Originally posted by Klyden
Good deal on the plague. I lost a big coastal artillery unit that I will never be able to replace (along with some other units).
<snip>
On the Irregular front, I noticed I can build them in places in some of the North Carolina area, so I am not sure where you intended them to be built, but if it is outside of the Missouri-Arkansas area, there is an issue.
For head to head games, I think blowing up the roads is going to be an issue. They take a long time to rebuild in the game, so it is even more effective than usual. I bring this up, because shelling them is obviously not the only way to get rid of them.
<snip>
DISEASE:
I've been experimenting with beta 3 setting and disease. After some testing, I think that a strength setting of 1 for plains, grassland, hill and forest, and 2 for flood plain / marsh gets the job done nicely. Disease appears to predominatly hit the largest cities, but not more than 3-5 cities a turn.
I think that will work quite nicely at limiting city sizes without artificially penalizing a player by losing critical units. (Kudos to dreadknought for the good idea).
BUILDING IRREGULARS OUTSIDE MISSOURI / ARKANSAS
The way we limit where irregulars / guerillas are built is by assigning a resource (in this case Rubber) on the tile square for the cities in Missouri and Arkansas. Then we make Rubber a prerequisite for building an irregular / guerilla unit. Poof, you can only build them were we want.
This breaks down if the player ever manages to connect, via road, any of the cities in Missouri to the rest of his map. The easiest way to do this is by taking St. Louis and not destroying any roads.
Now you have a road link to the resource and any connected city can build the unit type.
Unfortunately, there is no way (that I can think of) to prevent this situation from happening in the game. The good news is it takes a long time for the circumstances to happen, so by that point irregulars aren't a game breaking unit anymore.
BLOWING UP & FIXING ROADS
I'd like to point out that although it takes a long time for a SINGLE engineer or slave to build a road, it does not take that much time for a BUNCH of slaves/engineers to fix a road. (That's a hint for scenario players). Don't think in terms of single units, if you really want something done, throw a bunch of units at it and you'll have it finished in no time.
I'm particularly good at this type of gameplay. In playtesting the CSA, by the end of 1862 I probably have a good 50-80 slaves running around doing irrigation (1st priority), mining (2nd priority) and the selected road construction (3rd priority for troop movement).
For example, in the PBEM game I'm playing against Eric_A, I cut the roads north from Clarkson to Evansville (initially to restrict Union movement southwards). After securing Evansville (and being sure Eric_A couldn't take it back), I moved 5 slaves onto the destroyed road tile. It took me 8 turns to rebuild it.
So.... If you REALLY want to do it, you can get it done, but it requires significant resource investment. I think that's a perfectly acceptable strategy for those players who are more build oriented.
Regards
Misfit