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RE: Creating Armies
Posted: Thu Aug 28, 2014 8:20 am
by tgb
a) SR applies to likelihood of being activated, not command radius.
b) Those are the armies attached to his HQ. The ones outside of his command area don't get benefits from his abilities.
c) To give you something to do
RE: Creating Armies
Posted: Thu Aug 28, 2014 8:52 am
by sanderz
ORIGINAL: tgb
a) SR applies to likelihood of being activated, not command radius.
b) Those are the armies attached to his HQ. The ones outside of his command area don't get benefits from his abilities.
c) To give you something to do
thanks tgb
i think i am (VERY) slowly beginning to understand the mechanica of the game
RE: Creating Armies
Posted: Thu Aug 28, 2014 1:07 pm
by Real and Simulated Wars
ORIGINAL: Medicus
I personally do not enjoy the part where army/GHQ or corps building is not allowed for some nations or before certain times WITHOUT any hint. I cannot count the hours in different ageod games where I tried to figure out how army building works only to see that it is locked in certain situations...
The same here. The messages about why you can't do certain things are too generic. I'm still sore from back when a CWII bug made it impossible to form corps after 1861.
RE: Creating Armies
Posted: Thu Aug 28, 2014 3:56 pm
by Real and Simulated Wars
And BTW, yesterday I created a French army!

Thanks everybody for your insight.
I am slowly coming to grips with the GHQ army system in EAW.
For some reason I believed that all units (including independent corps and divisions) could or should be attached or at least be under the positive C&C abilities of the GHQ.
RE: Creating Armies
Posted: Thu Aug 28, 2014 4:12 pm
by Queeg
ORIGINAL: Medicus
I personally do not enjoy the part where army/GHQ or corps building is not allowed for some nations or before certain times WITHOUT any hint. I cannot count the hours in different ageod games where I tried to figure out how army building works only to see that it is locked in certain situations...
The whole army creation ritual is, by far, my least favorite part of AGEOD games and I'm disappointed to see it carried over to EAW. Nations of this era had extensive pre-war plans, with mobilization tables down to the last support unit. Yes, some nations' plans worked better than others. But the idea that you should have to spend weeks after the war starts still just trying to figure out what general is commanding what army, and then have to "build" the army, is silly. If you want to model command structure problems, then impose limits on how the command structure performs - not on whether it exists at all.
Every game has a routine - the points where you spend your time. In AGEOD games, far too much time is spent futzing with building armies. It just grows tiresome, especially as the number of units increase and the unit of action moves from Division to Corps. Building an Army at the scale of EAW is exactly like building a Corps at the CW2 scale - it shouldn't be difficult.