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QUESTION ABOUT UNREST-PARTISANS

Posted: Sun Jun 15, 2008 11:57 am
by XLegion
OK, quick comment - Love the game!!!

I'm having trouble keeping Maryland and Missouri "Pacified". I have read the manual about "keeping them down" via garrison units but mine don't seem to have any effect. The two numbers divided by the slash indicated the number of raiders and the other number is supposed to be the garrison requirement??? Not clear on this, but it seems that no matter how many troops I put into an area there is always unrest and partisans. Help!!!


RE: QUESTION ABOUT UNREST-PARTISANS

Posted: Sun Jun 15, 2008 12:36 pm
by Erik Rutins
The number on the left is the required garrison. The number on the right is your current garrison. Always keep the number on the right equal or higher than the number on the left if you want to keep things calm. In some cases once trouble starts, you need more of a presence to get it back under control.

Regards,

- Erik

RE: QUESTION ABOUT UNREST-PARTISANS

Posted: Sun Jun 15, 2008 1:05 pm
by PyleDriver
Lets use St. Louis for example. It requires 4 units to garrison. For every unit your short it goes up by 1. So say you only have 2 there 1 month, it will go to 6 required. If you bring in the 6 units it will go back to 4. It will never go below 4 as thats pop of St.Louis. Hope that helps...

[8D]
Jon

RE: QUESTION ABOUT UNREST-PARTISANS

Posted: Sun Jun 15, 2008 8:29 pm
by PyleDriver
The view nation toggle on the top tool bar lets us know requirements for garrisons. When you get in the CSA states theres also an addition requirement to guard resources, and the rules change. Theres one for each population, one for each resource, plus one. So a city with 1 pop and 1 res, also require a plus 1, which require 3 units to garrison. This eats up the Union army just to keep the rear in order...

[8D]
Jon

RE: QUESTION ABOUT UNREST-PARTISANS

Posted: Tue Jun 24, 2008 1:22 am
by Treefrog
The critical garrisons are the ones that guard the raillines and supply depots.

If you don't need a supply depot anymore, tear it down. The supplies will go back into you pool. If it was built by an admin "6", it only cost you 2 supplies to build it, well worth the initiative bonus you supposedly got from the depot.

Eventually partisans may rise and you'll lose control of the region with consequent political point adjustment. But by definition, by the time this happens you've already moved four or more regions deeper into the south, tearing them a new one by occuping their factories and population centers, so who cares if you lose a few political points: you are destroying the south's ability to make war.

RE: QUESTION ABOUT UNREST-PARTISANS

Posted: Tue Jun 24, 2008 2:29 am
by PyleDriver
Here's a hint, don't try it. Leave garrisions behind...

[8D]
Jon