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Weapons and Govenors

Posted: Sat Dec 23, 2006 7:49 pm
by Tobar
[&:]Weapons
Is there any guidance one could give as to the best choices for weapons for cav - arty and forts? I have a difficult time as the CSA deciding on weapon upgrades and really am not sure what each of the data categories at the top means....

[&:]Govenors
Since govenors often request - demand unnecessary things and difficult choices have to be made - what is the most likely downside of just continuing to ignore requests - I understand they become more opposed to you and I have seen some oppose money production etc....but what else?



RE: Weapons and Govenors

Posted: Sun Dec 24, 2006 12:12 am
by General Quarters
I am only in my second game, but when I see that upgrades beyond the first few have not only an initial cost, but a continuing "maintenance" cost, I get worried. I am always hard-pressed for money, and $2 a month for a modest upgrade is $48 a year for a single brigade. That could add up fast. So I tend to go for the best available that do not have maintenance costs.

On the other hand, I notice that Gil in his AAR regularly buys upgrades -- Lorenzes for his best shooters and top of the line artillery for key forts and a few ships. So my caution may be misplaced. I would be interested in knowing how others play this.

RE: Weapons and Govenors

Posted: Mon Dec 25, 2006 5:31 am
by Gil R.
For guns, see the Appendix to the manual, which explains what you're asking about.

As for governors, they can hurt or help you with regard to production of money or one of the three basic resources, diplomacy, research, and mustering/conscripting/impressing.