, 2011 7:16 am

Well I will says this. Being my first game I did Industry in Georgia and Louisianna for molst of the first year then reduced it to just Georgia for the rest of the year.

Only thing I am having trouble with really is cash.

That is probably because I have pretty well held my own against the AI.

Obviously this game is going to be way different playing against a person.

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Mickey3D
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Mon Feb 07, 2011 1:27 pm

dolphin wrote:Obviously this game is going to be way different playing against a person.


I agree, against a human you won't be able to spare enough resources to industrialize so much.

As soon as you understand the principles of the game you should go for a PBEM, this will definitively be a new level of excitement :happyrun: :dada:

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Jim-NC
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Mon Feb 07, 2011 6:12 pm

dolphin wrote:Well I will says this. Being my first game I did Industry in Georgia and Louisianna for molst of the first year then reduced it to just Georgia for the rest of the year.

Only thing I am having trouble with really is cash.

That is probably because I have pretty well held my own against the AI.

Obviously this game is going to be way different playing against a person.


You always do have trouble with either money or conscript points. My play style leads to a shortage of manpower. There is never enough to do everything you want. That is part of the fun, tyring to maxime your war machine with what you have.
Remember - The beatings will continue until morale improves.

[SIGPIC][/SIGPIC]

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