A bunch of questions...

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two_larsens
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A bunch of questions...

Post by two_larsens »

I have some questions I hope someone can enlighten me on...

#1 - Playing Turkey, I've done rather well in greating a large army, currently busy gobbling up France. Now, the thing is that this army is too big to finance. How do I stop the provinces from raising units, and is there any way of disbanding units? I must admit that I didn't realize initially that once you build a unit, you have it pretty much for the remainder of the game...

#2 - This is, in my opinion, a great and thoroughly entertaining game, but one thing that puzzled me a bit was what to do with the naval units, and why to even bother using them. The downloadable manual does not say much about ships and their purpose in the game, except for blockades. I realize, of course, that the privateers steal resources, and the transports can move army units, and that the merchants collect money, but what about the regular fleet units?

#3 - I, on two occasions got France to surrender, playing as Turkey, and on the last, one of the stipulations in the Peace treaty was that they were to declare war on Spain. They didn't, leaving me with a long nose. The treaty was accepted, so is that a bug, or is it in the game for them to change their mind if they don't feel like it?

#4 - What is the right thing to do with POW's? I have A LOT of them, and don't fancy France or any other nation popping over to spring them right on home turf and in a bad mood. The manual again doesn't explain much about them, except that they to me seem a liability.

#5 - The Egyptian Army that Turkey starts with is acting a bit strange. I can't, even if I add units, unattach them from the container unit. It is like that with a couple of them, leaving me with an Egyptian Army of about 80,000, unable to forage, unless the province is empty, and quite expensive to feed.

#6 - When laying a supply line, does it cost anything for the depots not in use along that line, or is it simply when an army unit is present? How much does it cost for a depot in use?

#7 - When choosing scenario length, or length in years, it often says Default. I know what the word means, but what is the values of Default? Also, when changing the strength, which I didn't, of the opponents, what was their original strength?

#8 - At some point I leased out that infernal Egyptian Army, but after two turns it stopped moving around on the map, leaving me back in control of the hungry lot. Is that a bug? The lease was for a year, I believe, so that was a bit strange...

Thanks, and sorry for this bunch of questions, but it has been something I haven't found an answer to in the manual.

HL
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Ralegh
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RE: A bunch of questions...

Post by Ralegh »

ORIGINAL: two_larsens

I have some questions I hope someone can enlighten me on...

#1 - Playing Turkey, I've done rather well in greating a large army, currently busy gobbling up France. Now, the thing is that this army is too big to finance. How do I stop the provinces from raising units, and is there any way of disbanding units? I must admit that I didn't realize initially that once you build a unit, you have it pretty much for the remainder of the game...
In v1.2 you can disband the extra units. In v1.1 reduce your readiness to 99% - that used to stop feudal levies being raised. (It doesn't in v1.2)
#2 - This is, in my opinion, a great and thoroughly entertaining game, but one thing that puzzled me a bit was what to do with the naval units, and why to even bother using them. The downloadable manual does not say much about ships and their purpose in the game, except for blockades. I realize, of course, that the privateers steal resources, and the transports can move army units, and that the merchants collect money, but what about the regular fleet units?
Combat ships can transport units just like transports (although they fight a whole lot better). They are also useful for lifting blockades and sinking privateers (you can put a merchant into a fleet, so they protect it). They are also essential for establishing sea supply.
#3 - I, on two occasions got France to surrender, playing as Turkey, and on the last, one of the stipulations in the Peace treaty was that they were to declare war on Spain. They didn't, leaving me with a long nose. The treaty was accepted, so is that a bug, or is it in the game for them to change their mind if they don't feel like it?
It is possible for a coutnry to cancel a treaty, but that is not what you are seeing. A country cannot declare on someone who is currently as war with someone they are at war with, but they will agree to a treaty as if they could. On defaulting, they take a glory hit.
#4 - What is the right thing to do with POW's? I have A LOT of them, and don't fancy France or any other nation popping over to spring them right on home turf and in a bad mood. The manual again doesn't explain much about them, except that they to me seem a liability.
Fixed in 1.2. For the moment, put them all in a low forage area, and let them starve. But keep some forces there so they don't get freed.
#5 - The Egyptian Army that Turkey starts with is acting a bit strange. I can't, even if I add units, unattach them from the container unit. It is like that with a couple of them, leaving me with an Egyptian Army of about 80,000, unable to forage, unless the province is empty, and quite expensive to feed.
Feudal divisions don't want to leave a feaudal corps/army - they behave fine in normal armies/corps. In v1.1, tell the feudal division to garrison a city (using the move to order).
#6 - When laying a supply line, does it cost anything for the depots not in use along that line, or is it simply when an army unit is present? How much does it cost for a depot in use?
Depots are very expensive in UPKEEP - they cost a cost each turn (more in enemy territory). You do also pay per division supplied.
#7 - When choosing scenario length, or length in years, it often says Default. I know what the word means, but what is the values of Default? Also, when changing the strength, which I didn't, of the opponents, what was their original strength?
All strengths default to 0. The defaults for the scenarios can be gleaned from the manual (but great point: it should say).
#8 - At some point I leased out that infernal Egyptian Army, but after two turns it stopped moving around on the map, leaving me back in control of the hungry lot. Is that a bug? The lease was for a year, I believe, so that was a bit strange...
AFAIK, you were not feeding or actually in control of that unit for the later 10 months. Often an AI will rent a force, and then basically not use it. Once I rented my ally Spain a Grand Armee for them to use against Austria - to my disgust, they ran it south to garrison Gibraltar.
Thanks, and sorry for this bunch of questions, but it has been something I haven't found an answer to in the manual.

HL
No dramas - feel free to ask more: these sorts of things help lots of people.
HTH
Steve/Ralegh
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Hard Sarge
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RE: A bunch of questions...

Post by Hard Sarge »

sorry HL
I seen this post earlier, but thought Ralegh would do a better job at explaining things, so I was waiting on him to speak up

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two_larsens
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RE: A bunch of questions...

Post by two_larsens »

Thanks for the answers. That certainly helps. Now, I have another question about treaties. So far I have had France surrender now three times, and each time I've taken provinces. Currently France is not much but a few scattered areas, so is there a chance that it can dwindle to nothing? Also, why is it that the AI, whenever AI opponents defeat each other, seem limited in what they choose after forcing surrender? Do they not have as many points to spend, or something else? I have had 9000 points, per time, so naturally I'm assuming that it's the right thing to do to spend them. Maybe I'm just greedy, and they are showing restraint... :( I have though found out that having too much land can be a curse, since you need armies ready to strike out like firemen, causing a good dent in the budget. Thanks,

Henrik Larsen
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Ralegh
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RE: A bunch of questions...

Post by Ralegh »

ORIGINAL: two_larsens
hanks for the answers. That certainly helps. Now, I have another question about treaties. So far I have had France surrender now three times, and each time I've taken provinces. Currently France is not much but a few scattered areas, so is there a chance that it can dwindle to nothing?
The only way to take their capital is to declare Total War. That requires you to occupy all remaining cities, and knocks them out of the game. The best method is to take as many provinces as possible before you declare Total War - otherwise the enornmous guerillas created will make winning very very hard.
Also, why is it that the AI, whenever AI opponents defeat each other, seem limited in what they choose after forcing surrender? Do they not have as many points to spend, or something else? I have had 9000 points, per time, so naturally I'm assuming that it's the right thing to do to spend them. Maybe I'm just greedy, and they are showing restraint... :( I have though found out that having too much land can be a curse, since you need armies ready to strike out like firemen, causing a good dent in the budget. Thanks,
Henrik Larsen
Any points that are unspent are paid out with cash, so they aren't really missing out. In many cases, they demand so much cash that the defeated coutry ends up defaulting on the payments, which costs them glory - AI players like to kick 'em when they have 'em down. I tend to take any provinces I want (either political goals, or especially productive), and leave a 'rump state' to defend my flank - although sometimes I spend points to get an AI country to attack someone, or borrow some of their forces.
HTH
Steve/Ralegh
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