camps/disease/Governors/unrest

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sadja
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camps/disease/Governors/unrest

Post by sadja »

With the new camp rules and even the lessening of disease the brigades atrit very quickly. Disease is an important aspect of the Civil War. It caused more causlties than battle I think. But it is very hard to get the replacements to brigades that get real low or they just disappear. The south will always have a problem with manpower and I like the fact that the camps production are based on province population. But there needs to be some sort of better balance between the two of Disease/replacement. The brigades get atrited when they move, low supply and then disease. With out control of who gets renforcements the brigades are almost non functional in HW because they are only 1100.

Will the Invalid Corp upgrade give the 33% increase for the camp base ie 400.

I would like to say that the patch is a definite step change (for the good[:D]). I have only played the South and ran several games to Dec 63. I have been the opposite I play all Detailed Battles (love the HW[:D][:D]) and slows me down in getting through the games. I have played more QC lately and actually look at the units instead of just hitting auto.

Brigade losses. When the brigades get disbanded it always seems that the Gov wants 16 of them in his state. That damn Ark guy demands stuff right in the begining and the weather sucks so bad you can't get them there[:(] He has seemed to ask for more stuff than anybody else. The Ga Gov even though he hates me he really doesn't ask for the moon.[;)]

The ones with the negative attitude seem to have more negative to supports than the ones even with 100+ sit around and don't support anything. Again I have only played a dozen games both pre and post beta and I might not see a better statisical spread. I would like to see the demand for brigades regulated to the threat( Union army in the state ect)

I don't mind the risk with the unrest when I try to impress or muster. But when they destroy buildings and the ruins count against support that is kind of tough. I also had in 3 straight tries had unrest in Wilmington it was only 20% chance and they destroyed the Capitol all three times in 1 turn of unrest (the church cleared the unrest) It takes a little time to build that back and meanwhile the Gov with an +95 attitude starts demanding stuff and it is ussally more than the stuff you impressed.. Requst should slow if he is happy and the National will is 0 or greater.

Thanks for all the work[&o][&o][&o][&o] and just listen to my 1 cent worth (haven't played enough to give 2 cents yet[:D]
Your never Lost if you don't care where you are.

Tom Massie GPAA
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christof139
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RE: camps/disease/Governors/unrest

Post by christof139 »

The Ga Gov even though he hates me he really doesn't ask for the moon.

My GA Guv. asked for a manufacturing center, so I built it. The turn it was finished he thanks me and then asks for another very expensive manufactuing center. What!???![&:][:@][X(][:@]

All your other comments I also basically agree with.

Chris
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ericbabe
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RE: camps/disease/Governors/unrest

Post by ericbabe »

We lowered the effects of disease in the patch and made the Medical attribute much more useful for disease prevention.  Also having units in high levels of supply now lowers the effects of disease further.  Our beta testers were worried that disease was too insignificant now, so I'd like to get further opinions on this before I start changing things too much.  We did greatly increase the effects of swamps on disease.
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Erik Rutins
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RE: camps/disease/Governors/unrest

Post by Erik Rutins »

Honestly, I think it's still quite possible to get replacements up there by targeting your building of camps in the largest cities and disease, at least for me, is very manageable now.

I do agree that it would be nice to see governors requesting the really expensive items less frequently.
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Gil R.
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RE: camps/disease/Governors/unrest

Post by Gil R. »

ORIGINAL: Erik Rutins

I do agree that it would be nice to see governors requesting the really expensive items less frequently.

Then what's the point of having governors ask for stuff, if their requests are less and less likely to be turned down? Some of their requests will be reasonable, others unreasonable. The key, and this was done in the patch, was to get them to stop asking for stuff that made no sense for that particular state, like shipyards in Kansas. But if a governor wants to ask for an expensive manufacturing center and then another that seems perfectly fine to me. Or even a bank or university -- the player can get by without lots of those, but that doesn't mean that a governor shouldn't get it into his head to push for one.
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Erik Rutins
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RE: camps/disease/Governors/unrest

Post by Erik Rutins »

Gil,

I think you missed my point. It shouldn't be possible to meet all governor requests unless you make it your first priority, but situations like the poster related, where you build a Manufacturing Center for a governor and the very next turn he requests another Manufacturing Center or say a University are no-wins. This is wish list stuff, but IMHO it would be nice if after meeting a governor's needs, he had a "cool down" period of some kind before making his next request. I would also like to see a somewhat higher probability of governors asking for things they could reasonably expect to get. Demanding a University from the Confederacy in 1861, for example is pretty unlikely to happen and should be a rarer request than asking for a Factory.

Regards,

- Erik
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sadja
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RE: camps/disease/Governors/unrest

Post by sadja »

I think disease is OK, just have to look for a way to lessen it. As far as the governor I ignor the AR guy request unless it is resonable. He keeps asking for brigades and I'm not wrecking a Corp just marching in the winter to get it traped on the other side of the Mississippi. Oh the struggles of leadership[:(] You have really put in the problems that faced Civil War Central goverment. The Ga gov IRL wouldn't send troops or even let Bragg use the RR much because he hated Bragg. When J.E. Johnson took over suddenly it got better. Of course a big Union army ready to invade Ga may have helped.[;)]
Your never Lost if you don't care where you are.

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christof139
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RE: camps/disease/Governors/unrest

Post by christof139 »

We lowered the effects of disease in the patch and made the Medical attribute much more useful for disease prevention. Also having units in high levels of supply now lowers the effects of disease further. Our beta testers were worried that disease was too insignificant now, so I'd like to get further opinions on this before I start changing things too much. We did greatly increase the effects of swamps on disease.

Yeah, I realize that and Disease now is much better than it was before. Not bad at all, pretty darn good!!!

However the mad Guvs. are a bit too mad, even for politicians!!!!

Chris
'What is more amazing, is that amongst all those approaching enemies there is not one named Gisgo.' Hannibal Barcid (or Barca) to Gisgo, a Greek staff officer, Cannae.
That's the CSS North Carolina BB-55
Boris Badanov, looking for Natasha Goodenov
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