firepowerjohan
Posts: 378
Joined: 4/7/2007 Status: offline
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Bought the game a few days ago. The computer wargaming genre has been missing a good Civil War game and this one fills the void. I been playing a few games as the South and it is striking that the economy is what need to be improved in the game. 1) Even with poor economy setting, the economic growth is simply HUGE. The factory, mine, horse camp is what build the economy. If you have those 3 you can practically get all the rest. Since factor and mine cost 40 units and horse camp 30 units and they produce +2 (+4 for mine if having iron works though!) the leist productive of these 3 is factory which means 40 , +2 and that is 5% profit per turn. One year is 24 turns so 1.05 * 1.05 * 1.05 24 times will be 3.23! In 2 years it is 10.40, so you can get grow too fast. Even with poor economy option, the profit would be 0.75 out of the 5% so it means 3.75% proft and in 2 years that is still 5.85 which is still an enormous growth. 1 year(24 turns) ,, 2 years ,, 3 years 5% growth ,, 3.23 ,, 10.40 ,, 33.5 3.75% growth ,, 2.42 ,, 5.85 ,, 14.16 2% growth ,, 1.61 ,, 2.59 ,, 4.16 You can see that with the higher growth numbers, the conomy will explode in 1864. Solution should be that the resource bulding cost more so that they give less % profit. Another solution would be to make mansion and plantation ALOT more expensive and that would mean initially you can build economy fast but when your cities hit thier support limit you have a tough slow barrier to break to expand. A combo of both would be good. Solution Alternative a) mint, mine, horse camp, factory cost 100% more to build Solution Alternative b) mint, mine, horse camp, factory cost 70% more to build, mansion and plantation cost 100% more to build 2) Manpower There is no real manpower limitation since you only need men for new units? Correct me, but can I not reinforce hundreds of thousand casulties using camps without using a single "men" resource? I would LOVE to see manpower usage when reinforcing anda penalty system where say you have Richmond 10 pop Atlanta 5 pop Baton Rouge 2 pop When you reinforce it first takes from the largest richmond so Richmond will eventually be 9/10 pop then after that Atalanta will become 4/5 pop if you reinforce more Baton Rouge becomes 1/2 pop If you see 9/10 is 90% left so Richmond will have no manpower penaly Atlanta is 4/5=80% and gets a small manpower penalty next man they recruit Baton rouge is 1/2=50% so they will get a heavy penalty for future reinforcement. Worth to be noted is that the usage is in priority of those with highest % manpower left so baton Rogue large penalty will not bs used for a while since first Richmond for instance would need to be at 4/10 (lower than 50%) before Baton Rouge is used. The manpower penalty sets in and increases for new recruits depending on what you have left, so when Richmons is down to 4/10 for instance they will have quite a manpower penalty (quality?) since they are starting to recruit young men and old men instead of the prime manpoer, also they are forcing recruiting hence using the less motivated part of the population. Currently it is easier for south to reinforce than north since they have so much horses. Maybe camps should also cost some mint to build to somehow restrict this exploit (since soldiers want wages) and also REINFORCING SHOULD USE UP MANPOWER and there needs to be a manpower penalty when you recruit a too large part of your population. Worth to be noted is that since the economy is flexible, the horse advantage of south is more of a starting block effect, in long term you will build production of the resources you lack so it will even out. The total economy is what is important. Weapons and Mint work abit different since you cannot turn them into the other resources while you can use workforce, iron, horses producing weapons and mint.
< Message edited by firwepoerjohan -- 4/7/2007 2:49:28 PM >
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