Kentucky's Neutral Status, Naval Engineers and Training Officers
Posted: Tue Oct 09, 2007 9:18 pm
Is there some rule related to Kentucky's initial neutrality that I somehow missed in the manual?
I ask because, playing as the confederate player, I took Bowling Green on the fourth or fifth turn. When I did, Kentucky went completely Union on me! Most regions had been under CSA control at the start of the turn, but at the end of the turn, just about everything had gone over to the Union.
I would understand this shift in sides. (I had just attacked and taken one of their cities - so they'd obviously be pissed off and all.) However, the manual mentions nothing about this rule. Did I miss something in the manual, or is this yet another instance of an important rule that is not described in the rule book? [:@] (Or, to be politically correct, is it another one of the so called "features" of the game?)
Second question - what is the purpose of naval engineers? I just captured Norfolk and a unit of them appeared in the region. What do they do/how do I use them?
Third question - what exactly, in game terms, does the "training officer" attribute do? It says that it allows the leader to train up to two "conscripts" to "regular" soldiers in a given turn. Yet again, I was unable to find anything related to "conscripts" and "regular" soldiers in the manual. How can these manual authors be so incomplete as to give a particular rule (this attribute) and not define the terms in it? [&:]
In any event, I thought I'd experiment a bit and assumed "conscript" may mean "militia". So, I recruited a bunch of Union militia units, moved them to Cincinnati and joined them with the Union commander who starts there and has the "training officer" attribute - McClellan I believe. And I waited. And waited. And waited. After several turns, nothing happened (even after the leader became unlocked). Apparently, my experiment was a flop - "conscript" and "militia" are not synonymous.
What's the deal with this attribute?
I ask because, playing as the confederate player, I took Bowling Green on the fourth or fifth turn. When I did, Kentucky went completely Union on me! Most regions had been under CSA control at the start of the turn, but at the end of the turn, just about everything had gone over to the Union.
I would understand this shift in sides. (I had just attacked and taken one of their cities - so they'd obviously be pissed off and all.) However, the manual mentions nothing about this rule. Did I miss something in the manual, or is this yet another instance of an important rule that is not described in the rule book? [:@] (Or, to be politically correct, is it another one of the so called "features" of the game?)
Second question - what is the purpose of naval engineers? I just captured Norfolk and a unit of them appeared in the region. What do they do/how do I use them?
Third question - what exactly, in game terms, does the "training officer" attribute do? It says that it allows the leader to train up to two "conscripts" to "regular" soldiers in a given turn. Yet again, I was unable to find anything related to "conscripts" and "regular" soldiers in the manual. How can these manual authors be so incomplete as to give a particular rule (this attribute) and not define the terms in it? [&:]
In any event, I thought I'd experiment a bit and assumed "conscript" may mean "militia". So, I recruited a bunch of Union militia units, moved them to Cincinnati and joined them with the Union commander who starts there and has the "training officer" attribute - McClellan I believe. And I waited. And waited. And waited. After several turns, nothing happened (even after the leader became unlocked). Apparently, my experiment was a flop - "conscript" and "militia" are not synonymous.
What's the deal with this attribute?