Kentucky: want to make sure I'm not missing something

Civil War 2 is the definitive grand strategy game of the period. It is a turn based regional game with an emphasis on playability and historical accuracy. It is built on the renowned AGE game engine, with a modern and intuitive interface that makes it easy to learn yet hard to master.
This historical operational strategy game with a simultaneous turn-based engine (WEGO system) that places players at the head of the USA or CSA during the American Civil War (1861-1865).

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Toro12
Posts: 162
Joined: Thu Apr 06, 2000 8:00 am
Location: Covington, KY, USA

Kentucky: want to make sure I'm not missing something

Post by Toro12 »

Playing Union, several turns into the game, KY zones still say "cannot be entered in this scenario." Is there an event (as in history) that opens Kentucky zones to entry, or did I miss something in the options or scenario selection?
Toro12
Posts: 162
Joined: Thu Apr 06, 2000 8:00 am
Location: Covington, KY, USA

RE: Kentucky: want to make sure I'm not missing something

Post by Toro12 »

My own response... event triggers this.
Symple
Posts: 170
Joined: Sat Sep 14, 2013 12:56 am

RE: Kentucky: want to make sure I'm not missing something

Post by Symple »

Yes, you need to wait until it happens historically or your have enough units to trigger.
Ace1_slith
Posts: 340
Joined: Tue Sep 24, 2013 4:45 pm

RE: Kentucky: want to make sure I'm not missing something

Post by Ace1_slith »

That was the way it was done in CW1. Now, you must choose diplomatic option to invade Kentucky. The cost is lower the more you wait.
It is not hard scripted by an event anymore. This way, the game is more open ended, you can choose to respect its neutrality, or not to respect it.
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Moltrey
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Location: Virginia

RE: Kentucky: want to make sure I'm not missing something

Post by Moltrey »

So Ace- can you talk to the subject of opening moves in the Full Campaign? As a old AACW guy (Pdubya64 on AGEOD) I used to rely as the CSA on taking Norfolk and trying Harpers Ferry on the early turns in order to build up National Morale to spend on expanding my armies, etc. Is this even a possibility in CW2? I do like the diplomatic options at a glance as it gets away from the old scripts as you say. I have noticed like cassmj said, there are A LOT of "can't be entered this scenario" locations. Can you ease an old fart's angst that it will put a crimp on my style of play?

Thanks!
"Chew, if only you could see what I've seen with your eyes." - Roy Batty
Ace1_slith
Posts: 340
Joined: Tue Sep 24, 2013 4:45 pm

RE: Kentucky: want to make sure I'm not missing something

Post by Ace1_slith »

Basically, you can play with same style as before. Kentucky is closed to both sides until invaded. There is an exception for Union which which gets Louisville and Lexington via Camp Dick Robinson event. I think, but I'm not sure, you do not have to pay attention to not put troops along Kentucky borders since Kentucky will not choose sides unless invaded (this is my experience). If there are different cases from other player's experiences, please say so.
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jeffk3510
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Location: Merica

RE: Kentucky: want to make sure I'm not missing something

Post by jeffk3510 »

Seems to me that when I move the Ohio and or Pennsylvania river ships through the river north of Kentucky, that sparks the event to where I can't move in troops.
Life is tough. The sooner you realize that, the easier it will be.
Ace1_slith
Posts: 340
Joined: Tue Sep 24, 2013 4:45 pm

RE: Kentucky: want to make sure I'm not missing something

Post by Ace1_slith »

Could you post a screenshot of blocked regions?
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