Randomizer
Posts: 1473
Joined: 6/28/2008 Status: offline
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quote:
ORIGINAL: Larry Reese Hello guys, I'd like to share my two cents on this. I think the costs of the fleets are appropriate. This would represent the cost, facilities, and infrastructure to home port the collection of ships in the fleet, procure, warehouse, and tramsport supplies and repair materials while the fleet is on station (particularly coal for the steam powered vessels), provide naval hospitals and the like to treat the wounded, and the staff, both ashore and afloat to coordinate everything and make it all work (both logistically, tactically, and operationally). But that's just me. LR If the Fleets represent infrastructure, specialized buildings in ports would more accurately reflect the costs involved. Collection of the ships is handled through the costs of building the ship units while coal and munitions costs are in the turn by turn upkeep costs for those same units. If that is not what it's for, why continually pay since it costs the same whether the ship is deployed or not? Unlike armies, the existance of a naval "staff" was vestigal at this point in fleet development. There was no fleet train, coal and consumables were shipped in chartered merchants to forward locations for trans-shipping to the warships or more frequently, the blockading ship would rotate to port on a schedule. FoF does not model merchant shipping at all, if it did it should cost something to transport ground units but this evolution is free in the game so there is no cost in gathering, chartering or modifiying the transports that carry the troops, horses and guns. Therefore, why should there be a one-time cost for assembling virtual ships that would not be attached to any particular fleet perminantly? Provided the warships were available, a squadron (read FoF Fleet) could sail easily within one turn and in the event delays in launching naval operations were virtually always due to factors modelled in the game already and that have little to do with the attributes that you apply to the fleet container units. A Civil War fleet in game terms is little more than a flag officer, a small collection of staff officers and ratings (often friends or family) and a mission so paying 20 Money and waiting two months for one to appear seems excessive in my view. It is easy to visualize what an army container might consist of, the large collection of sutlers, administrative personnel, vets and horse traders, camp followers, blacksmiths and logistics types that have been part of armies since Phillip of Macedon. For navies, even those at the cusp of mechanization as was the case during the Civil War, none of those are reflected in the Fleet container unit or its cost to build since they were already included in naval port infrastructure or were not relevant. For what it's worth, although I lowered the cost of fleet construction in money and time I also significantly increased the cost of fleet container maintenance per turn in Money and Iron just to reflect my interpretation of the actual factors involved. Cheers
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