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
Medicine I also dislike because you have to lose men for it to function and well, it's not like I'm trying to get my army killed here :).
I never take logistics. With a little management of cannons to make sure they don't waste their supplies when there is nothing worth shooting at, you can get through any battle without running out of supplies.
Rebels
Politics (+++): Strongest skill atm. 25% more money and recruits is a must have for the rebs.
Economy (+): Nice skill especially in the late game when you start to buy more expensive Weapons like Fayetteville etc.
Training (+): The rebel recruits are superior by nature. So this skill is ok but just a nice to have skill.
Medicine (++): Very usefull for the rebs because of the small amount of both recruits and money.
Logistics (++): Very usefull if you are permanently outnumberd.
Recon: No need for that. Could be usefull if your troops get a recon buff as well.
Union
Politics (+++): Best skill.
Economy (+): Ok but nothing special. Usally you should have more than enough money for the finest stuff.
Training (++): Very usefull for the union. You will need some really good veteran brigades later in the game and those union recruits are horrible.
Medicine (++): Nice skill to keep your experience on a decent level.
Logisitics (+): Ok but nothing special. Full supply wagon + logistic skill of your generals is more than enough.
Recon: No need for that.
First 4 points are mandatory, everything else is okay
Politics (+++?)
Increases money and recruits. I think it is currently bugged howeever as rewards are capped at 300,000 for me per battle and doesn't matter how many points I have in econ it won't go up. I think it capped at around 5 Politics so maybe no point to having greater than 5.
Economy(---)
Utter trash as long as you capture weapons. This ability needs to be converted into + Weapons in Armory every campaign to be useful. You don't need to recruit that many officers and if you shuffle officers around well you can level yours up. Better weapons you can get via reputation points and once you have them the enemy should begin dropping capturable ones on normal and hard.
@DARTIS please change economy. Please? + weapons gained in armory in each campaign phase would be a godsend for many players, even those who don't use snipers. Or for an easier coding time, make it +weapons recovered.
Medicine(+++/+)
Reasonable since it gives you weapons back and if you use snipers very important. Otherwise not so useful if you don't take many casualties and use weapons that are plentiful
Training(++)
Useful once your units are veteran. You should in general not only be recruiting veterans though. Late game this becomes much more important.
Army Organization(?)
First few points are mandatory at certain points of the campaign. Otherwise due to scaling you should never invest in this
Logistics(+/-)
Useful to get a few points in prior to getting corps Ammo bonus and artillery ammo bonus. Afterwords useless since you get +20% ammo corps wide and +50% ammo on artillery brigades.
I agree that Economy is trash, and Politics is basically mandatory.
Agreed on all points.
I have 25k supplies in all five corps and even with the 60k or so supplies that are automatically provided at Marye's Heights, I STILL blasted through all my ammo. Logistics is handy for CSA.
Economics - meh. As others have stated it would be better if it made the availability of weapons in the armoury better. It may be useful in the later stages of the game once you start equipping troops with Springfield '61 and '63, once the game matures. I'd love to equip a skirmisher group with Whitworths or JF Browns but I can't buy enough to equip even an understrength unit.
Medicine -very nice skill. At first it doesn't seem like it makes that much of a difference but like Politics its effects compound over time.
Training - Very strong skill but not as essential early on as Politics (or maybe even medicine). Once your troops start getting multiple skills it becomes important to keep them up in strength. I've tried cycling in green troops to get them experience but at the end of the day I always rely on my most dependable, veteran units to get the job done.
Army organization - the game automatically puts points here. I've never put more than a point or two in here myself.
Logistics - pretty weak skill. I don't really have any suggestions. My supply wagons are always maxed out. Even troops who are low or out of ammo still keep fighting.
Recon - I never put any additional skill points here. Maybe if it gave a bonus to spotting range? it would be usefull.
I would say that Army Org has a limited usefulness. I usually only fill it out to about level 6 which gives you 3 corps 4 divs 5 brigades per. That is really all you need to win most battles and trying to fill out units beyond that point will be pretty expensive in both men and money especially if you care about maintaining veteran units.
which brings us to training. if you value veteran units, this is definetely a musthave as it will save you tons on the cost of veterans. same for Medicine which not only saves you money on replacing veterans but also saves you the money of having to replace their weapons.
economy is less important to be sure but having extra cash is never to be sneered at.
Politics is important too but like army org, I would say it has a more limited benefit. It does give you more money and recruits per battle but by the same token those benefits can be balanced out by medicine and training. for instance, lets say you have a battle where the base resturn is 10K recruits and 200k money (just for ease of doing the math). at 20% for politics, you would boost those #s to 12K recruits and 240k money. however, if you havce 20% in medicine and veteranand lets say you suffer 10k in losses during the battle, you will save 2k in casualties plus their weapons plus their verterancy which not only negates the politics bonus in recruits but when combined with the savings provided by the veteran skill, you will be saving a ton of extra money, especially if you have very very high veterancy levels for your units.
With this in mind, my ratings would be
Politics: ++
economy: ++
training: ++
medicine:+++
army org: ++ (up to lvl 6)
logistics:+
recon: +
Even maxing it out at 20% you could be getting 25% more cash and manpower with politics. Furthermore, 20% still means you have to buy back 80% of the losses. So if you take 500 casualties you get 100 back...but still need to buy 400.
I like having recon even up to level 8 in order to see what weapons I'm facing, but only level 4 is necessary.
Logistics I find to be useless. If you take the artillery specific level 1 perk for the guns you already get a stack more ammo. Infantry really don't burn through ammo as quickly.
ok... and whats your point here? I have yet to see a battle in which, without politics, you would get less than 500 recruits. not only that but like I said, the point is that with medicince, the troops you get back are veteran troops and still have their weapons which is especially helpful if those troops are equiped with rare/expensive weapons like Witworths, Browns, Lematts, 24pdrs or Fayetevilles.
I am not saying politics is not important, It still has a high ranking in my book and its usually my second pick for skill points but it just doesnt provide nearly the same level of benefits to my mind.
As for recon, once again why would you need to know any of that? most of the time its pretty easy to guess what the enemy force you are going up against will look like including their weapons. If recon did something more valuable, like allowing you more options for how to deploy your army in the army deployment phase (i.e. having multiple possible starting deployment areas) I would revise my opinion.
I've not tested it, does it recover artillery guns or the crew? And does it round up?
Recon is useful the first playthrough I've found. Subsequent campaigns you have more useful intel, so just 4 ranks is enough.
Seems like 4 more points of medicine, politics, or even economy would be a much better choice.
Just an idea, as it could help fill out officer ranks after some bad luck in battles. Maybe it can use some reputation points as it is a reputation risk to promote an officer based on your recommendation?