Two questions (Full Version)

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DaveP -> Two questions (6/4/2009 10:09:32 PM)

I have two questions I would like to ask of you experienced players.

1. For the anti-privateer function of frigates, do the ships need to be part of a fleet, as a lone unit, or either?
I am playing as Britain and I have tried both ways and seem to be unable to kill any privateers. Is it just bad luck or am I doing something wrong?

2. I am slightly confused by the mobilization limit. My mobilization report reads 35/31 (Britain, 1792), and yet I can still build units. Here are some (maybe) relevant facts: I have not purchased any of the mobilzation upgrades. I have conquered Portugal and have gained the Danes and the Dutch as protectorates. I just obtained the Swedish fleet in one fell swoop when I took Stockholm while blockading it.

I thought the mobilzation limit was a hard limit, absent the upgrades. Am I incorrect.

Thanks for any help you can offer.
Dave




moose1999 -> RE: Two questions (6/5/2009 10:22:17 AM)

1) Private hunting frigates need to be un-attached, i.e. not in a fleet, to be most effective.
If attached to a fleet they'll still have a chance to intercept pirates but the chance grows if they're independent.
And the more frigates you use the better.

My experience is that to engage enemy privateers and merchants you need to use unattached frigates too.
Fleets won't enter detailed combat with merchants/privateers, I think (but frigates attached to the fleet will still have a chance to kill privateers).

There is an anti-privateering report available detailing all anti-privateering action of the turn. It's the last entry on the combat report.





Hard Sarge -> RE: Two questions (6/5/2009 1:33:42 PM)

the patch will change how the Frigates work on this, so I won't say anything

Mob Limit is a little odd, it is what you can build, but you can capture past your limit, plus there are ways to make it grow, and not all Milit and what not count, so it can be confusing





steveh11Matrix -> RE: Two questions (6/5/2009 9:17:43 PM)


quote:

ORIGINAL: Hard Sarge

the patch will change how the Frigates work on this, so I won't say anything

Mob Limit is a little odd, it is what you can build, but you can capture past your limit, plus there are ways to make it grow, and not all Milit and what not count, so it can be confusing



Regarding just the limit itelf:
Is it "Set" or is it calculated?
If set, where?
If calculated, how?

Steve.




Mus -> RE: Two questions (6/5/2009 9:24:19 PM)

I believe its calculated somehow, because I have seen it increase in one of our PBEM games with me as Britain.  As Ive taken over certain provinces, my mobilization limit went up a little.




DaveP -> RE: Two questions (6/6/2009 3:20:31 AM)

Thanks to everyone for their replies. 

A follow-up on the mobilization question, do protectorate troops count against the mobilization limit?

Thanks,
Dave




steveh11Matrix -> RE: Two questions (6/6/2009 1:49:15 PM)


quote:

ORIGINAL: Mus

I believe its calculated somehow, because I have seen it increase in one of our PBEM games with me as Britain.  As Ive taken over certain provinces, my mobilization limit went up a little.

Which leaves the question of how it's calculated, and if it's moddable?

Steve.




morganbj -> RE: Two questions (6/7/2009 1:24:13 AM)

Check the Modder's guide.  It will tell you which file the unadjusted mob limit is in.  It's easy to change.




steveh11Matrix -> RE: Two questions (6/8/2009 9:28:55 AM)

Thanks!




dude -> RE: Two questions (6/8/2009 5:53:50 PM)

Mob. Limit:  It starts off at a set value (different for each nation) but is increased by a certain amount for every x/$ per province (including captured provinces).  I don't recall for certain what the value is... I thought it was in the rules somewhere.  Protectorates do not increase this value but then again their units count against it.  As bjmorgan states there is a file you can modify to change this starting value (I think it's players.txt).  (If you are really daring you can actually change the value mid game by editing the save game file but it's a lot tricker to find and edit. )




morganbj -> RE: Two questions (6/9/2009 1:53:05 PM)

The mob limit is the numer of units that can be built by a player.  It is modified by an event that increases it by 10%  Feudal levies, colonial militia, and the like are not subject to the limit.  They count in the total, but they arrive even after the limit is reached.  So, what thet means is that if you have a particular need for a special unit (e.g., Guards, Horse Artillery), buy it early or not at all.  Once your levy begins, you'll quickly reach the mob limit and will be unable to buy a unit on your own.  This is true, unless, of course, you want to disband enough of your other units to get you below the mob limit.  That can be devastating if you are well over the mob limit.  I always play games that go 23 years.  Usually at about year 15 or 18 my units in play are almost twice the mob limit.

Dude, it looks like you're mixing the inefficiency cost of purchasing units too quickly with the mob limit.  They are not directly related to each other.




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