The AI CSA in the West

From the creators of Crown of Glory come an epic tale of North Vs. South. By combining area movement on the grand scale with optional hex based tactical battles when they occur, Forge of Freedom provides something for every strategy gamer. Control economic development, political development with governers and foreign nations, and use your military to win the bloodiest war in US history.

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RE: The AI CSA in the West

Post by Gil R. »

ORIGINAL: jscott991
This idea I want a simulation is Gil R's invention. Asking that a Civil War game feature a western front is hardly asking for a historical simulation.


I inferred this from your reluctance to give the AI economic boosts at higher levels, forcing both sides to fight with their "historical" economic production. A simulation should stick as close to history at all times, while a game can mess with history a bit more, as is done if one boosts the CSA's economy in order to create a greater challenge.

As for scenarios, Erik may well be right that July is better suited for what you want. I recommended the November scenario because the CSA has more forces out west, and therefore would be more likely to leave some there. But July may be the way to go.
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RE: The AI CSA in the West

Post by Gil R. »

ORIGINAL: jscott991

No, but I will. I'm just depressed by the captain experience.

Edit: Good god! The Union economy in the July 1861 scenario is enormous! Will this really produce a better game?

Which July scenario is this? You'd want the one with the more evenly balanced economy. (Remember: Both the balanced and imbalanced economies are based on historical data, but in one whenever there was uncertainty about these data we went with all the numbers that favor the Union and in the other the CSA. So both are historical, despite being sharply different.)
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RE: The AI CSA in the West

Post by Erik Rutins »

I've had good luck with the Coming Fury (Historical) scenario, give it a try. Trying the November Historical scenario is probably also worthwhile, but it's the July (Historical) scenario that I have the most experience with against the AI, at least through 1.10.10.
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RE: The AI CSA in the West

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I will finish my current Standard Campaign Captain game so I have at least one full record of the AI abandoning on the west on Captain (rebutting some of what has been alleged). Then I'll give up on trying to make the game better and try to see if I can at least make it playable.
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RE: The AI CSA in the West

Post by Mr. Yuck »

ORIGINAL: Erik Rutins

Have you tried the scenario I recommended yet?

What settings do you use, Erik?
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RE: The AI CSA in the West

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This problem exists on higher difficulty levels. I honestly have no theories. I'm willing to send anyone this savegame who would like to investigate. You can see the start of the migration above. He had me outnumbered in the East and moved 101,000 men from the west.

Here is the finished migration. All three Southern army containers are in the East. One is totally empty. There are 165,000 men in Richmond and more in Fredericksburg. This shift was so dramatic, I actually had to drift Buell's corps back because I was worried he might actually attack Washington (laughable, he retreats to Richmond every time).

I would love to hear someone's explanation for this. There are 165,000 men in Richmond! The game isn't even remotely over or decided. My western armies are a bit shot up because of the high cost of sieges in Memphis (and there are still two forts in Memphis, the fort in Murfreesboro, plus new forts in Sparta, Knoxville, and Chattanooga). I'm still stunned people doubted this was happening on higher difficulties.

Captain Difficulty, Standard Scenario, Options as my screenshot above.

1st shot, the army overview.



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RE: The AI CSA in the West

Post by jscott991 »

2nd shot, manpower. He's falling a bit behind, but if you add up field armies, it's really close.



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RE: The AI CSA in the West

Post by jscott991 »

And Richmond. I want to say a lot (there's a bit of bitterness in me right now because of all the assurances I received that this was a 1st Sergeant problem), but I'll let these shots speak for themselves.



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RE: The AI CSA in the West

Post by terje439 »

Looking at your settings, I came to realise that you use "more generals". It seems to me that this allows for even more rallies in QC, so have you tried with fewer generals?

Just a thought.

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RE: The AI CSA in the West

Post by jscott991 »

Yes, I've tried with fewer generals quite a few times. More generals really only gives you a lot of 1 stars for brigades.

The massive numbers of rallies in QC usually come from your higher up generals (Grant, McClellan, Sherman, and corps commanders in particular). I'm sure more generals causes another really here or there, but based on QC reports, I don't think it is really increasing the rallies. Also in the game above, there were no big battles in the east. The biggest battles occurred out west, and even they weren't as big as my 1st Sergeant Fredericksburg battles.
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RE: The AI CSA in the West

Post by Gil R. »

Janh,
I meant to respond, but forgot. See below.
ORIGINAL: janh

Hi everyone,
I hate to make any statement given such a heated debate already.  jsc991 seems to be expecting what I did when I bought the game -- a simulation.  I was hoping for something that would be quite detailed, sort of like WITP (War in the Pacific, or even WITP-AE) is to older (or this other hex-based) Pacific strategy games.  But I learned that FOF is more a game, intended to be enjoyed.  There is not much micromanaging (like assigning Brigade leader, which would have been cool to get more of a personal relationship to the armies you build up and lead into the fight), which means you can play it pretty easily and a game is quite fast. 

However, some things I liked a lot, like the economy part or the maps are very nice (I played the last patch before the April one, FYI).  Other things I missed: BG leader assignments, smaller provinces (counties!) on the strategic map so you and move your army in different columns to your target (like shenandoah east and west forks routes, for instance).  Or have smaller provinces in general (Fredericksburg split in FB, Wilderness, Gordonsville, Centreville etc).  Also the detailed battle maps could be nicer, have a more realistic road pattern and other strategic features that AI would consider more in forming its lines; or some historic maps for certain provinces. 

Being able to assign brigade commanders permanently is at the top of our list of things we would like to do if there's a FOF expansion. Not an easy change to code, which is why we haven't done it for a patch, but we do think it would be a great addition.

I also agree that, ideally, we would redo the map at some points if we were to come out with a new and improved FOF. And if we did that, reworking some of the Virginia provinces would be number one on the list. Having smaller provinces overall, though, would not be something we'd want to do, since that would completely change the game and require massive amount of new programming and testing.

Historic maps for provinces is something suggested before. It would certainly be a great addition, though not an easy one. We're keeping the idea in mind, though.


Also I found that AI in detailed battle didn't seem to keep units of division somehow formed, but mixed brigades of different formations (sure historically that happened too, but in most cases brigades of a division stayed at least somewhat together).  One thing that annoyed me a bit about detailed combat was the minimum unit size, below which they rout.  Many BG's historically were small in battles, like 500-800 men units seens for instance for Lees tired army at Antietam. 

Possibly things we'll change at some point. Personally, I'd rather see the routing occur when a percentage of men are lost rather than a fixed minimum being reached. Unfortunately, I only reached this opinion long after the game had been released!

Also, artillery but in a few cases historically was concentrated into formations of 3000 men (see Alexander at GB). Initially most artillery was brigade artillery, but the Confed (initially Lee) reorganized it in 1862 into battalions of ca 300 men and 20-30 guns, which then were employed battery wise. The Union later did the same, and BG artillery was not so common afterwards anymore.  These heavy 3000 men artillery BGs did way to much effect in concentration of fire and damage than in history I felt (quite a few battle against a nurmerically far superior AI I won by having concentrated all my economy on building ART and getting the indirect fire attribute -- I kept shifting those 10-15 parrott and 24p howitzer BGs by train forth and back east and west; if you look at historical sources, artillery unless using canister at close range, created more noise than casualties, contrary to what many people want to believe. Just read up, Official Records of the War of Rebellion is a really good source and available at the Library of Congress)!

Since the game is at the brigade-level we decided to go with artillery brigades, even though that's not how things were done, especially at the beginning of the war. In retrospect, it would have been better to limit all artillery units and require an "Artillery Brigade" upgrade that would enable them to grow in size and firepower. But this is an idea we had long after release.

As for ranges, you're right that less damage was done, but guns firing at a distance could still have a major effect on the battle. Or just the fear of them could, since for example Little Round Top's value was largely its usefulness for placing artillery where it could bombard troops as far as a mile away.


However, I fixed both the BG issues with a Hex editor, and found the 3 or 4 places that I needed to lower the thresholds.  That worked will with detailed combat, and I could have a reasonable artillery battalion for each div and one for corps reserve.  However, AI never managed to organize so many arty units and organize the containers properly -- was probably just not designed to do this.  Would be nice if that could be added as an option in the next patch.

I'm not sure just what you're asking for.

The strategic AI of the game seemed to be quite sound to me, but surely not capable of defeating a human without bonuses.   Well, that is the sad story for most games though -- guess AI is the thing potential customers least see -- fancy graphics, maps, millions of weapons and stuff seem to sell these days.   Though I like Take Command 2 Manassas a lot with its detail, historic realism and reasonably good AI, it seems also the next part, Gettysburg will be "just another map" (sorry for the sidetrack) -- like Arma and Arma 2 will be for me to Operation Flashpoint.  Maybe one day I will buy another game of these series -- maybe Arma 13 and TC12.

Anyway, before I made my small hex mods, I usually played CSA and the Union AI would give me some good times.  I didn't like to give it unrealistic advantages in the detailed combat, but economic bonuses were ok for me - after all, I wanted to have some realism left.   One thing that annoyed me was that I tried to style my ANV along the lines of the historic OOBs, and that meant something like 50+ BGs in 10 divisions or so (yeah, I did change the max limits for the containers).  Yeah, huge, but I didn't replenish many BGs so altogther it were usually some 7-80000 men.  I kept them split up, protecting WV, Shenandoah, Fredericksburg, the Peninsula and Norfolk, typically.  Only in case of imminent battle or offensive I concentrated.  
Although I did something similar in the West, having also there historic troop strengths (~100.000 men across from far West, Tennessee, and the South), by mid/end 1862 AI tended to send its large formations to the East, accumulating often more than 300.000 men in W. DC. and PA.  I tuned around the parameters that can be modded (there must be a thread somewhere that MM guys gave me a hint on how AI computes its behavior), but it didn't help too much. 
Maybe AI was confused by my many, though small BGs in Virgina area. That that got worse after modding the BG limits, and tuning down the camp production rate, is probably not surprising and surely my issue.  Well, anyway, I not always saw this.

Sometimes AI did pretty well in the West, particulary if its armies in the east stayed idle and didn't loose too many times against me.  AI seemed to concentrate in the east if he lost several major battles there, or if he bled down his forces in the West.   I guess Strategic AI could be tuned down a little more to be less agressive and focus a bit more on defending its own cities, which I felt it wasn't paying too much attention to in the West.   Maybe that would help.

Now don't get the impression that I didn't like this game: I got many fun hours out of this game, and can say it is pretty nice.  I still play it once in a while, and would suggest everyone who doesn't absolute require the historical realism and detail of a WITP-AE or TC2M to buy it.   But hope for a FOF2 that will adress some things I would hope for and turn this game more into a historic simulation.  Maybe, maybe not.
Best regards,
Jan

Thanks for all your feedback. We definitely would like to do a FOF expansion, though I don't see starting work on it in the coming months. (We have multiple still-secret projects that are top priorities at the moment.) But if we do one, at least some of the changes you'd like to see should be in there.










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RE: The AI CSA in the West

Post by jscott991 »

The movement east on Captain with the above settings is even worse than on First Sergeant, because the AI's numbers in the east become greater (he has more total men so he has even more troops above any reasonable needs in Richmond).  I won't post another round of screenshots, because no one seems to care.
 
The July 1861 scenario is bizarre.  The huge Union economy is strange (I can't ever spend my labor or iron because there's just too much of it) and the Union's manpower advantage over the CSA is even larger than in November 1861.  I heavily outnumber the CSA by early 1862.  The AI, however, plays a different style.  He is hyper-aggressive with small containers.  However, in all three of my July 1861 starts, the AI's army containers all end up in the east fairly quickly.  The migration of actual troops isn't as pronounced, but the presence of those containers in the east shows that the AI bias is still present.
 
Of course, this is only a problem I'm seeing.  I have the one copy of FoF where the AI over-favors Richmond.
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RE: The AI CSA in the West

Post by Erik Rutins »

jscott991,

If you have one, could you e-mail me a save file from not long before the AI does its shift to the East? If we can see that happening, we can see why it's making that decision. I suspect one of your other settings is exacerbating things, but I haven't had time to do any independent research because of my workload at the moment. All I can say is that with the settings I played at, this problem was pretty much gone by 1.10.10. Obviously it's still there for you but we need to figure out why.

Regards,

- Erik
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RE: The AI CSA in the West

Post by jscott991 »

The save game you are asking for might be tough to find. I have a lot of savegames where the AI migration is complete (the screenshots show this), but my autosaves have all been replaced with July 1861 games or a restart trying advanced supply.
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RE: The AI CSA in the West

Post by jscott991 »

Like an old soldier, "concern" over this issue has just faded away.

If it weren't for the terrible looking maps and graphics, I'd try another Civil War game I think. Sadly this game has me hooked a bit, despite the fact that its about as much of a Civil War game as Chess is a simulation of medieval combat.
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RE: The AI CSA in the West

Post by Mr. Yuck »

I hear that the AI in chess might be up to snuff.
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RE: The AI CSA in the West

Post by Gil R. »

ORIGINAL: jscott991

Like an old soldier, "concern" over this issue has just faded away.

If it weren't for the terrible looking maps and graphics, I'd try another Civil War game I think. Sadly this game has me hooked a bit, despite the fact that its about as much of a Civil War game as Chess is a simulation of medieval combat.


Concern isn't fading, and has never faded. I have previously told you that we are considering the matter internally; I have also said that we have no plans for a FOF patch anytime before autumn, simply because we have other projects (two of them with contractual deadlines). Nothing has changed. Just because I have expressed doubt regarding how serious a flaw this is does not mean that we are not taking the issue seriously -- we don't want any flaws, if we can help it.
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RE: The AI CSA in the West

Post by jscott991 »

You're right.

Armies of Northern Virginia in excess of 100,000 men on EVERY difficulty should be the default state of any Civil War game.

And this is leaving aside mention of the migration issue, which makes a total mockery of the AI's ability to play a competitive game. Let's just assume that migration NEVER occurs. That still leaves the huge size of the CSA army in the east even BEFORE western troops flock to its side.

Does anyone NOT see ANVs of this size by the end of 1863 (usually by the end of 1862) in any game playing as the Union using quick combat/instant combat on ANY difficulty level?

I've tried Captain, Major, all the sergeants and the AI will always have an army of this size. How is that the Civil War? How does routine 1:1 odds (or worse) for the Union in the east not qualify as a serious flaw?
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RE: The AI CSA in the West

Post by jscott991 »

ORIGINAL: Mr. Yuck

I hear that the AI in chess might be up to snuff.

As long as it abandons half the board to defend some random square, it's good enough for me.
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RE: The AI CSA in the West

Post by cesteman »

Now I think your getting way too sarcastic. Gil said the problem is being looked into. You have to be patient.
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