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Spruce

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well,

I know I'm kicking in an open door by starting yet another civil war thread.

The reason? Well, during the last weeks I got hooked on to this nice game about the american civil war. Some sites quote it to be the best simulation about the civil war.

I'm also convinced they were able to bring into account the major parameters that could (and did) decide the outcome of the war. In general I'm concerned how Paradox stands on this one. "The way of the war", like I would like to call it was totally different for the civil war and f.e. WWI and WWII. In fact HOI was designed for one sole purpose = WWII.

Perhaps another thread has already covered this, but how does Paradox stand on =

- supply level of the armies. This seems to be the biggest parameter = get those goods that are needed for your war machine. If the south becomes able to break the blockades, the Union will get it more and more difficult. In the game you can decide to build warships instead of blockade runners...you can try it out,

- supply model, the whole supply model was critical for the war. It seems that a clever tactician will get the benefit out of wars of attrition, supply status of armies, supply mode, keep reserve divisions at the right place. Attacking the south is not that easy! I can assure you,

- production investment. You can either invest in more weapons production or better weapons that are more expensive. It seems that the game (and correctly) places the gamer before some challenging dillemma's) = should I build 4000 cheap muskets or 1000 springfields in Charleston?

- draft level. Spend your money on soldiers OR on production??? Drafting more and more troops destroys the balance between your production and your army strength. Some period are really bad for drafting. Presidential appeals increase the draft level, but they are restricted for free usage,

- leadership and leadership recognition. A leader can have pre-set levels but also random if you prefer. They had no crystal ball about which general was good and bad. But due to game balancing, the South gets in overall better generals (but it takes time true experience) to see who's best and who not...

- foreign intervention. Perhaps the best way for the South to win the war. The game allows an intervention from either France or Britain. First stage intervention is to break the blockade of the Southern ports, in a later stage land battles are possible,

- importance of the border states kentucky and missouri during the war. See the game itself about how they are modeled,

- a state only falls when the capital falls. Most often (due to the supply model) you need to cover some cities to be able to attack the capital and capture the whole state,

- big importance (for sure for the South) of the railroad network and river network (transportation grid = not every city is linked to the grid!),

why this thread? When I see the EU2 game engine the true flavor of some specific war theathers (like the conflict between the USA-CSA) could become very very nasty tasting.

Remember the independance USA scenario from EU2? Dragging a unit to a neighbouring province, followed by one battle and a siege (or assault) determines the effect on the capture of the whole state? I don't think that's possible.

let's keep being optimistic, where can we make the difference during battles in these conflicts in the victoria game?

I would like to see a game where the South can solve the blockade issue and fight the battle on the field...with the right amount of supplies,

I think we have to move away from the World conquest engines and make games (like Victoria pretends to be and HOI was a good step into that direction) that are more suited for their time period.

The mustard comes from working the levers that can determine the outcome of a conflict, NOT dragging sprites around and NOT world conquest.

http://www.adanaccommandstudies.com/index.html
 

Spruce

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Originally posted by M@ni@c
Wait a few months and I'm sure all your questions will be answered. :D In the meanwhile, read the FAQ.

You're right, but I'm much afraid that's another sprite dragging game...

I really hate the fact that a single battle for the capital decides the conquest of an entire state or province.
 

Alexandru H.

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Unfortunately (or fortunately, whatever you prefer), this is the common trait of Paradox games and I don't think this will change. Personally, I prefer it this way. Also, think that there will be more provinces for war bussiness, more options....Strategic level is what made Paradox great and may it remain the same!
 

Tim O

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Originally posted by Spruce
well,

I know I'm kicking in an open door by starting yet another civil war thread.

The reason? Well, during the last weeks I got hooked on to this nice game about the american civil war. Some sites quote it to be the best simulation about the civil war.

What game?
 

Syt

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Originally posted by Spruce
You're right, but I'm much afraid that's another sprite dragging game...

I really hate the fact that a single battle for the capital decides the conquest of an entire state or province.

Hm, I always thought of encounters lasting several days, or - in EU2 - weeks, as a series of battles, a campaign. Remember that we're looking at a strategic level here, not a tactical one.
 

Grosshaus

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"The reason? Well, during the last weeks I got hooked on to this nice game about the american civil war. Some sites quote it to be the best simulation about the civil war."

Again I hope that, although ACW was an important war, the whole game won't be too much focused on it. As a non-American I'm more interested in the overall strategic issues of the whole era and around the globe. Of course it will be fun to try out a scenario of the ACW, but I think most of my games will be grand campaign games. With alternate history it's hard to represent an individual event with exact precision.

It is true that supply was, and is, an vital issue in warfare. But to me monitoring and handling supply of individual units is normally a bit too tedious, I'd rather have the option to sort of take care of it beforehand by building my nation and units so that they are functionable. Again the difference of tactical vs strategic scope. For a person who doesn't play MP strategic issues are more relevant, since there is no way (at least this far) for any AI to pose a challenge in tactical level.
 

Spruce

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Re: Re: another civil war thread?

Originally posted by Timothy Ortiz
What game?

follow the link!

If you play this game for a few weeks, you'll understand what I'm saying...
 

unmerged(12669)

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hi, i'm from Barcelona (Catalonia) and don't speak (and write) english very well (but undestand the englishl). :rolleyes:

Ok, i want to say something about ACW in Victoria: TIME. I see in screenshots that time in victory is like EU (day by day) so, a war like ACW is better to play with HoI system (hour by hour). I mean, i prefer to make a battle like Gettysburgh hour by hour than day by day b'cause in this system you don't enjoy the game.
I think that the problem of Vistoria is the time. 100 years playing day by day it will be so quick. But in the same time 100 years playing hour by hour will be so long. What's the solution?

Bye, and sorry again with my english
:p
 

crazy canuck

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From the description it seems that the game is more of a tactical game rather then grand strategy.

It would nice if some day somebody would put together a game that incorporated both, but the complexity of the game and the time needed to play it would likely make the market fairly limited.
 

Spruce

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ok,

blockading seems to be IN = see the screenies,

what about the railroad network and the supply status and model. This is really nice done and of big importance for both the North and the South,

(in HOI there's also a parameter that will determine the time of transportation), but in ACW (the game) it's also of importance for getting your troops around and get the supplies at the right place.

recruiting an army in New Orleans is one thing, but get them to surrounded Nashville is quite a challenge to relieve your defending troops.
 

unmerged(12669)

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A good question.
I think that use the system of HoI. Building infrestructures.
Another question about ACW is manpower. I remeber that the total population in CSA was 1 milion people and the population in north was much more (i can't remeber exactly). i hope that in Victoria, rectruit troops will be more difficult in the Confederates States than the troops of the north.

OT: crazy canuck, i love Canada, and hockey! Are you a fan of Vancouver Canucks? Bad lucky in the last playoffs! :(
 

Grosshaus

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I hope nationalities have a distinct impact on manpower, especially to prevent player from using slaves or natives in places like Africa and India as soldiers. Also imigrants were sometimes hard to recruit, for instance Austrians in WW1 Canada. I'm sure there were nationalities in US not willing to draft during ACW, perhaps the Irish?

Hour by hour gameplay might be too slow to cope with in peace-time. Day by day might be better, something like the slower levels of EU2.

Railroads should have also have a direction, not just the impact of raising infrastructure level as in HoI. This way building them needs some consideration, because one must take into consideration the possible wartime troop movements. This was important not only in ACW, but also in Africa. There all the railways outside of RSA were from the coast inwards, so nobody could actually rely on them in case of a war.
 

crazy canuck

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Originally posted by Grosshaus
I hope nationalities have a distinct impact on manpower, especially to prevent player from using slaves or natives in places like Africa and India as soldiers. Also imigrants were sometimes hard to recruit, for instance Austrians in WW1 Canada. I'm sure there were nationalities in US not willing to draft during ACW, perhaps the Irish?

Hour by hour gameplay might be too slow to cope with in peace-time. Day by day might be better, something like the slower levels of EU2.

Railroads should have also have a direction, not just the impact of raising infrastructure level as in HoI. This way building them needs some consideration, because one must take into consideration the possible wartime troop movements. This was important not only in ACW, but also in Africa. There all the railways outside of RSA were from the coast inwards, so nobody could actually rely on them in case of a war.

I thought that the north had an all Irish regiment, recruited directly from irish immigrants.
 

Spruce

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Originally posted by Daedhel
A good question.
I think that use the system of HoI. Building infrestructures.
Another question about ACW is manpower. I remeber that the total population in CSA was 1 milion people and the population in north was much more (i can't remeber exactly). i hope that in Victoria, rectruit troops will be more difficult in the Confederates States than the troops of the north.

OT: crazy canuck, i love Canada, and hockey! Are you a fan of Vancouver Canucks? Bad lucky in the last playoffs! :(

the available manpower for the CSA is about 1 MIO, for the Union 4 MIO. HOWEVER, the drafting cost for infantry is much higer for the Union due to various (they make sense) reasons...

I'm in late 1863, the Union armies have taken Kentucky, I have taken Ohio and harpers ferry (=being of major importance strategical value). France and Britain are helping me brake the blockade, those foreign Ironclads come in very handy...

I'm about to ship away that much cotton that stockpiles are shrinking, my armarement quality seems to be superior and the best generals are reserved for the Seabord theather,

nothing can go wrong,
 

crazy canuck

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Originally posted by Daedhel

OT: crazy canuck, i love Canada, and hockey! Are you a fan of Vancouver Canucks? Bad lucky in the last playoffs! :(

I had almost forgotten. But now the pain of a reopened wound...

With the latest acquisitions by the Avalanche I do not have high hopes for this season.