the industrial one allows you to get larger industries and will allow you by subsidies to get the weapons production, infrastructure, improvements for logistical improvements and money needs. that's what the industry one does also gives you a higher level industrial advantage over the south to make more things.
You can certainly do those things but your money is better spent elsewhere. Because most 1861 campaigns end within 18 and 24 months, and because of the time needed to accrue subsidies, the player never really gets their money back. Because the game doesn’t really punish the player for production shortfalls, and, in fact, incentivizes imports, the industrial tree is the weakest.
Dude this video format is awesome! I'm commenting when I'm 20 minutes in, so forgive if the question is answered, but have you considered making a video like this for the CSA side? Or are they pretty interchangable? In my brain it would just make sense that since the wealth gap is so huge the playstyle would be different. Again, I REALLY enjoy this channel man you're killing it.
Glad you’re enjoying it, and I hope it helps. There was a CSA one that I made ~18 months before this. I think it went out in the autumn of 2022. Or maybe it was 2021. That CSA one was one of the first really in-depth tutorials I did. I never updated d it because 1) I thought most the advice was still sound, and 2) I really started modding the game so I didn’t have good advice for those playing the vanilla game.
Great series! Just catching up after having played the game since early access, still learning a lot of tips and tricks. Springfield Rifled is always no. 1 for my projects as the Union. More often than not, I also take Charleston, WV after Wheeling by river transporting the unit that occupied Wheeling. Less risk or running into anyone responding after Wheeling falls.
The thing about the ferry crossings, navies will only fight armies when they start a naval transportation order a regular crossing does not trigger a naval combat by your ships. The AI sometimes uses ferry crossings to get onto the river (hence a naval transport order)
I made a lot of mistakes in my first campaign, but after watching your tutorials I managed to win the game in August 1861 (playing Union). Thank you! Now it's time for CSA.
If you won in 1861 your either Napoleon or the game is unbalanced. Classic computer game failure. A lack of play-testing. I bought hold price as I won’t pay full for a poorly developed games; don’t care about balance as much as historical accuracy. 😢
To your point about foreign invasion at the end: I once did a CSA campaign with the full intent of getting a European nation involved in the conflict. I managed the get the French involved. They spawned a fleet near New Orleans and an army called the French Expeditionary Corps in Texas. That French army proceeded to march across the state capturing all of my cities....wtf? Aren't they supposed to be on my side? lol I didn't understand. Maybe they had to establish a base of command first? This was before all of the economy overhaul patch with the new projects, so maybe it is different now. Anyways, thanks for the video and the great info. I always learn something from each of your videos!
Almost a 1000 hours in, and I'm finally starting to study interventions. I think they took your cities because they are a different nation. Yes, they shouldn't do that, and they were terrible allies. Almost everyone who has been able to trigger a legitimate intervention has found the armies/ navies small and easy to beat, and/ or they just sit where they are. As an aside, I think I can mod some of these out. I can increase their army size to make up for the underwhelming size of the intervention forces. To deal with some of the weirdness you and others have identified, I think it makes the most sense to just change the "foreign" forces to either Union or CSA forces.
Some benefits of Industry Investment are: help grow your economy which increases support (wealth and low unemployment effect), increases tax base (income tax, and corporate tax if Acts implemented), and lowers cost of Army (lower cost of provisions and other supplies that go into your supply depots)
Re: Artillery. I think they are clutch. Especially flanking fire, and essssspecially with canister in the face. I have more Artillery commanders with Medal of Honor than Infantry commanders and there are 4-5x as many Infantry commanders. I usually attach the 24lb howitzers to divisions (closer support) and corps would have 3-4 sections of rifled arty for longer range / tactical concentration employment
To each their own I suppose, but on the attack, my cav and infantry are moving too quickly for the arty to be able to get any value. On defense, AI skirmishers and regular brigades can shoot arty off their guns before the canister gets effective. In about 1200 hours, I cannot remember more than a handful of cases where arty broke enemy brigades at close range. Once units get some XP to survive the morale shock,it’s very unlikely.
the industrial one allows you to get larger industries and will allow you by subsidies to get the weapons production, infrastructure, improvements for logistical improvements and money needs. that's what the industry one does also gives you a higher level industrial advantage over the south to make more things.
You can certainly do those things but your money is better spent elsewhere. Because most 1861 campaigns end within 18 and 24 months, and because of the time needed to accrue subsidies, the player never really gets their money back. Because the game doesn’t really punish the player for production shortfalls, and, in fact, incentivizes imports, the industrial tree is the weakest.
Dude this video format is awesome! I'm commenting when I'm 20 minutes in, so forgive if the question is answered, but have you considered making a video like this for the CSA side? Or are they pretty interchangable? In my brain it would just make sense that since the wealth gap is so huge the playstyle would be different. Again, I REALLY enjoy this channel man you're killing it.
Glad you’re enjoying it, and I hope it helps.
There was a CSA one that I made ~18 months before this. I think it went out in the autumn of 2022. Or maybe it was 2021. That CSA one was one of the first really in-depth tutorials I did. I never updated d it because 1) I thought most the advice was still sound, and 2) I really started modding the game so I didn’t have good advice for those playing the vanilla game.
Great series! Just catching up after having played the game since early access, still learning a lot of tips and tricks. Springfield Rifled is always no. 1 for my projects as the Union. More often than not, I also take Charleston, WV after Wheeling by river transporting the unit that occupied Wheeling. Less risk or running into anyone responding after Wheeling falls.
@@marken1060 Thanks! Yeah, there’s a lot to learn.
This was very well
Done. Even though it’s a mod it helps us newbies
Glad to hear it.
The thing about the ferry crossings, navies will only fight armies when they start a naval transportation order a regular crossing does not trigger a naval combat by your ships. The AI sometimes uses ferry crossings to get onto the river (hence a naval transport order)
😅
I made a lot of mistakes in my first campaign, but after watching your tutorials I managed to win the game in August 1861 (playing Union). Thank you! Now it's time for CSA.
Hey, I’m glad it helped and you got the dub. The CSA is a different kind of challenge. Good luck!
If you won in 1861 your either Napoleon or the game is unbalanced. Classic computer game failure. A lack of play-testing. I bought hold price as I won’t pay full for a poorly developed games; don’t care about balance as much as historical accuracy. 😢
To your point about foreign invasion at the end: I once did a CSA campaign with the full intent of getting a European nation involved in the conflict. I managed the get the French involved. They spawned a fleet near New Orleans and an army called the French Expeditionary Corps in Texas. That French army proceeded to march across the state capturing all of my cities....wtf? Aren't they supposed to be on my side? lol I didn't understand. Maybe they had to establish a base of command first? This was before all of the economy overhaul patch with the new projects, so maybe it is different now.
Anyways, thanks for the video and the great info. I always learn something from each of your videos!
Almost a 1000 hours in, and I'm finally starting to study interventions. I think they took your cities because they are a different nation. Yes, they shouldn't do that, and they were terrible allies. Almost everyone who has been able to trigger a legitimate intervention has found the armies/ navies small and easy to beat, and/ or they just sit where they are.
As an aside, I think I can mod some of these out. I can increase their army size to make up for the underwhelming size of the intervention forces. To deal with some of the weirdness you and others have identified, I think it makes the most sense to just change the "foreign" forces to either Union or CSA forces.
Some benefits of Industry Investment are: help grow your economy which increases support (wealth and low unemployment effect), increases tax base (income tax, and corporate tax if Acts implemented), and lowers cost of Army (lower cost of provisions and other supplies that go into your supply depots)
They don’t make their investment back in the time of a less than 36-month playthru.
Nice! Great job
Re: Artillery. I think they are clutch. Especially flanking fire, and essssspecially with canister in the face. I have more Artillery commanders with Medal of Honor than Infantry commanders and there are 4-5x as many Infantry commanders.
I usually attach the 24lb howitzers to divisions (closer support) and corps would have 3-4 sections of rifled arty for longer range / tactical concentration employment
To each their own I suppose, but on the attack, my cav and infantry are moving too quickly for the arty to be able to get any value. On defense, AI skirmishers and regular brigades can shoot arty off their guns before the canister gets effective. In about 1200 hours, I cannot remember more than a handful of cases where arty broke enemy brigades at close range. Once units get some XP to survive the morale shock,it’s very unlikely.
is it possible to send armies behind the enemy lines via the Atlantic?
Yes, you can.
Recommend avoid work garbage Time. As there is much to do all important.
?