A lot to report, but only one screenshot, of the Events Report. Going down it in order:
(First, not shown in the screenshot but no doubt already crowed about by jchastain, Wheeling has fallen. This deprives me of some income and makes it easier for the Union to invade western Virginia, but otherwise isn't terribly significant. I'm glad it took so long, though.)
One of those Mines in Augusta, where an Iron Works doubles the +2 Iron/turn production of each new Mine to make it +4, was just completed.
Disease struck two garrisons in an area unlikely to be attacked for several turns, which is welcome news.
French support for the CSA dropped, so I just added another 10 Money to try to improve relations. The Other Europeans like me more, though. (This is evident in the greater value of the blockade-runners goods I'm seeing out there.) I really could use more money so as to boost my chances of getting help from the three European powers, but I don't have that anywhere in my budget. A year from now, after I've built more mints, I'll have it, but I'll have to make do in the meantime.
Finally, my governors are doing something for me. (And the Virginia governor is demanding a superfluous shipyard. If I buy it I waste 50 Labor but he likes me more, and if I ignore him he will become steadily more angry with me. I'll wait a turn or two to see if he abandons his request, as sometimes happens.) The Louisiana governor is helping me in engineering research, while the Texas governor supports musters. In the first case, I'm now getting +5 engineering points per turn, while in the second case it means that I can muster new brigades in Texas without angering Gov. Lubbock and lowering his Attitude by 5 (as would otherwise happen). So, I've just tried to muster in Austin and Galveston.
This brings up an important point. If anyone is wondering why I haven't tried to create any new infantry, cavalry or artillery units, either by purchase or muster/conscription, the reason is that under advance rules every time one creates a new brigade and uses up some of the limited "Men" resource in the city where the unit is created, it means that that city will produce less of whatever resources it produces. Put simply, the level of Men in a city directly impacts the production of that city. And since I'm hard up for resources AND in winter don't do much fighting, I've deliberately chosen not to bulk up my forces by adding new units. A crucial point to bear in mind is that in April any city that is below capacity in Men (as Galveston and Austin will now be) has a chance to replenish the missing Men. For this reason, I am waiting until March before I produce new units, so that I will go the shortest possible time with certain cities under-producing.
Therefore, since it's now late February, this is the last turn until April that I'll build any buildings. I'll now try to use my resources to produce new units, and then finally I'll start upgrading my existing units by buying new weapons and attributes for them.
Before I call a halt to construction, I first build another Railroad Station (10 Labor, 50 Iron) and my first School (75 Money, 40 Horses), a research institution that provides +1 in each of the areas of research, and takes eight turns to complete. By early summer my research efforts should be having a definite impact.
In this turn I also remove another garrison unit from Fort Pike (in Ponchatoula, Louisiana, a province that has an incredibly small chance of being invaded) and send it up to the Memphis area. I might relocate it to Fort Donelson in my next turn, though.
And that's the turn...
< Message edited by Gil R. -- 11/11/2006 9:39:32 AM >