Rexor
Sergeant
Posts: 92
Joined: Sat Feb 24, 2007 10:19 pm
Location: The great, great Garden State

back in black

Sat Oct 24, 2009 6:01 am

Hello,
I've come back to this game after installing the latest patch and reviewing the updates. A couple of questions:

1. What is the significance of "w/Kentucky" in scenario choice?

2. Do army corps behave as they did in the original game, or has that changed with the patches? In other words, do I form corps and attach them to army HQ as in the original release?

3. How does the CSA get to make ironclads? They're not available immediately. Is it with naval engineers?

4. This is a more subjective question: Do any of you CSA players ever bother to industrialize?
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

User avatar
arsan
Posts: 6244
Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Sat Oct 24, 2009 9:07 am

Hi Rexor!
Check the updates document you can find on your game installation folder for a full readme of all the changes done in the game. There has been a lot! :coeurs:

The Kentucky scenarios are alternative grand campings that use a more historical approach. :coeurs:
The main change is a complete redesign of how the kentucky neutrality is determined. Here you have a detailed explanation
http://www.ageod-forum.com/showthread.php?t=12372&highlight=w%2Fkentucky
Also, the alt campaigns include more tweaks. Check the read me.

Regarding corps, they work as always, but on the w/kentucky campaigns you can't make them during the first year (approximately) of the war. Again check the readme ;)

Southern Ironclads became available later, after you take Norfolk (do it on the first turn! :) ) and the CSS Virginia construction event happens.

Regarding the industrialization... i think the south really needs more WS (specially now that militias cost also 1 WS), so or you try to industrialize a little or instead build a lot of blockade runners and send them to the boxes to bring WS home. It depends of your gaming style. :thumbsup:
Cheers!

Rexor
Sergeant
Posts: 92
Joined: Sat Feb 24, 2007 10:19 pm
Location: The great, great Garden State

Sat Oct 24, 2009 4:26 pm

Thanks arsan. I've been reading the updates with each patch. Can't wait to play!

While we're on the subject of ironclads, are there any other places the CSA can build them later on besides Norfolk? And what to naval engineers do?

cheers!
"Patriotism is the last refuge of a scoundrel."—Samuel Johnson

User avatar
arsan
Posts: 6244
Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Sat Oct 24, 2009 4:37 pm

Rexor wrote:Thanks arsan. I've been reading the updates with each patch. Can't wait to play!

While we're on the subject of ironclads, are there any other places the CSA can build them later on besides Norfolk? And what to naval engineers do?

cheers!


Yes, sure! Norfolk is needed for thE ironcald "invention" event to fire. Later you can build them everywhere.
Naval engineers speed up the ships repairs (the health regain rate after they have been damage) on teh region they are in. Port size is alos very important for this.
Engineers are not needed to build ships but its nice to have them on your main ports for repairs.
Cheers

User avatar
gchristie
Brigadier General
Posts: 482
Joined: Wed Jan 23, 2008 5:31 pm
Location: On the way to the forum

Sat Oct 24, 2009 4:43 pm

The effect of naval engineers in a port is not cumulative, more than one per port is a waste.

They also help to speed up the building of new ships in the port they are in.

A naval engineer in a large port is the best combination for repairing your damaged ships.

The manual is pretty out of date, so I'd recommend the wiki http://www.ageod.net/aacwwiki/Main_Page and the release notes for whichever patch you are using to see all the new changes in the game. The forum is a huge resource, so search and ask away.

FWIW, I don't play as CSA much, but the contributors to the forum who do seem to prefer blockade runners over industrialization at least early in the game. But, industrialization has other benefits beyond war supplies which is what most of us invest in it for. They can help with making general supplies and ammo available in critical theaters, so they have definite supply bonuses for your troops. In some instances they are more economical than building depots, though they can't replace depots. Just don't let your factories get captured!
"Now, back to Rome for a quick wedding - and some slow executions!"- Miles Gloriosus

User avatar
Mickey3D
Posts: 1569
Joined: Thu Apr 03, 2008 9:09 pm
Location: Lausanne, Switzerland

Sun Oct 25, 2009 10:36 pm

Rexor wrote:4. This is a more subjective question: Do any of you CSA players ever bother to industrialize?


I'm not an experienced CSA players but my last PBEMs show me you will sooner or later loose important production centers and be missing some supply for your armies.

So I think that industrializing Georgia, North and South Carolina is a good idea for the South. But due to the limited resources it's always a dilemna...

Return to “AGEod's American Civil War”

Who is online

Users browsing this forum: No registered users and 4 guests