Unit limitations

This sequel to the award-winning Crown of Glory takes Napoleonic Grand Strategy to a whole new level. This represents a complete overhaul of the original release, including countless improvements and innovations ranging from detailed Naval combat and brigade-level Land combat to an improved AI, unit upgrades, a more detailed Strategic Map and a new simplified Economy option. More historical AND more fun than the original!

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goodwoodrw
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Unit limitations

Post by goodwoodrw »

Just my 2 bobs worth, I played COG 1 a lot and loved it. One thing that I don't like in EE is the limit imposed on building units. can a dev give me the logic. behind this this empire restricting middle age rule. Am I alone on this.
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Russian Guard
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RE: Unit limitations

Post by Russian Guard »

I'm not a dev but I can tell you that one of the bigger complaints with CoG1 was the a-historical size of Armies. This is one of those issues where someone on either side of this issue is going to prefer the opposite (no limits vs historical guidelines).

The mobilization rules are based on historical abilities of the Nations of the time to field Armies (population, infrastructure, etc). It can grow as you conquer, and it's quite common to find your Armies exceeding your Mobilization limit through a number of mechanisms in the game. But the mobilization limits provide for close-to-historical realities in terms of Army size potential.

Personally, I'm staunchly on the side of limits, as IMO this better reflects the Napoleonic Wars and the ability to field Armies of the time.





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goodwoodrw
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RE: Unit limitations

Post by goodwoodrw »

ORIGINAL: Russian Guard

I'm not a dev but I can tell you that one of the bigger complaints with CoG1 was the a-historical size of Armies. This is one of those issues where someone on either side of this issue is going to prefer the opposite (no limits vs historical guidelines).

The mobilization rules are based on historical abilities of the Nations of the time to field Armies (population, infrastructure, etc). It can grow as you conquer, and it's quite common to find your Armies exceeding your Mobilization limit through a number of mechanisms in the game. But the mobilization limits provide for close-to-historical realities in terms of Army size potential.

Personally, I'm staunchly on the side of limits, as IMO this better reflects the Napoleonic Wars and the ability to field Armies of the time.

Ah ha, I doesn't pay tobe honest your the first one on my hit list[:D] I sure it will grow.
I can understand the reasoning, but I mostly play GB and its a slow process to build an all conquering force to control all europe. Perhaps we could have non restricted armyies as an option.
Ron





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Joram
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RE: Unit limitations

Post by Joram »

LOL BASB, you can add me to your list too then.  I was one who didn't care for the monstrous armies in CoG as well and even though you may think I am biased due to being a beta-tester, I really do prefer the current rules over the old ones.  An option is certainly not a bad idea but would have to let Eric comment on how far down on the priority list that goes.
moose1999
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RE: Unit limitations

Post by moose1999 »

I like the restrictions on unit numbers, too.
Much more realistic gameplay this way.
And more interesting and challenging.

But I'm all for making it optionable.
Options are good [:)].
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goodwoodrw
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RE: Unit limitations

Post by goodwoodrw »

OK OK Ok I give up, not enough bullets to go round anyway. my movement must be related to the Popular Peoples front of Palistine [:'(]
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RE: Unit limitations

Post by dude »

I think making it an option... or adjustable values on startup would be great.  I've taken to slightly upping the values in the tables for a few of the countries (especially GB).  I discovered in my first game as GB that after I've wiped out the French and Spanish fleets that they suddenly have more room to build more ground troops.  Meanwhile after I had captured a lot of ships I had even less room to build ground troops.
 
I almost think there should be separate limits for the Ground forces and Navies.  GB shouldn't have to start scuttling ships so it can build an infantry unit.
 
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Russian Guard
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RE: Unit limitations

Post by Russian Guard »


Hmmm now that I think of it, isn't Mobilization a moddable number? I'll double-check. If so, you can mod it so that Sweden can have a billion-man Army if you can afford it [:D]





Mus
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RE: Unit limitations

Post by Mus »

ORIGINAL: dude

I discovered in my first game as GB that after I've wiped out the French and Spanish fleets that they suddenly have more room to build more ground troops.  Meanwhile after I had captured a lot of ships I had even less room to build ground troops.

I almost think there should be separate limits for the Ground forces and Navies.  GB shouldn't have to start scuttling ships so it can build an infantry unit.

British Army is all about quality not quantity. Once you have completely dominated the seas you can scrap your 4th rates and lower quality captured ships to make a little more room but even without doing that the UK can make a very respectable little force. Their troops are super high quality compared to other nations at the time.
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anarchyintheuk
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RE: Unit limitations

Post by anarchyintheuk »

ORIGINAL: dude

I almost think there should be separate limits for the Ground forces and Navies.  GB shouldn't have to start scuttling ships so it can build an infantry unit.

I'd have to disagree. Manpower is a finite resource, whether one is a sailor or soldier is irrelevant. There's a reason English armies of the period were never 100% English. With their naval commitment they had to rely on other nationalities to field a decent sized force. I think that's well represented in the game.
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Steely Glint
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RE: Unit limitations

Post by Steely Glint »

How could you mod England to have a higher Mobilization # so you wouldn't have to scrap ships?
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Russian Guard
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RE: Unit limitations

Post by Russian Guard »

In the CoG2players.txt file there's a column called "Max Mobilization". I am 90% certain that if you mod these numbers you can create whatever limits you want.

Edit: Well, that was a bit unclear, eh? In each scenario folder there's a CoG2players.txt file. If you open it in Excel you can change these "Max Mobilization" numbers to a higher number than what's there now. If you mod this be sure to save a copy of the original, in case of an accidental error.


edit: As opposed to a deliberate one? lol sheesh.[8|]












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Steely Glint
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RE: Unit limitations

Post by Steely Glint »

Thanks!
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Hard Sarge
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RE: Unit limitations

Post by Hard Sarge »

remember the rules, don't go dumping ships wholesale

Every player has a “Mobilization Limit”, shown at the bottom of the main screen, which is the maximum number of troop units and ships-of-the-line that player can build and place in the field at any time. Money income from conquered provinces (but not protectorates) increases this limit; +1 for every 40 Money in the simple economy. Some Upgrades can also increase this limit. (See the Upgrades and Special Abilities section below.) Each troop unit counts as 1 point towards the Mobilization Limit; ships-of-the-line count as .1 point each towards the limit; frigates and 4th rates count as .05 points each towards the limit. Militia do not count towards the limit until they reach a number equal to the provinces a nation or country possesses. One militia above this number counts as 1 towards the limit; two above the number count as 2 towards the limit; etc. When a nation reaches its mobilization limit, it will lose the option to build units from the unit production menu, even if resources are available. Advanced Unit Mobilization Limits In addition, some unit types are also limited to a certain number per nation. A list of these can be found in the in-game Appendix. Reaching the limit for a unit type removes the option to build that unit from the unit production menu, even if resources are available.



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ericbabe
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RE: Unit limitations

Post by ericbabe »

These limits are moddable by scenario, so if you want, you can copy the scenario you'd like to change, for instance:

Copy the 1792_S folder, and paste it, to get a "Copy of 1792_S" folder.
Rename that folder "1792_NoLimits_S".
Go into 1792_NoLimits_S and open COG2Players.txt in a spreadsheet program, such as Excel.
Column "Y" in Excel has the heading "MaxMobilized."  Change the numbers in this column to something very large, such as 9999.

Next time you go to play, just choose the 1792_NoLimits scenario and you won't be bothered by mobilization limits.
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