Gil R.
Posts: 10818
Joined: 4/1/2005 Status: offline
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I'll answer some now, and then add more later by editing (which means that the forum won't indicate there's something new in this thread, so you'll all have to skim through this to see if it looks heftier than before). See below. quote:
ORIGINAL: andysomers Maybe the easiest thing to do is for me to make an assumption on each, and you verify and correct where need be. Economic Options "Advanced supply", "Upkeep Costs", "Population Modifiers" - these I have no idea on. "Advanced Supply" refers to the rules ensuring that one's forces are able to be supplied. Obviously, one wants units to be supplied, both so they have enough ammo to fight and food to survive, so units that are out-of-supply will both lose battles and lose men to desertion. Since supply rules are somewhat complex, these can be toggled on/off. Every turn, one's various military units cost money (and sometimes resources) to maintain, and the more units one has the more expensive it is to maintain them. If people don't want to be bothered with this, they can turn it off. "Population modifiers" refers to the diminution of money/resources income a province experiences if it loses levels of "Men" who are sent off to fight. (Every time one builds a new infantry or artillery unit, it takes 2 or 1 "Men," respectively.) This reflects the fact that if more men are serving in the army, fewer are active in the economy. "Governors" - I would assume this is the political inteaction with your different states with respect to reserves, reinforcing troops, etc. Yes. If this is turned off, governors don't hurt or help you, and don't make demands of you, or do anything at all. "Impressment" - I assume that you can impress captured troops and/or civilians into service or something of the like. No, impressment here refers to impressing one's own resources -- e.g., 40 Iron is available in Selma, but if you impress it this displeases the population and you run the risk of unrest in that province. "Research Upgrades" - Gatling guns?, barbed wire, submarines, hand grenades, torpedoes, etc, possibiltiy of enhanced weapons and possibly mechanization I would assume. We have around 80 upgrades, falling into the categories of weaponry, logistics, engineering, naval and training. So we've got gatling guns, naval torpedoes, submarines, sanitary commission, canning technology, hasty entrenchment, moisture-proof cartridges, invalid corps, etc. etc. etc. "Advanced buildings" - I assume this means designing your fortifications with specfic details in stead of just a "generic" fort No. The economy is depends on an infrastructure of buildings that produce more resources, research upgrades, increase infrastructure, produce new units and weapons, etc. This option lets one toggle on/off some of the buildings, making it easier to run one's economy. "Richer/Poorer economy" - I assume that you can turn on one or the other (but not both) or leave both off for a historical economy. This would mean more (or less) supply provision, etc. This dictates how many resources you can produce, which dictates how much stuff you can buy. "Unit Attrition" - I would assume this menas if turned on that desertion occurs with a low morale/fatigued force, and disease is factored in, more harm when you are out of supply. Sort of. It applies to two features: the rule that when you march an army into another province you lose 5% of your men (stragglers, deserters, alien abductions), and the possibility that in certain seasons disease can hit the army and devastate it. Some people might not like having their armies whittled down all the time, so they can turn this off. (But a real man keeps the attrition option toggled on.) Unit Options These mostly seem self-explanatory to me, although some brief discussion on "Staff Ratings", "Special Abilities", "Unit Disposition", and "Initiative Checks" would be much appreciated if you have time. General Options All are self-explanatory for the most part. I assume that with randomized stats you may get a Lee that really sucks, and a Grant-esque McClellan, etc. Hidden State - I assume that the generals start with unknown traits that only beomce revelaed as they are tested. Yes, both assumptions are correct. With Hidden Stats you won't be told all of a general's ratings, and will have to see how he does in battle to get a sense of whether he's got McLellan's initiative or Lee's, for example. My guess is that most people will want historical ratings for their generals, but the other options exist, and should add to replayability. Combat Options Please explain briefly on "Always Detail Option", "Victory Locations", " Out of Command", and "slower/Faster Sieges" The first is for people who only want to play detailed hex-map battles, so that they won't be asked every time they are about to fight a new battle. The second refers to whether those detailed battles should have "Victory Locations," which are specific points on the map that need to be taken if one is to win the battle (or defended if one is the defender). The third refers to units going out of command in detailed battle, which can be NASTY (since they don't really do anything until you get them back. And the last one determines whether sieges will be resolved in just a turn or two or take much longer -- the difference between a relatively quick Battery Wagner sort of siege (which, I think, lasted a week or two) or a prolonged Petersburg/Vicksburg campaign. Thanks so much Gil - no rush whatsoever on this. Please tend to your more pressing needs as I am sure that you have. AS
< Message edited by Gil R. -- 10/14/2006 12:29:40 AM >
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