Militia Generation

From the legendary team at 2 by 3 Games comes a new grand strategy masterpiece: Gary Grigsby’s War Between the States. Taking gamers back to the American Civil War, this innovative grand strategy game allows players to experience the trials and tribulations of the role of commander-in-chief for either side. Historically accurate, detailed and finely balanced for realistic gameplay, War Between the States is also easy to play and does not take months to finish.

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MilRevKo
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Militia Generation

Post by MilRevKo »

What are the mechanics of how militia are generated?

I have been playing the USA but, I find the the CSA is able to build a larger army in both the east and the west. I the last game I over built my fleet so I some what understand that would make the USA's army smaller. How do I determine what cities will generate a militia and how do determine if I should produce in a city or not produce from turn to turn?
Stultum est timere quod vitare non potes -Publilius Syrus
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Joel Billings
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RE: Militia Generation

Post by Joel Billings »

You have to perform "drafts" as the Union. Do one on the first or second turn of the game, and then another one in early 62. These are calls to the states to provide troops. If you do this you will have a larger army. The Confederate draft is built into the system.
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CMoore
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RE: Militia Generation

Post by CMoore »

Militia are created from the pooled populations of all the regions in a state and any available supplies from the supply grid.

The actual hardware you produce, ships, artillery etc are only costing 1/6 the population pts of your militia. So building up your navy would have very little effect.

Like Joel said it's drafts that are important. July of 61 and your first winter definitely. Start taking some territory after that and you can afford more.

Your hardware producing factories should be cranking out guns and ships non stop. I build factories in my supply only producing regions, and rely on the huge Union stockpile at the beginning until they're online. After which I can supply quite a large army. Even better when I'm eating enemy supplies on their turf.

Without early drafts you don't have a chance.
Mike Parker
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RE: Militia Generation

Post by Mike Parker »

I don't have the exact numbers... but for each population in a given state you produce a militia.  There is chart in the rules giving the number of pop needed for a given time period.  What a draft does is RADICALLY lower the number of pop needed.
 
I THINK at the beginning of the game the Union needs 18 or 24 pop per milition, and I believe a draft halves this required number.  You should however be able to find the exact numbers in the rulebook.  Without doing drafts (and taking the popularity hit) you will barely be able to keep up with the CSA in militia production (you might even be below them).
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CMoore
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RE: Militia Generation

Post by CMoore »

The Union militia population costs for 61-62 is 18, going to 24 in 63 then 30 in 64-65

The Confederate cost is 9, 6, and 12 respectively.

Also the lower your political pts the more it costs to raise militia. Going up 1 pt for every 50pts below 1000 for the Union and 1 pt for every 100 for the South.

The draft reduces the Union costs to 6 in 61-62, 12 in 63, and 18 for 64-65.

It also reduces population costs for the artillery and navy units produced during draft months.

RTFM [;)] it's all there.
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Chuske
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RE: Militia Generation

Post by Chuske »

ORIGINAL: CMoore

The Union militia population costs for 61-62 is 18, going to 24 in 63 then 30 in 64-65

The Confederate cost is 9, 6, and 12 respectively.

Also the lower your political pts the more it costs to raise militia. Going up 1 pt for every 50pts below 1000 for the Union and 1 pt for every 100 for the South.

The draft reduces the Union costs to 6 in 61-62, 12 in 63, and 18 for 64-65.

It also reduces population costs for the artillery and navy units produced during draft months.

RTFM [;)] it's all there.

I've being trying to understand production as had a feeling I wasn't getting the best out of my population centres.

So I recorded the populations pools in New Jersey in a USA game.
During draft turns I found that the militia created used the expected 6 population points per unit but artillery etc used 3 points per unit rather than the expected 1. Seems the draft didn't modify the cost as 3 points is what you expect normally?

Is this right or have I misunderstood the manual?


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Joel Billings
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RE: Militia Generation

Post by Joel Billings »

It's been over a year since I looked at WBTS, but I would have thought the militia cost would be 1/6 of 6 or 1 point. Did the production screen info for the state population seem to indicate you'd be using just 1 point, or that you'd be using 3?
All understanding comes after the fact.
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Chuske
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RE: Militia Generation

Post by Chuske »

Thanks for replying Joel.

The figures I noted suggested 3 points were being used for artillery and 6 for militia. Awhile since I noted down the pop points used.

I worked it out by recording all the pop pools in the state and adding them together (or just looking at state pool on prod screen) then adding the pop points and then comparing to pop pool on next turn and looking at the number of units produced in that state. Everything seems to work as manual suggests in non-draft turns as far as I could see but in draft turns artillery seems to be using 3 points rather than 1.

I'll perhaps try again soon and check as its easy test to do, all this was done with the 1.04 patch
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