I'm ending my playtest in Dec '62. London is burning, there are but two Brit cities left in Canada and the Feds hold Lynchburg, Fayetteville and Swansboro as well as everything north and east of these cities. Unquestionably, the scen is too easy.
IMHO, the main problem is that you employ a passive defense scheme where, except in 2 cities the Feds have captured, there was but a single low-grade defender in each city. I would suggest that you take a look at
and consider using a reactive defence system. It requires but a single event for each city. You have a lot of unused events space.
Also, you might also take a look at events that take place on a specific turn because the massive Reb forces in BOBBY LEE'S REVENGE (see below) magically appeared very far behind Union lines. Not terribly realistic. It might have been better to have the event triggered by the loss of a city.
THE BEST DAMN SURPRISE AI OFFENSIVE I'VE EVER SEEN . . . aka BOBBY LEE'S REVENGE
The Union forces began their first major offensive in midsummer '62. Manassas, Fredericksburg and Winchester were captured against minimal opposition and the Fed attack armies moved up and assembled for the next phase in Winchester and at the Richmond - Fredericksburg - Charlottesville road junction.
The following month the Feds captured Harrisonburg and Charlottesville in the west, Richmond and Petersburg in the center and Williamsburg and Yorktown in the east. In the process, the bulk of Fed forces ended up in central Virginia. There was great celebration north of the Mason-Dixon line and predictions of victory by Christmas. Army intelligence officers had no idea of what had happened to Bobby Lee and his Army of Northern Virginia.
Lee's riposte was immediate and a thing of beauty. Union garrisons in Harper's Ferry and Sharpsville were overwhelmed, cities throughout northern Virginia and southern Pennsylvania were attacked, Fed units on the move were ambushed and all hell broke loose from Hagerstown to Williamsburg.
This one was one for the books . . . a classic spoiling attack.
By the time the dust had settled on the Feds' next turn and the Reb units had been hunted down one by one, it was obvious that the chastened and scattered Union forces would need until Christmas to recuperate, regroup and again move into attack positions.
You really had to be there to appreciate Lee's genius . . . and the Fed's folly in overextending themselves .
THE AMAZING DISAPPEARING TECH
In Nov '62 as I was selecting the Homestead Act as my last and final tech to research, I noticed that the New York Zouaves tech was on the available list. Somewhat puzzled, I looked at my Operational Summary and, sure enough, I had already discovered the tech in June '62. Backtracking through end-of-turn saves, I found that in July, when I discovered Sharpshooters, the total number of techs did not increase because good 'ol NYZ had gone AWOL. Finally checked EVENTS. Eureka! The following event explained all.
@IF
RECEIVEDTECHNOLOGY
technology=52
receiver=Union
@THEN
TAKETECHNOLOGY
whom=Union
technology=52
@ENDIF
Furthermore, it explains GhostOfDisco's surprising ( to me at the time) comment that:
My take on this is that the Union economy that I'm operating can indefinitely discover a tech per turn so it will be no problem to keep rediscovering NYZ every second turn and get 8 more NONE Zouaves. That will certainly allow the Feds to build fewer Inf and more Field Arty.
UPGRADING
Thanks. I have no problem with upgrading Light Arty as long as it is to Field Arty. However, the scen changed Light Arty to US Inf, which I did not consider to be an upgrade. I saw no need for US Inf at the time and did not start building the first one until a year later.
LARGE MAPS, ROAD MOVEMENT MULTIPLIER AND NAVAL MOVEMENT
I had a Civ2 "WTF" moment when I tried Techumseh's suggestion that ground unit movement might be more realistic if the road multiplier was doubled from 3 to 6. The result was that ground units had their movement doubled but, unexpectedly, naval transports (Mv=40) became immobile. Obviously the road multiplier affects not only ground units but also naval ones. Surprise.
A bit of testing produced the following results:
RMM . . . . . . Max Naval Mv
1 . . . . . . . . . . . 126
2 . . . . . . . . . . . 63
3 . . . . . . . . . . . 41
4 . . . . . . . . . . . 31
5 . . . . . . . . . . . 25
6 . . . . . . . . . . . 21
7 . . . . . . . . . . . 18
Evidently, ( RMM x Naval Mv ) cannot exceed 126.
IMHO, designers pay careful attention to assigning ground unit movements for both realism and playability. Naval movements appear to be an afterthought, assigned neither for playability nor realism. This is especially true for large maps such as the one used in this scen. Despite its size ( 159 x 253 ), the map is only ~1600 miles from north to south, half the width of the Atlantic Ocean. Sailing ships regularly crossed the Atlantic in a month or so.
I finally settled on the following ship movements as the best available compromise when the RMM is 3.
Privateers . . . . 40
Frigates . . . . . 35
Warships . . . . 30
Transports . . . 30
P.S.
Because of stout Union defenses, Bobby Lee's Revenge failed to recapture Hagerstown. Consequently, the Feds did not get General Meade. Bummer.
P.P.S.
The Washington - Petersburg RR is almost finished. As 3 more Engineers are added each month, the intention is to extend the RR north to New York and south to keep up with the Union advance.
IMHO, the main problem is that you employ a passive defense scheme where, except in 2 cities the Feds have captured, there was but a single low-grade defender in each city. I would suggest that you take a look at
and consider using a reactive defence system. It requires but a single event for each city. You have a lot of unused events space.
Also, you might also take a look at events that take place on a specific turn because the massive Reb forces in BOBBY LEE'S REVENGE (see below) magically appeared very far behind Union lines. Not terribly realistic. It might have been better to have the event triggered by the loss of a city.
THE BEST DAMN SURPRISE AI OFFENSIVE I'VE EVER SEEN . . . aka BOBBY LEE'S REVENGE
The Union forces began their first major offensive in midsummer '62. Manassas, Fredericksburg and Winchester were captured against minimal opposition and the Fed attack armies moved up and assembled for the next phase in Winchester and at the Richmond - Fredericksburg - Charlottesville road junction.
The following month the Feds captured Harrisonburg and Charlottesville in the west, Richmond and Petersburg in the center and Williamsburg and Yorktown in the east. In the process, the bulk of Fed forces ended up in central Virginia. There was great celebration north of the Mason-Dixon line and predictions of victory by Christmas. Army intelligence officers had no idea of what had happened to Bobby Lee and his Army of Northern Virginia.
Lee's riposte was immediate and a thing of beauty. Union garrisons in Harper's Ferry and Sharpsville were overwhelmed, cities throughout northern Virginia and southern Pennsylvania were attacked, Fed units on the move were ambushed and all hell broke loose from Hagerstown to Williamsburg.
This one was one for the books . . . a classic spoiling attack.
By the time the dust had settled on the Feds' next turn and the Reb units had been hunted down one by one, it was obvious that the chastened and scattered Union forces would need until Christmas to recuperate, regroup and again move into attack positions.
You really had to be there to appreciate Lee's genius . . . and the Fed's folly in overextending themselves .
THE AMAZING DISAPPEARING TECH
In Nov '62 as I was selecting the Homestead Act as my last and final tech to research, I noticed that the New York Zouaves tech was on the available list. Somewhat puzzled, I looked at my Operational Summary and, sure enough, I had already discovered the tech in June '62. Backtracking through end-of-turn saves, I found that in July, when I discovered Sharpshooters, the total number of techs did not increase because good 'ol NYZ had gone AWOL. Finally checked EVENTS. Eureka! The following event explained all.
@IF
RECEIVEDTECHNOLOGY
technology=52
receiver=Union
@THEN
TAKETECHNOLOGY
whom=Union
technology=52
@ENDIF
Furthermore, it explains GhostOfDisco's surprising ( to me at the time) comment that:
Originally posted by GhostOfDisco
View Post
My take on this is that the Union economy that I'm operating can indefinitely discover a tech per turn so it will be no problem to keep rediscovering NYZ every second turn and get 8 more NONE Zouaves. That will certainly allow the Feds to build fewer Inf and more Field Arty.
UPGRADING
Originally posted by Civ2units
Thanks. I have no problem with upgrading Light Arty as long as it is to Field Arty. However, the scen changed Light Arty to US Inf, which I did not consider to be an upgrade. I saw no need for US Inf at the time and did not start building the first one until a year later.
LARGE MAPS, ROAD MOVEMENT MULTIPLIER AND NAVAL MOVEMENT
I had a Civ2 "WTF" moment when I tried Techumseh's suggestion that ground unit movement might be more realistic if the road multiplier was doubled from 3 to 6. The result was that ground units had their movement doubled but, unexpectedly, naval transports (Mv=40) became immobile. Obviously the road multiplier affects not only ground units but also naval ones. Surprise.
A bit of testing produced the following results:
RMM . . . . . . Max Naval Mv
1 . . . . . . . . . . . 126
2 . . . . . . . . . . . 63
3 . . . . . . . . . . . 41
4 . . . . . . . . . . . 31
5 . . . . . . . . . . . 25
6 . . . . . . . . . . . 21
7 . . . . . . . . . . . 18
Evidently, ( RMM x Naval Mv ) cannot exceed 126.
IMHO, designers pay careful attention to assigning ground unit movements for both realism and playability. Naval movements appear to be an afterthought, assigned neither for playability nor realism. This is especially true for large maps such as the one used in this scen. Despite its size ( 159 x 253 ), the map is only ~1600 miles from north to south, half the width of the Atlantic Ocean. Sailing ships regularly crossed the Atlantic in a month or so.
I finally settled on the following ship movements as the best available compromise when the RMM is 3.
Privateers . . . . 40
Frigates . . . . . 35
Warships . . . . 30
Transports . . . 30
P.S.
Because of stout Union defenses, Bobby Lee's Revenge failed to recapture Hagerstown. Consequently, the Feds did not get General Meade. Bummer.
P.P.S.
The Washington - Petersburg RR is almost finished. As 3 more Engineers are added each month, the intention is to extend the RR north to New York and south to keep up with the Union advance.
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