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RE: Strength of both armies

 
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RE: Strength of both armies - 1/11/2007 9:34:05 PM   
Erik Rutins

 

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Chris,

It comes down to the following - you'll have to accept a little abstraction in your life. I think the different choices work from a game design/game balance standpoint and are close to historical. Although conscription is guaranteed to work, fast and cheap, I don't use it much because of the realistic risk of unrest. If it also took out of my economy as much as building a unit normally did, I'd never use it at all. Muster also has a plus in being less costly and a minus in not being guaranteed and in slightly reducing the governor's attitude - I'd say muster is still the best way to raise troops thogh.

Producing a unit economically starts out slower, but apart from the cost you have no risk and they come in with slightly higher quality. Once you crank up your economy, you can even produce in 1 turn. It's a matter of game choices modeling the historical choices, with some abstraction to give each choice a different set of trade-offs in the game.

You could also assume that some portion of the economy is already taking care of the associated fixed costs to these other choices and that you have charge of the "available" economy.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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(in reply to chris0827)
Post #: 61
RE: Strength of both armies - 1/12/2007 5:05:05 AM   
Queeg


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All games employ abstraction. The abstraction in FOF seems for more logical and well-conceived than in many games I've seen.

(in reply to Erik Rutins)
Post #: 62
RE: Strength of both armies - 1/12/2007 4:10:38 PM   
Mike Scholl

 

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quote:

ORIGINAL: Erik Rutins

Mike,

quote:

ORIGINAL: Mike Scholl
One thing the game totally lacks is "Volunteers". Lincoln called for an got tens of thousands of them after the Bull Run defeat, and the South made several "calls" as well. The game makes us pay for all the troops we recieve, then makes us pay to arm and equip them as well. "Conscription" didn't even exist on either side until 1862, and was a big political issue for both. And I'm still damned if I can see why "mustering" (as close to volunteering as the game gets) COST players problems with the Governors. The Governors got to appoint lots of their friends and cronies as officers for the new Regiments (that's where many of the lunkheads on both sides got their starts) and were usually happy to have a new unit mustered as it gave them additional "patronage".


I'm not sure I follow. The "Muster" in the game is the call for volunteers. You don't pay for them, they just show up. They come with Improvised weapons, which many units early in the war had - basically very old muskets, etc. To equip them with a new type of musket only costs 10 Guns per brigade, which isn't exactly a major hit. The -5 you get for each muster with the governor is not a major penalty at all. The game separately models the Governor "crony" appointments - those are to the Command and Logistical staffs of Divisions, Corps and Armies.

Conscription is a much bigger risk, but a 100% guarantee as long as you have Men. Honestly, I don't get how the game is far off from what you are requesting. Everything you're describing is pretty much already in the design in one form or another.

Regards,
- Erik



OK..., let's assume "muster" represents "volunteers". Bull Run was fought because the original 90-day volunteer regiments would soon be going home---and after the defeat Lincoln made a more rational call for "3-year or the duration" volunteers. Now in the game, troops never go home (though the sick and injured never recover either, so that might be a "wash"). But between July of 1861 and 1 January of 1862, the Union ranks swelled by about 390,000 volunteers (no conscripts, the Conscription Law hadn't been passed yet). In game terms, that's 130 Brigades "mustered" successfully. Of course, in the game "musters" aren't always successful, so that could easily mean 175 "muster attempts". Meaning that even with your "not major" -5 point penalty with the Governors, Lincoln would have lost 850 points in his relationships with the Governors in the game. That sounds pretty "major" to me. Not to mention finding enough manpower in the North to "muster" 130 Brigades in 6 months in the game, and still have an economy to build the Navy and infrastructure as well. I think you still have a problem trying to represent reality...

(in reply to Erik Rutins)
Post #: 63
RE: Strength of both armies - 1/12/2007 4:16:11 PM   
Erik Rutins

 

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Mike,

I was able to do almost exactly that, by using the provided options to increase the Union economy and turn off population modifiers.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Mike Scholl)
Post #: 64
RE: Strength of both armies - 1/12/2007 5:03:21 PM   
Twotribes


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And as I have pointed out, at that point you had gutted your population. Yet by 64 the Union had 4 times that number in uniform. Where are you going to get population for those increases?

Also as has been pointed out you totally ruined any standing you had with at least several of your Governors in order to muster that many troops. Pennsylvania and New York are devestated by muster and conscription, the Governor quickly becomes your worst nightmare if you muster heavily in those states ( one has 5 cities the other 3). I do it as I can, though I wont waste a muster attempt on anything under 70 percent usually.

Even assuming your 8k reinforcements every 2 weeks, thats only 192 thousand troops a year, so your still short over 1 million troops that simply can not be mustered, raised or conscripted, not to mention a navy ( ships take one population as well) tie in the new plan to tie population to replacements and it gets worse.

First thing I do is double ( at least) the manpower in every city on the map, both south and north. And I still turn off population tied to production.

Using the default economy even with power plus 3 the Union can not realisticly build whats necassary to approach anything historical. They may, by ignoring other things, get one part right, but that leaves a whole slew of things that cant be duplicated to anything approaching an historical level.

Take the method you use to promote generals. In order to have 4 4star generals ( which only gives 9 3 star and 18 2 star) you need 15 academies, that means the Union has to build 12 academies, thats 1200 money and 12 building slots that cant be used for anything else. And I would argue they need at least 20 academies ( allowing 6 4 star, 12 3star and 23 2 star Generals). I realize you are addressing this in a manner in the patch.

One needs to build at least 20 hospitals as well, and one needs more horse farms, mines and all this means more mansions as well. Not to mention the abysmal state of research, one must buy at least 8 to 10 research buildings as well. Also one needs probably 30 to 50 armories to have any chance to actually outfit his troops with anything other than blunderbusses, not to mention his navy, a few important forts, any siege artillery he buys ect ect. Tie this to the very low allowance for numbers of rifles allowed before beginning to pay out the nose for more.

Fortunately ALL of this is modifiable.

My point is all of the above, in my opinion, should be doable by the union by no later then mid 63, winter 63 at the latest. The horse drain makes this unlikely. One must also build at the very least 30 or more division containers and 10 corps containers. all costing horses the union doesnt have ( again I understand your addressing this in the patch)

Add to this if one allows european participation they can , at a random time, drop as much as 80 points of free research on the Confederacy and depending onluck they can do it repeatedly.

(in reply to Erik Rutins)
Post #: 65
RE: Strength of both armies - 1/12/2007 5:27:51 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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quote:

ORIGINAL: Twotribes
And as I have pointed out, at that point you had gutted your population. Yet by 64 the Union had 4 times that number in uniform. Where are you going to get population for those increases?


Well, I actually had recruited about 450k and had about 350k left. My production of camps and manufacturing centers put me in a good position to replace losses due to disease and attrition and maintain strength through the further rounds of recruitment. My production facitilies put me in a position to start cranking out a brigade per turn from my largest cities which had untapped manpower. As I posted earlier, I don't think I would have hit a million men, but 750k was well within reach. When you factor that as "available effectives", it's pretty darn close to the historical numbers and then you have to add in the garrison troops in FoF. The numbers are darn close.

quote:

Also as has been pointed out you totally ruined any standing you had with at least several of your Governors in order to muster that many troops. Pennsylvania and New York are devestated by muster and conscription, the Governor quickly becomes your worst nightmare if you muster heavily in those states ( one has 5 cities the other 3). I do it as I can, though I wont waste a muster attempt on anything under 70 percent usually.


None of my states felt "devastated". I turned population modifiers off, which meant that the manpower pool now represented the maximum "recruitable" population and would not eat into my economy as I depleted it. I had a few governors upset with me, but not to the degree you suggest. I was mustering 50% and above, but I was also trying to meet every governor request as far as new buildings or garrisons, which helped keep their attitudes up higher than the muster penalties alone would suggest.

quote:

Even assuming your 8k reinforcements every 2 weeks, thats only 192 thousand troops a year, so your still short over 1 million troops that simply can not be mustered, raised or conscripted, not to mention a navy ( ships take one population as well) tie in the new plan to tie population to replacements and it gets worse.


I was well over 8k from my camps by the time I won and I was mainly building Frigates to fill out my navies, as they blockade as well as ships.

quote:

Using the default economy even with power plus 3 the Union can not realisticly build whats necassary to approach anything historical. They may, by ignoring other things, get one part right, but that leaves a whole slew of things that cant be duplicated to anything approaching an historical level.


I was able to build up my army, build up artillery and cavalry, build up navy. I did turn of European Diplomacy to free up funds for this, my settings are all in the historical test thread.

quote:

Take the method you use to promote generals. In order to have 4 4star generals ( which only gives 9 3 star and 18 2 star) you need 15 academies, that means the Union has to build 12 academies, thats 1200 money and 12 building slots that cant be used for anything else. And I would argue they need at least 20 academies ( allowing 6 4 star, 12 3star and 23 2 star Generals). I realize you are addressing this in a manner in the patch.


Yep, already addressed in the patch.

quote:

One needs to build at least 20 hospitals as well, and one needs more horse farms, mines and all this means more mansions as well. Not to mention the abysmal state of research, one must buy at least 8 to 10 research buildings as well. Also one needs probably 30 to 50 armories to have any chance to actually outfit his troops with anything other than blunderbusses, not to mention his navy, a few important forts, any siege artillery he buys ect ect. Tie this to the very low allowance for numbers of rifles allowed before beginning to pay out the nose for more.


I did fine in all those categories, but that did include some "next patch" cost reductions to containers and fleets which also helped and may have made the difference between your test and mine.

quote:

Fortunately ALL of this is modifiable.


Very true, though I think in the next patch at the defaults, less will need to be for those that want to really crank things up.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Twotribes)
Post #: 66
RE: Strength of both armies - 1/12/2007 5:58:49 PM   
Mike Scholl

 

Posts: 9349
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From: Kansas City, MO
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quote:

ORIGINAL: Erik Rutins

Mike,

I was able to do almost exactly that, by using the provided options to increase the Union economy and turn off population modifiers.
Regards,

- Erik



But to do so, you had to "turn off" the population modifier. Which suggests that the populations are inadequate in the game compared to IRL. You had to use "conscription", which didn't exist in 1861 on either side. And you haven't mentioned what kind of "hit" you took with the Governors....

What I'm saying Eric is that to "manipulate" the system into producing historical numbers, you are having to turn off or ignore some of the other historical options. Which suggests that a lot of the "base data" is incorrect and needs adjustment. I like playing with the population modifiers and other historic restrictions which add flavor to the game. So I would also like to be able to get historical results without having to abandon them.

(in reply to Erik Rutins)
Post #: 67
RE: Strength of both armies - 1/12/2007 6:03:24 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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Mike,

Right - going into this, we didn't realize that there would be so many requests to change the scenario rather than changing the options to modify the gameplay. That's why we're asking for input on changes to the default November 1861 scenario as well as working on an updated July 1861 scenario for the next update.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Mike Scholl)
Post #: 68
RE: Strength of both armies - 1/12/2007 6:11:05 PM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline

quote:

ORIGINAL: Erik Rutins

Mike,

Right - going into this, we didn't realize that there would be so many requests to change the scenario rather than changing the options to modify the gameplay. That's why we're asking for input on changes to the default November 1861 scenario as well as working on an updated July 1861 scenario for the next update.

Regards,

- Erik



Fair enough. But I hope you see now why I kept harping on getting the "basic scenario" right to start with (no matter how one-sided that would make the game). It's much easier to build on a correct and solid foundation, no matter what direction you want to go. "Working backwards" is always a pain-in-the-posterior. Hopefully all will come out right in the end.

(in reply to Erik Rutins)
Post #: 69
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