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RE: How do you play?

Posted: Wed Sep 28, 2005 11:34 am
by Reg Pither
ORIGINAL: ericbabe

I believe that 3 enemy divisions will stop all income in a province.

Can it just be any three divisions, regardless of their strength, or is there a minimum total strength requirement? It would seem strange to have two divisions of 20,000 men not affecting income, while three divisions totalling maybe 10,000 stop income completely.

RE: How do you play?

Posted: Wed Sep 28, 2005 11:22 pm
by Doobious
I would humbly suggest that the questions raised here be integrated into the manual revision. I had almost all of the same questions when I started playing, and could not find answers in the manual.

Your not alone Tigleth Pilisar.

Others here struggled with the learning curve of this game, and the depth that is not fully covered in the manual.

Thanks for starting this post. [:)]

RE: How do you play?

Posted: Sun Oct 02, 2005 7:38 pm
by Tigleth Pilisar
Ok, next set of questions:

1) Colonies: How do you get them, or see how many you have, or influence them? I understand you can trade them. Are they kind of like free money and there is a set number of them?

2) Upgrades: Is the timeline for upgrades finite? That is, do I wait so many turns and then get an upgrade? Or does something I choose influence when upgrades occur. Is there a "cumulative affect screen" for upgrades, or simply a list of upgrades owned and then I click one at a time and figure out the aggregate myself?

3) Starvation of provinces: I don't exactly follow what forage is. Lets say a province has a forage value of 50k. If no soldiers, is this 50k lost? If no then its kind of a food resource only present if there is a division to take it? If some soldiers, do they forage, then seek a depot second if set to forage and the opposite if set to supply? The latter doesn't make sense, because you would fully supply from a depot always anyway, I think. Wouldn't you always want to forage first, if foraging cost nothing? If so, why burden us with an option to supply first that makes no sense?

But if an enemy is in the province, you said it takes 3 divisions, then no income to the owner of the city. Right? How does supply work then for the garrisoned troops? Lets say there is 50k of soldiers occupying that are enemy and 20k of friendly soldiers garrisoned in the same province. And forrage level for the province is 50k. Who gets fed? And if the answer is the 20k owner of the province gets it first, then what does that say of the seige option "starve the city"? You'd only be starving yourself.

4) Can you use POWs to seige? How do you get them to work, I mean labour for you?

5) Reinforcing I still don't understand. It seems all provinces contribute to a pool then I guess reinforcements are spread out pro-rata? If you set a specific province to reinforce to an army then I guess its reinforcements don't go in the pool, they go to that army? What if that army is full? Back to the reinforcement pool? And why is the dropdown selection in random order to pick where to reinforce? Why is it not alphabetically sorted or something? What does it mean to reinforce to a province? Reinforcements go to that garrison in that province, and if it is full then back to the pool? Why can't I set many provinces at once to garrison to a certain army?

6) Military screen. Why is this not alphabetically sorted? Why is it that if I click on an army, I don't go to it on the map. The military screen allows me to see things one way (not alphabetical, so I have to goof around finding things) than I have to find those units separately on the map because it is not linked. I think you have a provincial management button on the military screen, but that is not linked either! If I press it nothing happens.

7) Supply just isn't very transparent. I don't know if I will need a depot or not, or if I do if some foraging drops my costs. I know you can figure it out - but we are playing a computer game. It should figure it out and tell me. What 4 star general is told by his subordinate to do the math himself on a supply line?

8) Tips on detailed combat. MMMmmmmm. Hexes. I love hexes. Just a wargamer thing. And I love the concepts you have of line/march/square/charging etc. And supply - well thought out. In general though, practical playing is not working out like I imagined. Morale seems to drop to nothing too fast. First guy to break the other guy in a turn or two wins. If my troops don't immediately line, unless they are guards, they likely will not be able to line for the rest of the combat. Resting doesn't seem to help much. Basically, I can't really form a "line" of several divisions, practially. I mean some battles maybe, if you don't move first. Anyway, detailed combat seems really cool, but I think I've still got a bunch to learn.

I don't want to overload on questions. But would appreciate responses to the above. Thanks.

RE: How do you play?

Posted: Mon Oct 03, 2005 4:00 am
by Ralegh
ORIGINAL: Tigleth Pilisar
1) Colonies: How do you get them, or see how many you have, or influence them? I understand you can trade them. Are they kind of like free money and there is a set number of them?
There is a set number of colinies in existance. They can change hands through either treaties (including peace conditions) or due to "colonial warfare" - there are two upgrades that get your colonies trying to take over other colonies. There is no other way for you to interact with colonies. [Colonies produce money and some spice, and with particular upgrades also generate a militia levy.]
2) Upgrades: Is the timeline for upgrades finite? That is, do I wait so many turns and then get an upgrade? Or does something I choose influence when upgrades occur. Is there a "cumulative affect screen" for upgrades, or simply a list of upgrades owned and then I click one at a time and figure out the aggregate myself?
In the Economy Screen, there is a button referring to Training - that is your upgrades. It shows you your current "training points", and lists all the upgrades you currently have. Each "training point" entitles you to an upgrade - once a quarter the game compares your current training points witht he number of upgrades you currently have: if you have more training points, you get an upgrade. (You don't lose upgrades even if your training points drop.) "Training points" go up based on the number of level of barracks and the number of levels of culture (barracks are worth twice culture) - note that going from a level 8 to a level 9 barracks is worth the same training points as going from level 1 to 2.
3) Starvation of provinces: I don't exactly follow what forage is. Lets say a province has a forage value of 50k. If no soldiers, is this 50k lost? If no then its kind of a food resource only present if there is a division to take it? If some soldiers, do they forage, then seek a depot second if set to forage and the opposite if set to supply? The latter doesn't make sense, because you would fully supply from a depot always anyway, I think. Wouldn't you always want to forage first, if foraging cost nothing? If so, why burden us with an option to supply first that makes no sense?

But if an enemy is in the province, you said it takes 3 divisions, then no income to the owner of the city. Right? How does supply work then for the garrisoned troops? Lets say there is 50k of soldiers occupying that are enemy and 20k of friendly soldiers garrisoned in the same province. And forrage level for the province is 50k. Who gets fed? And if the answer is the 20k owner of the province gets it first, then what does that say of the seige option "starve the city"? You'd only be starving yourself.
- Think of forage as getting food from undeveloped land - if its not used for forage its 'wasted'.
- The historical reality is that units were either supplied by depots or not. If not, they tried to forage - and some died. Units in this period did not forage as much as they could and draw for supply for the rest, however logical that may seem to a 21st century person. So its a realism thing.
- Troops in a beseiged city don't get to use the province's forage value at all - they are resolved differently, and don't effect the foraging of units in the rest of the province. The options the besiegers take against the city don't affect the foraging in the rest of the province.
- If there were forces of multiple nationalities in a province (whether at war with each other or friendly), then the province's forage value is divided between the forces proportionately (so if 1/3 of the men in the province are mine, they forage against 1/3 of the forage value).
- Note that the forage value changes based on things like weather, season etc.
- Most importantly: the forage value is an estimate: the actual forage available will be within 25% of the estimate based on a probability distribution. So if you put 60k men in a 60k forage value province, they will lose men due to foraging about half the time!
4) Can you use POWs to seige? How do you get them to work, I mean labour for you?
To get labour from them, put them in one of your provinces. You don't need to do anything else.
No, they dont siege (or resist seige) on your behalf.
5) Reinforcing I still don't understand. It seems all provinces contribute to a pool then I guess reinforcements are spread out pro-rata? If you set a specific province to reinforce to an army then I guess its reinforcements don't go in the pool, they go to that army? What if that army is full? Back to the reinforcement pool? And why is the dropdown selection in random order to pick where to reinforce? Why is it not alphabetically sorted or something? What does it mean to reinforce to a province? Reinforcements go to that garrison in that province, and if it is full then back to the pool? Why can't I set many provinces at once to garrison to a certain army?
The reinforce to command for a province sets the initial move order for any divisions built in that province. It has nothing to do with reinforcements, contrary to the obvious similiarity in the names.

In 1.2, reinforcements are allocated by calculating the total that could be distributed [based on a maximum per division from their unit type (easy to reinf inf, hard for arty and guards for example) and current location (more at home, less in enemy territory)] and proportioning out the available reinforcements.

The random order of the drop down annoys the hell out out of me, and I have asked for it to be alphabetical.
6) Military screen. Why is this not alphabetically sorted? Why is it that if I click on an army, I don't go to it on the map. The military screen allows me to see things one way (not alphabetical, so I have to goof around finding things) than I have to find those units separately on the map because it is not linked. I think you have a provincial management button on the military screen, but that is not linked either! If I press it nothing happens.
The random order of the drop down annoys the hell out out of me, and I have asked for it to be alphabetical.
A jump to command is a frequently requested feature.
7) Supply just isn't very transparent. I don't know if I will need a depot or not, or if I do if some foraging drops my costs. I know you can figure it out - but we are playing a computer game. It should figure it out and tell me. What 4 star general is told by his subordinate to do the math himself on a supply line?
Now that I have explained foraging for you, perhaps you will have a better feel for all this. Your idea (showing on an army, corps, or division the aggregate supply cost for that unit if they are set to use supply) is a really good one, and I will propose it as an enhancement to the game (the 3rd patch will have lots of feature enhancements, some small and some large - we are probably too late to get this into the 2nd patch).
8) Tips on detailed combat. MMMmmmmm. Hexes. I love hexes. Just a wargamer thing. And I love the concepts you have of line/march/square/charging etc. And supply - well thought out. In general though, practical playing is not working out like I imagined. Morale seems to drop to nothing too fast. First guy to break the other guy in a turn or two wins. If my troops don't immediately line, unless they are guards, they likely will not be able to line for the rest of the combat. Resting doesn't seem to help much. Basically, I can't really form a "line" of several divisions, practially. I mean some battles maybe, if you don't move first. Anyway, detailed combat seems really cool, but I think I've still got a bunch to learn.
Yeah - there is so much depth in this game it can be hard at first. Don't give up! For example, the idea that you can change formation more easily if you are out of sight of the enemy is cool, but very un-obvious. Here are two tips you seem ready for:

a) troops should rest whenever they get fatigued unless you have a great reason not to. Non-fatigued troops are more effective at doing damage, more resiliant to enemy damage, etc etc etc. I have often compared having one division fire every turn next to a division next to it which only fires when it is not fatigued, and the 'rester' does more damage over the battle. (I retest this after any changes that might effect it). You can help them recover morale more quickly when they rest by putting a leader with them - that is the most important use of leaders on the battle field. When troops rest, they recover morale - and that is what you need to do!

b) changing formation if improved by not being fatigued, by being out of the line of sight of the enemy, and by having at least some supply. Depending on what your forces actually are, you might find there is some user-error in what you are doing. [It is massively effected by the unit's starting morale: militia/irreg cav are unlikely to change formation; and the upgrade for changing formations helps lots too.] Your frustration with this is probably fair enough if you are playing Turkey - very low quality troops, very unlikely to successfully change formation.

[You might also like to read Ralegh's Guide to Hexwar in the War Room - in the main tips thread.]
I don't want to overload on questions. But would appreciate responses to the above. Thanks.
You keep asking 'em. Others are getting value too. I'm glad someone who doesn't know the game yet is putting in the intellectual effort to ask the questions!

RE: How do you play?

Posted: Mon Oct 03, 2005 4:15 am
by Naomi
ORIGINAL: Tigleth Pilisar

Ok, next set of questions:

1) Colonies: How do you get them, or see how many you have, or influence them? I understand you can trade them. Are they kind of like free money and there is a set number of them?

2) Upgrades: Is the timeline for upgrades finite? That is, do I wait so many turns and then get an upgrade? Or does something I choose influence when upgrades occur. Is there a "cumulative affect screen" for upgrades, or simply a list of upgrades owned and then I click one at a time and figure out the aggregate myself?

3) Starvation of provinces: I don't exactly follow what forage is. Lets say a province has a forage value of 50k. If no soldiers, is this 50k lost? If no then its kind of a food resource only present if there is a division to take it? If some soldiers, do they forage, then seek a depot second if set to forage and the opposite if set to supply? The latter doesn't make sense, because you would fully supply from a depot always anyway, I think. Wouldn't you always want to forage first, if foraging cost nothing? If so, why burden us with an option to supply first that makes no sense?

But if an enemy is in the province, you said it takes 3 divisions, then no income to the owner of the city. Right? How does supply work then for the garrisoned troops? Lets say there is 50k of soldiers occupying that are enemy and 20k of friendly soldiers garrisoned in the same province. And forrage level for the province is 50k. Who gets fed? And if the answer is the 20k owner of the province gets it first, then what does that say of the seige option "starve the city"? You'd only be starving yourself.

4) Can you use POWs to seige? How do you get them to work, I mean labour for you?

5) Reinforcing I still don't understand. It seems all provinces contribute to a pool then I guess reinforcements are spread out pro-rata? If you set a specific province to reinforce to an army then I guess its reinforcements don't go in the pool, they go to that army? What if that army is full? Back to the reinforcement pool? And why is the dropdown selection in random order to pick where to reinforce? Why is it not alphabetically sorted or something? What does it mean to reinforce to a province? Reinforcements go to that garrison in that province, and if it is full then back to the pool? Why can't I set many provinces at once to garrison to a certain army?

6) Military screen. Why is this not alphabetically sorted? Why is it that if I click on an army, I don't go to it on the map. The military screen allows me to see things one way (not alphabetical, so I have to goof around finding things) than I have to find those units separately on the map because it is not linked. I think you have a provincial management button on the military screen, but that is not linked either! If I press it nothing happens.

7) Supply just isn't very transparent. I don't know if I will need a depot or not, or if I do if some foraging drops my costs. I know you can figure it out - but we are playing a computer game. It should figure it out and tell me. What 4 star general is told by his subordinate to do the math himself on a supply line?

8) Tips on detailed combat. MMMmmmmm. Hexes. I love hexes. Just a wargamer thing. And I love the concepts you have of line/march/square/charging etc. And supply - well thought out. In general though, practical playing is not working out like I imagined. Morale seems to drop to nothing too fast. First guy to break the other guy in a turn or two wins. If my troops don't immediately line, unless they are guards, they likely will not be able to line for the rest of the combat. Resting doesn't seem to help much. Basically, I can't really form a "line" of several divisions, practially. I mean some battles maybe, if you don't move first. Anyway, detailed combat seems really cool, but I think I've still got a bunch to learn.

I don't want to overload on questions. But would appreciate responses to the above. Thanks.
I find myself free enough to share with you some of my findings:
1. 2 ways of getting them. By asking a nation for it through treaties. By training on "Colonial Warfare" to increase the chances of capturing them from hostile nations. Going into the "country details" of the diplomacy screen will reveal the number of colonies each of the major powers possesses. There is a total of them, which is 100 something.

2. There is an index indicating when to benefit from a new upgrade. Looking into the "military training" of the economic-management screen lets you know of it. Developing culture and barracks has effect on this index.

3. Forage means how many soldiers a province can feed without costing your nation's stockpiles of gold and money. This forage value is an approximate figure, with (top and bottom) bands of about 25% to operate within. In version 1.10, land units with forage orders will not necessarily act on their orders and eat off the land, they will draw on supply as long as a depot is nearby. In my opinion, 3 enemy divisions may not be large enough to encircle a city well to block all stealth food inflows to the city and the city may have food stockpiles abundant enough for a long period of time or perhaps the mayor will tell people to skimp on food to weather out the hardship.

4. Prisoners of war can help in besieging efforts, provided that there are non-POW units acting in cooperation. Playing France in 1805, telling Spain to go to Gibratar and sending POWs there, you will see French casualties in start-of-month Events reports.

5. This "reinforce to" order applies to newly created division counters in a province, instead of the trickles of (thousands to low tens of thousands of) soldiers originating from the national draft pool. AI decides which units it will send the newly trained soldiers to; it will reinforce, first of all, those units with depots to draw on. If there is no depot or those units with supply are full, then those on garrision duty gets reinforced. Distance of units from the capital is also one of the determinants.

6. Clearly, there is scope for enhancement.

7. If you are awash with gold, build depots where you have high numbers - say 100k - of soldiers. When you are going to fight, make sure there is a depot nearby so your men can fight best. When you worry about your corps' strength, give them a depot so they can get reinforcements sooner. Be cautious about provinces with frequent winter bites. I recommend you get your men trained on "Organised Foraging" as soon as possible, as it will halve the losses to failed foraging efforts.

8. I stick to quick battles.

I hope these will help.




RE: How do you play?

Posted: Mon Oct 03, 2005 4:29 am
by Naomi
Oh, Ral's response trumps mine. [:'(]

RE: How do you play?

Posted: Mon Oct 03, 2005 4:49 am
by Azog
Just a coment, I just like it this way. I hate all theese games where people just have to maximize everything, make the big ball and conquer every corner. I think this unknown parts give some chaotic feature that resembles quite good what happens in a nation at war. Where are those billions go for restoring Iraq, for example?[;)]

War is chaos.

RE: How do you play?

Posted: Mon Oct 03, 2005 5:27 am
by Naomi
ORIGINAL: Azog

Just a coment, I just like it this way. I hate all theese games where people just have to maximize everything, make the big ball and conquer every corner. I think this unknown parts give some chaotic feature that resembles quite good what happens in a nation at war. Where are those billions go for restoring Iraq, for example?[;)]

War is chaos.
Is there any war-cum-grand-strategy game not aimed at, nor involved with, big-ball making (in your sense)? I'd love to expand my scope of view. [:'(]

RE: How do you play?

Posted: Mon Oct 03, 2005 8:43 am
by Ralegh
ORIGINAL: Naomi
4. Prisoners of war can help in besieging efforts, provided that there are non-POW units acting in cooperation. Playing France in 1805, telling Spain to go to Gibratar and sending POWs there, you will see French casualties in start-of-month Events reports.

Good one Naomi!

Naomi is actually more correct than I - this is infact the behaviour in 1.1. It was a bug, and I believe (although I am not sure) that it is fixed in 1.2. (There are lots of POW fixes in 1.2 - for example, they dont cost to maintain and have a minimized effect on forage, and don't get freed all the time, and suffer a loss of morale (so when they are freed, they aren't as good), and a few other things.)
[I've played so much of the betas for 1.2 I'm starting to forget some of the worst bugs (which were fixed early int he beta cycle).]

RE: How do you play?

Posted: Mon Oct 03, 2005 10:49 am
by Hard Sarge
LOL
know what you mean :)

at times, I am not sure if I should reply to a question, as I am not sure if what I am seeing is from the beta or from the game


RE: How do you play?

Posted: Tue Oct 04, 2005 4:46 am
by Azog
Naomi, Europa Universalis was quite okay if you did know how to play interesting countries, like Japan, or Bizanz. Anyway, computer games not based in "the big ball" are rare. Somehow, all are based in this system.

RE: How do you play?

Posted: Tue Oct 04, 2005 6:49 am
by Naomi
I saw Hearts of Iron 2 these days in an outlet, what's your comment on it? I heard it was compared to EU, though it seemed just a bit too dullingly complex to me.

RE: How do you play?

Posted: Tue Oct 04, 2005 9:06 am
by Reg Pither
ORIGINAL: Reg Pither

ORIGINAL: ericbabe

I believe that 3 enemy divisions will stop all income in a province.

Can it just be any three divisions, regardless of their strength, or is there a minimum total strength requirement? It would seem strange to have two divisions of 20,000 men not affecting income, while three divisions totalling maybe 10,000 stop income completely.


Can anyone answer this query? [:)]

RE: How do you play?

Posted: Tue Oct 04, 2005 9:44 am
by Ralegh
Yep - it is 3 divisions, regardless of strength.
(The same occurs with supply and upkeep - a division costs the same whether 2000 men or 10000 men).

RE: How do you play?

Posted: Tue Oct 04, 2005 11:00 am
by Gresbeck
Think of it this way: a unit set to forage will always forage. A unit set to pay for supply will do so if it can (if it is next to or on a depot), but will forage if it doesn't have a depot nearby

Does that mean that a unit set to forage will never pay for supply and will suffer losses even if it is next to a depot and cannot successfully forage?

RE: How do you play?

Posted: Tue Oct 04, 2005 2:02 pm
by Hard Sarge
Roger

seemed odd to me

but a troop set to depot supply will try and pull from a depot, if not there, then will try to forage

a troop set to forage, will forage, or stay hungry


RE: How do you play?

Posted: Tue Oct 04, 2005 8:30 pm
by Naomi
ORIGINAL: Gresbeck
Think of it this way: a unit set to forage will always forage. A unit set to pay for supply will do so if it can (if it is next to or on a depot), but will forage if it doesn't have a depot nearby

Does that mean that a unit set to forage will never pay for supply and will suffer losses even if it is next to a depot and cannot successfully forage?
In 1.10, units near or at depots will always receive supply regardless of their forage/supply orders. However, setting units to "forage" will (seem to) facilitate their movement on the strategic map.

RE: How do you play?

Posted: Wed Oct 05, 2005 3:44 am
by Tigleth Pilisar
I sure appreciate the responses.

Most of my play is on the weekends, so I won't get to try out some of the responses you've made yet. Here's some other things I've noticed you may have comments on:

1) I built a corps and ordered it to move two provinces away to where my armies were. Next turn it was gone! Figured out that if you build a corps, you better get someone in it fast or it is gone and you just wasted your build!!!

2) I've kind of lost interest in the economics side of the game, as I've played. It seems more interesting to move the armies and fight. I think I'm missing out though. It just seems too time consuming to move through all the provinces and trial and error see where you might have more resources. Economically I do think it is important to "build for a goal".

One thing which would help is saving the frozen labour allocation sliders on each province. What I mean is that when you first review a province, you might determine that this province should not produce wood, or that it should produce textiles for example. When you right click, you freeze the production such that if you move other sliders it doesn't affect the one you set. However, if you change the province, the red square around the labour allocation you made moves to the next province!? Wierd. Why doesn't this lock stay associated with the original province? That way it would be easier to cycle through my provinces and see maybe the handful of provinces that I have not locked say agriculture and am willing to change it. Plus it is frusterating that when I decrease, say textiles, that labour piles into say iron which the province is pitiful at. If iron was locked out, that wouldn't happen - but I'd only want to lock it out once, not every time I clicked on the province.

3) I guess I think it is kind of strange that my population steals textiles. (In order to get morale and glory). What if I want to build a diplomat or something that takes lots of textiles? My population happily consumes to excess, but I want to build inventory.

4) I've found that I end up building up inventory of certain resources like iron or wood. I wish I could trade my inventory for things I need and not just production.

5) I'm unsure about the wool/cotton/textile connection. I think I read that wool and cotton is converted to textiles at a population x trade labour / 50 rate. What is trade labour? Does that mean your production of wool & cotton? Or how much is on the labour slider is your trade labour? Do you need an equal amount of wool and cotton, or are they the same thing? I think wool and cotton inventory was building up for me. How is that possible if it is supposed to be converted to textiles.

6) Privateers - not sure how to use them. Just sit them in the water somewhere there is a trade route? They can't attack merchants can they?

7) Surrender. I haven't played a whole game but other nations have surrendered and had to give up stuff. Are they back in the game then? Fully operational except for the treaty terms? How are existing treaties with a country that surrendered affected?

RE: How do you play?

Posted: Wed Oct 05, 2005 4:06 am
by Tigleth Pilisar
Two other things struck me as a newbie:

1) I expected to see a unit cost chart. You have one on page 28 of the manual but its missing reference to developments! So early on, I couldn't figure out why I couldn't build corps. Or to piece together how to build artillery, I have to read page 28, then read the page on factories then read the page on baracks.

2) I would have never guessed that the provincial "reinforce to" thing meant where new units you build go. (Obviously from my question). I never would have guessed that you could move them the turn before they were built.

3) I thought there would be a unit damage or atribute chart. I guess in the games I've played (whether it is a RTS computer game or an old board game like Squad Leader or Third Reich) it is pretty clear how effective a unit is at attacking and defending. I really have no idea what units do for damage. For example a rifle infantry gets +2 attack bonus compared to a regular infantry. +2 attack from what base? 10, 100, 1000? +2 has no meaning for me. Also, prior to an attack, many programs/games give an approximation of the damage they will cause or odds of success (Panzer General series did this and Strategic Command by Battlefront does this). I don't see any assessment of damage prior to making the order. This probably sounds funny to you because I would guess as you racked up tons of trial and error experience you would know this yourself. But, if you don't have a ton of time for trial and error, you can't make very informed detailed combat decisions.

4) The "best resources" indicators make the game very confusing. I asked before about what a 1 or 8 or 16 meant for the province's production rating. It turns out that it is kind of meaningless to a user, but is more of a programming number. Obviously the bigger the better, but numbers are specific. Just say bigger, or lots or something rather than 16. What is really confusing though is I think on some screens the computer aggregates these production ability numbers and on others it aggregates actual production. I haven't audited it but usually notice that the resource additions/changes on the Trade screen seem different than the Development screen. I don't know what is included in what. And is food inventory at the bottom of the screen?

RE: How do you play?

Posted: Wed Oct 05, 2005 4:08 am
by Ralegh
ORIGINAL: Gresbeck
Think of it this way: a unit set to forage will always forage. A unit set to pay for supply will do so if it can (if it is next to or on a depot), but will forage if it doesn't have a depot nearby

Does that mean that a unit set to forage will never pay for supply and will suffer losses even if it is next to a depot and cannot successfully forage?

In v1.2, yes.