Q-Ball
Posts: 7336
Joined: 6/25/2002 From: Chicago, Illinois Status: offline
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quote:
ORIGINAL: Ol Choctaw I just finished a game as the Union vs. the AI. I was doing my best to take it slow and let it respond to my moves. I thought I was way behind in troops. The only trouble was that when I leisurely laid siege to Richmond in the winter of 61 and waited to the CSA to respond. They didn’t. It surrendered early Feb 62. It turned out that I had 7 times the manpower. It was not blowing money on the weird and unnecessary either. It is not so much the Union being overpowered as it is the South is much underpowered. Halving the resources from Richmond early on, or for ever, is too much with the other changes made. A human may do a better job of concentrating his forces at key moments or locations but in the end they will just be swamped, and I don’t mean in 64. I do think the last changes were a bit of an overcorrection; a move in the right direction, for sure, but a bit of an overcorrect Eventually, the CSA should get swamped. It takes awhile to move, but once moved, I wonder if there is a snowball effect, since the US can use any production it takes away from the South, even the recruits. I would recommend a handful of changes: 1. Un-Blockade Richmond. As others have said, Tredegar works doesn't care if there is a blockade 2. Add $1 to per turn take for each Plantation. One thing about the Plantations, they are mostly placed far inland where it's difficult for the Union to get to them. (Don't add $1 to the Farmlands, though) 3. CSA is short of early 2* leaders. Auto-promote Hardee, Bragg, and Van Dorn. This was not done before for balance purposes, but I can see no reason not to do so now. All 3 were early Corps commanders prior to any battle experience
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