Page 1 of 1

Economy

Posted: Mon Jul 20, 2015 2:30 pm
by sven6345789
I am thinking about buying the game.
How does this game model the economy ? ( inflation, loans and the like)?
How do you build units? I knew the old game ? What has changed?

What about the blockade? Do you build and purchase every single ship or is it abstracted?

What are the main improvements compared to civil war I?

RE: Economy

Posted: Tue Jul 21, 2015 6:18 pm
by Symple
If you are familiar with the old game, ACW, then much will be familiar. Command and control, leaders and supply will feel very much the same. Because the underlying engine has been substantially updated and changed many different features are included.

One of the major difference is the economic model. How the building of structures to create War Supply functions is wholly new. Once built, these structures (factories, arsenals and such) add capacity to each faction. Money is obtained in several ways. Primarily though bonds, taxes and printing. Bonds and taxes primarily consequence, besides raising money, is upon National Morale. Of course printing money does have an inflationary consequence. In addition, Union shipping, blockade runners and CSA naval raiders bring in extra revenue.

For me the major change is the old game had a production system based upon penalties for new production and I could never really ever figure it out. The new game uses an economic system which is logical and pretty intuitive.

The blockade is not abstract, but you can select the level off player management you desire. If you wish to actively play the blockade game, you can. If you prefer to let the game handle the turn to turn details, you can do that, also. Many ships are built in squadrons, especially blockade ships. Most ships are individual ships, but you build all ships not scheduled in the early game or requisitioned.

This game uses the 'card' options now in many newer AGOED games. These provide a range of options for economic development, drafting and requisitions, Copperheads and Southern Unionists as well as other military decisions.

But what most pbem players love in this game is a new leadership activation option. It is called Veteran Activation. All leaders start as if active during the planning phase. Only once both sides have made their plans and the turn resolution has begun do the activation rolls occur. This feature really makes leadership an even more important and challenging criteria in the game.

Also, the Far West is included for those of you who have wanted to re-fight the Battle of Glorieta Pass.

As I have said to others, this is the American Civil War game for which I have been waiting since I put away board games and shift gaming to the computer.

RE: Economy

Posted: Tue Jul 21, 2015 6:59 pm
by sven6345789
Thank you very much for taking the time to answer all my questions in depth.
Guess I will give it a try.

RE: Economy

Posted: Tue Nov 03, 2015 12:45 am
by GamesaurusRex
And after the South builds all these new supply points, they all fall into the hands of the Union because the South has no way to destroy them before they are taken... Anyone else see this as a problem in the game's design ?