Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I run a large navy , all captured bar the starting ship I took
It would be fine and good fun but they just won't engage invasion forces on their own 95% of the time
So you have to keep them in port until you spot the fleet and micro manage getting the flotillas to VERY closely shadow the enemy till they might decide to engage, sometimes, perhaps, maybe ...........
The biggest single factor on my new run has been using a officer to boost regions, construction and specialists buffs are my favs, instantly boosting even the forts to above 2 points for a small gold cost
Eg A school house in Burlington 103 days, add a officer to buff the region and that becomes 13 days
So with resource buildings they more than pay for themselves by faster building gives resources faster to sell them
Now that's great advice. I will be using that next time
It's a cheesy "cheat" but if you use all the officers you have up, buffing regions etc
You get global research offering more officers, just junk officers often but do that 3 times and that's 6-9 junk stats officers that still do a good job buffing regions without tying up your better officers who you want in charge of units
sometimes the tech is for 3 junk officers or 2 better officers
Just useful in the very early game when officers can be in short supply
I set all mine to construction buff till I have my key buildings done then swap them to specialists buff, I rarely use the loyalty buffing ones early on as that costs rum and gold
And I like to save the little early rum I get for later use
No never once, never had the need really.
That's exactly what a "cheesy" cheat is, it's using any game mechanic in a way that the dev's probably didn't intend it being used. All games have them
The mechanic is intended to supply a few officers when you fully run out in normal gameplay
It's unlikely they intended people to use all officers up on buffing duties constantly just to get repeat research. Then take all those officers off buffing duty once you have the amount you want
A example from civil war would be the captured unit tactic, dangling a captured unit in front of the enemy for them to recapture , AI units would chase after them right into a wall of defensive fire you set up . You could pull back the captured unit and the AI would follow it
Players could just repeat as they wanted
The Jp mod solved that but it's a base game mechanic that can be abused
I haven't played the base game of civil wars in many years but I assume it's still there
For example, the only way I was able to even win the game was down to bottling invasions in Long Island for example. I figured out the minimum number of garisson that would cheese the AI into not attacking and was able to hold of 10-15k troops so many times.
It's a cheesy cheat or exploit, but until the Devs fix or right size/time invasions its what I had to do. 20-30k naval invasion troops every month just isn't ok
It means a town is up and running producing goods much faster and gold for wages is not a issue after that
The lower the region points the more effect they have, it's a amount not a %, so a 0,1 regions can be boosted to almost 3 a massive difference, but somewhere with a 7 already would only to go 9-10 still good but only a 25% boost compared to the first region
The officer stats matter, but even a low stated one makes a big difference in the low point regions and that's where my fur trader or rum houses etc will be
The boost recruitment/specialists but again by a set amount depending on officer stats it seems
Edit just checked
Tried the same officer at Hartford and fort stevens
at Hartford he took 3 days off a build(9 days to 6) and at fort Steven he took 78 days off( 91 days to 13)
Just a random very low stats officer and wasn't the same building at both towns but you get the idea from that
Oh and btw don't forget some regions are 2 towns or forts so he boosts both at the same time