Alex Gilbert
Posts: 140
Joined: 9/20/2002 From: New York City Status: offline
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quote:
ORIGINAL: von Beanie Thinking about the preceding comments from the Union perspective...if the disease option is turned on I believe the North should automatically start with several more camps because they cannot come close to replacing the disease losses in 1862, much less build their armies larger. If the disease option is turned off, then many fewer Union camps are needed. I would assume the same applies to the South as well. One solution to the camp problem might be to make each camp supply 200 or 250 replacements per turn before June, 1862, then gradually increase the amount of replacements a camp produces each turn. Assuming that the Union is gradually taking southern territory, the south might be able to maintain their base replacement level while the Union side expands much quicker as they take the southern camps and horses. This should make the south hesitant to build too many camps early on as it could theoretically lead to a quicker defeat. But whatever changes are made, in my opinion the south should never be able to get more than 4000 to 5000 replacements per turn. As the game stands now, the North does not have the horses to build more than one camp every two or three turns, and that is not enough to offset the disease losses in 1862. I want to expand on this idea. (this might not fall within the realm of this patch as it would require additional code) Perhaps there should be a multiplier for the camps based on the date. Thus camps produce 500 replacements times the yearly modifier. In 1861-62 it would be 1.0, in 63 it would be 0.8, in 64 it would be 0.5, in 65 it would be 0.3 or something like that. The numbers are clearly open to adjustment. This would preserve the general flavor of the growing manpower crisis that the south faced in 1863-65. I am against setting a firm limit on the number of camps, because I think that is one of the interesting strategic decisions for the player to make. You could certainly make the argument that the South COULD have had higher manpower levels if they had instituted a draft etc, so I think there is some justification for this. I think that this type of system also increases the strategy involved, as early camps are worth much more than camps built later--and this puts more pressure on the south in their initial build decisions. (perhaps there might even be a tech advance for "more efficient drafts" or something to improve the modifier) To reflect the North's abundant manpower, they could have either a straight 1.0 modifier, or at least less of a late penalty to their camps. Again, I leave this to those who know the period better than I do. The other advantage is in terms of game balance. I think it is important to maintain some balance, and as the modifiers would affect the late game only, this modification does not allow an early Union steamroller effect. Alex
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