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Income broken

Posted: Fri Sep 20, 2013 4:27 pm
by Jim D Burns
I think the income system is broken or something. In my game it’s early July 1862 and I have had almost no income for the union since near the end of 1861. I have over 4000 manpower stockpiled because I have had no money to buy stuff with. I couldn’t find a save folder to upload a game, so here’s a screenshot of the money rollover. The -200+ for historical options has been a persistent penalty for months with no explanation of what the heck it is.

Also I am still unable to form any corps, I thought that was supposed to be allowed after about March 1862.

Jim

Edit: Thinking about it some more, I did buy a bunch of Militia in January 1862 (I saved up in case of an event that might send militia home at year end), but since then I have had no real income to speak of due to the huge historical options penalty every turn. I have no idea what it is from but perhaps the volunteers (I chose pay $1.00) or conscription events have something to do with it?



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RE: Income broken

Posted: Fri Sep 20, 2013 6:25 pm
by Boomer78
Have you done much arsenal/armory building? Perhaps industry has something to do with it. I'm in early '62 with a Confederate campaign and I've got the same problem. I've got over 2,000 manpower, but hardly any money at all. That seems like it would be normal for the south, only you're also having the problem as the Union. Maybe income levels need to be tweaked a bit.

RE: Income broken

Posted: Fri Sep 20, 2013 8:04 pm
by Gilmer
Did you pay any premium for enlistments? That happened to me in Beta due to paying premium for people enlisting.

RE: Income broken

Posted: Fri Sep 20, 2013 8:09 pm
by Twotribes
ORIGINAL: H Gilmer

Did you pay any premium for enlistments? That happened to me in Beta due to paying premium for people enlisting.
He has it set to 1 dollar. So he must have hired 269 ?

RE: Income broken

Posted: Sat Sep 21, 2013 4:38 am
by Jim D Burns
Early on I noticed many of the artillery pieces could not be placed on map, so I assumed I needed to do some industry building. I played all the early industrial options except the one that cost 500 dollars, yet I still cannot place many of the artillery pieces like the West Virginia ones for example.

As to enlistments I played the volunteer option twice in game, both times I spent $1.00. After 1862 the partial mobilization option came up and I played it once. No new recruitment options have come up in a while, but given that I have 4k+ in manpower saved up I don’t need any more of those options lol.

I’ve chosen to play the money options whenever they were available, hence the 6% inflation. At best an option brought in $400, I’ve never seen an increase to the amount of money brought in by the options the way you saw occur in the first game.

Finally the -269 penalty has been occurring every turn for about 6 months (not sure if the amount has changed at all but it has been over 200 consistently), so whatever it is it is what is bankrupting me.

Jim

RE: Income broken

Posted: Sat Sep 21, 2013 9:17 am
by comsolut

[quote]ORIGINAL: Jim D Burns

Also I am still unable to form any corps, I thought that was supposed to be allowed after about March 1862.

Same here, May 1862 as CSA and I cannot form any Corps with two or three star generals.

RE: Income broken

Posted: Sat Sep 21, 2013 9:22 am
by comsolut
Just saw this on the AGEOD site:

As for corps, in the testing corps could be formed from initial patch to patch 0.99 without problems. When we got patch 1.0. few days before release, there seemed to be a bug preventing them to be formed. This bug was corrected in subsequent beta patch, but I do not know if that made it to release version. Things like that are often in beta patches. For example, in latest beta patch troops cannot board ships for some reason. So it is always a game you fix 2 things and break one thing in the process. It is an iterative process that will eventually converge to clean bug free game
The problem is when you publish a date of release, and you are obliged to release it even if it isn't polished to the end. That is why first patch is not released to the public although some things you requested are already fixed. The game is definitely playable (no hard crashes) if we are willing to turn a blind eye to some glitches which will soon be corrected. After all, we waited for this game a long time. AACW2 wishlist thread came up few years ago, we can wait a week more for a fully polished game.

RE: Income broken

Posted: Sat Sep 21, 2013 3:22 pm
by Pocus
Beware, you won't have enough money if you don't use the historical options, this is mandatory to win the war. Check the ledger for them.

Also, be careful with the 'pay premium to volunteers', it can dry out all your money! [;)]

RE: Income broken

Posted: Sat Sep 21, 2013 5:32 pm
by Jim D Burns
ORIGINAL: Pocus

Beware, you won't have enough money if you don't use the historical options, this is mandatory to win the war. Check the ledger for them.

Also, be careful with the 'pay premium to volunteers', it can dry out all your money! [;)]


I have played every historical option for money that has come up. The problem I am having is the fact I'm getting -250+ a turn for over 6 months now. What is causing that? Does the premium get charged every turn forever? The option for volunteers has re-appeared in my ledger, yet I'm still losing -260 -270 every single turn.

Jim

RE: Income broken

Posted: Sat Sep 21, 2013 6:08 pm
by Moltrey
Well guys, in all my time with the first AACW game I NEVER used paying a premium. Basically you just bought mercenary troops that you end up paying every turn. Not worth it. You have to build up your troops slowly and build your infrastructure. Don't expect to be able to field huge forces early in the game.

Try starting without paying a premium, always keep some money in reserve and be conservative on how much to push inflation when making choices. While pertinent to the first game, I don't believe the second game has changed so much that these guidelines no longer apply. Based on the posts above I'd say they are just as important as Pocus pointed out.

RE: Income broken

Posted: Sat Sep 21, 2013 6:25 pm
by Boomer78
Thread title - 'income broken'

Kinda laughed at that title name. Boy, aren't they these days? The other day a guy asked me if I wanted some free advice. I told him no, I couldn't afford it.

Sort of serious though, I don't even need mobilization. By mid '62 it's hard to not to have at least 2,000-3,000 manpower available, but hardly any money.

RE: Income broken

Posted: Sat Sep 21, 2013 6:40 pm
by Jim D Burns
Yeah I finally dumped my game and will wait for a patch. The last couple of turns my negative income jumped to over -600 with no explanation why. I had chosen nothing from the ledger so that couldn't have been the reason, something is broken with the income logic or the events.

As to not using the option... If the option breaks your game why put it into the game? After all I only chose the $1.00 level, imagine if I had taken it to $2.00 or $3.00...

Also in the original game you paid the premium once when it was played to increase the number of volunteers you got. You did not pay it every turn forever.

Jim

RE: Income broken

Posted: Sat Sep 21, 2013 6:55 pm
by mikeCK
Yeah...this and the corps forming bug means I will wait for the patch. In another thread Pocus mentioned that a hotfix is coming very soon so hopefully these will be addressed