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Build defensive works - 9/27/2013 5:42:03 PM   
USSLockwood

 

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Does anyone know the requirements for building defensive works? Playing as
the Union, I can build them in Fairfax, VA., but not in Baltimore.

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RE: Build defensive works - 9/27/2013 5:45:00 PM   
Toro12

 

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A supply wagon and four artillery units. I usually select light artillery, but any will do. Group them together into one unit and the option is in the construction area.

Oh, and I believe a river transport still works in place of the wagon unit (at least in CW1 it did; haven't tried it in CW2 yet).

< Message edited by cassmj -- 9/27/2013 5:47:09 PM >

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RE: Build defensive works - 9/27/2013 5:46:03 PM   
Toro12

 

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From: Covington, KY, USA
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But, don't be hasty! I've built four forts already, and only one of them is really needed. With the cost of units, be selective! Also, Fairfax gets one automatically, so don't start building one there or in DC right off.

< Message edited by cassmj -- 9/27/2013 5:48:11 PM >

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RE: Build defensive works - 9/27/2013 5:50:50 PM   
Pocus


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here are the constraints

MinControl = 25
MustHaveInThisSUFamily = $famElite|$famLine
MustHaveNumQualify = 3
CityMinLevel = 1

if this is too geeky, I can translate

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RE: Build defensive works - 9/27/2013 5:54:35 PM   
USSLockwood

 

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quote:

ORIGINAL: Pocus

here are the constraints

MinControl = 25
MustHaveInThisSUFamily = $famElite|$famLine
MustHaveNumQualify = 3
CityMinLevel = 1

if this is too geeky, I can translate


This is for the 'defensive works' card accessed via the f12 key?

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RE: Build defensive works - 9/27/2013 6:49:43 PM   
Pocus


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yes it is, I'm reading the description of this regional decision thru its file definition

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RE: Build defensive works - 9/27/2013 6:50:44 PM   
USSLockwood

 

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Ok, thanks. I assume that at least 3 brigades of
elite/regulars must be present in order to
'play the card'?

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RE: Build defensive works - 9/27/2013 9:36:44 PM   
Ace1_slith

 

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Did you know if you select debugging mode in the options screen, you can view the info you were seeking for every regional decision via tooltip.

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RE: Build defensive works - 9/27/2013 10:51:06 PM   
Rekm41


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From: Canada EH!
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That might be handy. Good suggestion.

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RE: Build defensive works - 9/28/2013 9:20:06 AM   
Pocus


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no, just 3 infantry elements. A brigade might suffice.

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RE: Build defensive works - 9/30/2013 4:33:54 AM   
thebigJA

 

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Joined: 3/19/2011
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quote:

ORIGINAL: Ace1

Did you know if you select debugging mode in the options screen, you can view the info you were seeking for every regional decision via tooltip.


That really, rather obviously, ought to be in the tooltip to begin with. It's precisely the sort of extra information the concept of the tooltip is designed to impart. It's puzzling you'd need to turn on all the debugging info to see it.

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RE: Build defensive works - 9/30/2013 6:42:12 AM   
Ace1_slith

 

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Well, this is open to debate and personal preference. I, personally think the massive tooltips you get in the debug mode whould flood the new player with a wealth of information, all of which is not needed. He would get the feel this is all too complicated, but it is not. I know I had this feeling when I first saw the debug mode tooltip, so it is maybe better to see it only from time to time, not all the time. I do not need to be mechanic to know how to drive a car. It is intuitive for me that defensive works cannot be built by few militias, larger force is needed. Of course a line or two can always be added to the tooltip in the game. I am sure developers will listen to you if you propose another more infromative, yet short enough tooltip text

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RE: Build defensive works - 9/30/2013 2:00:28 PM   
USSLockwood

 

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Ace, when you refer to debugging mode, is that listed as error logging? Otherwise I
don't see an option for debugging in the options screen. I'm running the beta patch
by the way.

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RE: Build defensive works - 9/30/2013 2:56:27 PM   
Ace1_slith

 

Posts: 340
Joined: 9/24/2013
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That is correct.

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