ORIGINAL: cesteman
How did this slip through the crack I wonder?
The beta testers aren't as vigorously active these days.
ORIGINAL: cesteman
How did this slip through the crack I wonder?

ORIGINAL: cesteman
interesting Joram. Are you saying that sometimes the nation will doesn't change and sometimes it does? To answer Eric's reply I was hinting at why wasn't it caught during testing. I know there are a lot of things that go unchecked, but maybe in the future we should assign someone to check specific things, like as an example I was trying to recreate the disappearing city problem after both sides had taking a city. Just something to think about for future updates. Cheers!

ORIGINAL: Gil R.
You're right that one can give the CSA +1 power to solve the problem, but one shouldn't have to do that at one of the easier settings. At a default setting of +0 power and an easy level, the CSA player shouldn't feel too frazzled all the time.
To what do you attribute this lack of manpower and resources? Is it there from the start, or is it due to the camps eating up population each April? As I've written above, one of the most important questions we need to settle is whether the population/depopulation that occurs in April is about right, and especially whether camps are consuming too much population. Right now, each camp has five chances of depleting population -- perhaps lowering that to four chances might help with the issue you're reporting. If it's a population-related issue, that is.

ORIGINAL: Erik Rutins
ORIGINAL: Gil R.
You're right that one can give the CSA +1 power to solve the problem, but one shouldn't have to do that at one of the easier settings. At a default setting of +0 power and an easy level, the CSA player shouldn't feel too frazzled all the time.
I'd have to disagree with you. The whole point of all these options is to tailor the game to each player. There's really no "one size fits all" as far as subjective/anecdotal reports on game difficulty. Sergeant/First Sergeant is meant to be the historical setting and historically it was tough for the south. You can balance this against other reports that the CSA has it too easy or that the North has it too tough on that same setting. My take is that on the default "historical" settings the balance is about right and players that don't want to deal with the other effects of the difficulty level can just adjust the power.
Sure, I agree with all of that, up until the last sentence, since I think the jury is still out on that. Bill's an experienced player, so if he thinks that the changes have made this setting more difficult than it was intended to be, it's worth considering the issue. It's also worth soliciting opinions from others, which I meant to do in my previous post, but forgot.
Part of my thinking is that beginning players, especially those who aren't experienced at computer games, shouldn't have to mess with power settings when they first start up. Of course, that's just an opinion, but that's where I'm coming from on this.
To what do you attribute this lack of manpower and resources? Is it there from the start, or is it due to the camps eating up population each April? As I've written above, one of the most important questions we need to settle is whether the population/depopulation that occurs in April is about right, and especially whether camps are consuming too much population. Right now, each camp has five chances of depleting population -- perhaps lowering that to four chances might help with the issue you're reporting. If it's a population-related issue, that is.
I'm not sure why you're quite this concerned about the camps - after a bunch of reports in internal and public testing show that the CSA hordes are gone and balance seems about right... ? There are so many other factors involved in a given game that you'd pretty much have to look at a few save files to really determine where any particular strategy went wrong.
One of the main reasons I thought we should have public beta-testing was to make sure that in eliminating the CSA hordes (which internal testing proved we had done) we hadn't overshot and made the CSA too weak. Bill's report suggests that this might indeed be an area for concern. I'm hoping that other players will chime in on whether the camps' depletion of population (and thus economic resources, assuming that one hasn't toggled off the link between population and production) is crippling the CSA, rather than simply weakening it.
ORIGINAL: wzh55
The lack of manpower seems to be a direct result of the camps. Every April, camps which supply about 3500-5000 men at present take the entire allotment of population increase almost every April and most of the time there is a negative result (Population Increase = 10, Camps Take = 12 as an example).
Around mid war, all money seems needed to refit brigades that are in desperate need, which leaves little money for new camps anyhow, let alone requests from governors for something extravagant such as a university, etc. The Union AI is hellbent on attack, attack, attack everywhere, it is VERY aggressive which leads to many battles fought and won by the Rebels during the first two years or so, and then the men run out, camps eat all population boost, so no conscription or impressment, and no recruitment through normal means. New artillery brigades are definitely out of the question. I do try to use the "power +" or "power -" tweaking and that helps some. You have definitely succeeded in "fixing" the CSA Horde issue. My original point still stands: the difficulty "meter" is skewed towards the difficult end. The difficulty level I am experiencing should be near the middle of the Difficulty Settings, not at the lower end of what most people would assume is the easy end of the range. Instead of 1st Sergarent, it shoul be rated as Captain or above. Hope I have made myself understood.

ORIGINAL: Gil R.
Sure, I agree with all of that, up until the last sentence, since I think the jury is still out on that. Bill's an experienced player, so if he thinks that the changes have made this setting more difficult than it was intended to be, it's worth considering the issue. It's also worth soliciting opinions from others, which I meant to do in my previous post, but forgot.
Part of my thinking is that beginning players, especially those who aren't experienced at computer games, shouldn't have to mess with power settings when they first start up. Of course, that's just an opinion, but that's where I'm coming from on this.
One of the main reasons I thought we should have public beta-testing was to make sure that in eliminating the CSA hordes (which internal testing proved we had done) we hadn't overshot and made the CSA too weak. Bill's report suggests that this might indeed be an area for concern. I'm hoping that other players will chime in on whether the camps' depletion of population (and thus economic resources, assuming that one hasn't toggled off the link between population and production) is crippling the CSA, rather than simply weakening it.[/b]



ORIGINAL: Gil R.
Right now, each camp has five chances of depleting population -- perhaps lowering that to four chances might help with the issue you're reporting. If it's a population-related issue, that is.
The camp issue has to do with the CSA hordes when playing the USA. It's just one of the ideas that came out for trying to stop massive CSA troops showing up. Cheers.ORIGINAL: Mus
ORIGINAL: Gil R.
Right now, each camp has five chances of depleting population -- perhaps lowering that to four chances might help with the issue you're reporting. If it's a population-related issue, that is.
Why not make each camp consume 1 population? Still havent heard anyone say why its desirable for the population consumption to vary wildly from nothing up to 5 points per camp.
ORIGINAL: cesteman
The camp issue has to do with the CSA hordes when playing the USA. It's just one of the ideas that came out for trying to stop massive CSA troops showing up. Cheers.