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How to build Guard
Posted: Sat Jun 27, 2009 7:01 am
by guctony
Hello to everyone.
I just bougt the Cof. EG. and playing all the time. And I have some questions that I coudnt figure out how to do.
1) First of all I want to build guards. And they require lots of textile. And textile is automaticly consumed By population once it is above 100 in stock. So what is the catch how can I stock high level of Textiles.
2) There is a military contruction cost number at the right hand corner in main screen. Which goes up when more units pruduced which in turn increseses cost of unit in terms of its prequisite material. How can I lower this value. "By more Barracks maybee !!!!!!!!"
3)I start playing in 1792 and after some point "usually when I defeat Austria around 1794." Historical events stops and I never have Napoleon or many other leaders. How can I evade this. The historical events are the far most important aspect which make game for me interesting.
RE: How to build Guard
Posted: Sat Jun 27, 2009 10:27 am
by evwalt
I believe that the price per unit goes down automatically each turn, VERY slowly.
Also, if you are looking to take a try with other players (all new at PBEM), go over to the opponents wanted section and see the "Danish Anyone?" thread.
RE: How to build Guard
Posted: Sat Jun 27, 2009 12:56 pm
by morganbj
Textiles over 100 are consumed by your population like luxuries. So, if you have a huge population, it will take a larger number of textiles above a hundred before this will happen. I've not ever formally done any testing/calculations, but it seems that if your population consumes luxuries in units of, say 55 per turn, then you will only lose textiles the turn after you accumulate 155 textiles.
My guess is that smaller countries are just out of luck (Sweden/Spain) unless they can expand their economies/provinces/population to the point that they can actually have enough textiles for the purchase, based on the above logic.
Of course, you could always just mod the textile costs in the proper game file and make it easier for everyone (the AI) to buy them. The rule was put there to make it very difficult for guards units to be created; early on there were just too many of them floating around. But, maybe now there areen't enough. I think the rule is ok as it is, but I certainly understand your frustration with it.
In retrospect, I wish that guards units were created by expending experience points (and other resourcepoints, of course). The number of points would have to be very, very high, but that might actually have been a better strategy. ANd, of course, I may be alone in that opinion. But, as I said, it works pretty good now.
RE: How to build Guard
Posted: Sat Jun 27, 2009 1:20 pm
by guctony
Thanks for the repy.
I think I am also happy as it is. Being hard on producing Guards unit. But what about unit cost rising after a point. making it extra hard. How can it be reversed again. Only waiting it cool down
Thank for the repy again.
RE: How to build Guard
Posted: Sat Jun 27, 2009 2:44 pm
by evwalt
My complaint about the automatic consumption of textiles is that it is VERY difficult (practically impossible?) to build things like Guard and Diplomats for the smaller countries.
Maybe a way to reduce that, if possible, would be to reduce the cost of specialized (ie. limited) units like Guards and Diplomats would be to REDUCE their cost (say by 5%) if built in a province where their necessary building was above a certain level, say level 6.
For example, Guards require barracks to build. They cost the normal amount if built in a provence with level 6 barracks or below. In a province with a level 7, the price is reduced by 5%, all they way up to a maximum of a 20% reduction at a level 10 barracks.
You could use the same things for the other limited units (ie. Diplomats and Courthouses, Ships and Docks).
RE: How to build Guard
Posted: Sat Jun 27, 2009 10:21 pm
by morganbj
Actually, the intent of the rule was to keep guards from proliferating. But, maybe the rule is too strict. Look at the Modder's guide and see what you can tinker with. I know costs can be adjusted, but maybe there's something else possible. I don't remember. Maybe you can make a change that improves the game. If so, tell everyone what you did in the Mods/Scenarios forum.
RE: How to build Guard
Posted: Sun Jun 28, 2009 12:29 am
by ShaiHulud
Firstly, when you create a Guard unit you are not recruiting NEW troops, but, cherry-picking experienced troops from ALL your units. Hence, one Guard unit reduces ALL your units morale by .33. Should you create, say, a Old, Middle, and Young Guard, you'd drop all your other units by a whole point in morale. Clearly, Guards, while very cool and so historical, have their drawbacks. Anyway, devising complicated formulas for building Guards is not needed because the cost in materials and morale is already an abstract method used, mainly, to inhibit ahistorical numbers of such.
Napoleon won't appear in the 1792 scenario. However, you'll have him from go in the 1796 and later scenarios.
There's not much in the way of historical events as in,say, Europa Universalis. Those you do see are computer driven. That is to say, you never get to choose whether or not to behead le Roi, etc. The Revolution comes and you get to deal with its consequences. Nothing more.
RE: How to build Guard
Posted: Sun Jun 28, 2009 6:53 am
by moose1999
I don't think I've ever some across a guard unit created directly by the AI (i.e. a guard unit not in the game at game start).
So, yes, the rules might be a bit strict.
[Deleted]
Posted: Fri Nov 06, 2009 8:26 am
by Anonymous
[Deleted by Admins]
RE: How to build Guard
Posted: Fri Nov 06, 2009 8:34 am
by Mus
ORIGINAL: briny_norman
I don't think I've ever some across a guard unit created directly by the AI (i.e. a guard unit not in the game at game start).
So, yes, the rules might be a bit strict.
AI is smart and knows Guards are a waste.
[:D]
I agree the textile costs are too high.
RE: How to build Guard
Posted: Sat Dec 05, 2009 2:17 am
by Steely Glint
ORIGINAL: Mus
AI is smart and knows Guards are a waste.
The AI isn't that smart. Even I figured that one out on my own.