jeffryfisher Posted September 23, 2010 Author Share Posted September 23, 2010 Troop and munition cargo/buildings confuse me. Since my "US History" scenario covers so much time, and because I wanted to put some real history into it, I tried adding some wartime buildings to the map in the hope that events could raise and lower military freight production as wars came and went. I also thought I might give a player a chance to avoid Wilson's WWI nationalization by transporting enough materiel before the USRA is scheduled. Unfortunately, the military buildings never produce anything ever. Is the territory wars switch needed just to activate the military buildings? If so, does that switch have side effects that should concern me as I design a long-term scenario for which war is only an interruption?If wartime railroading can't be combined well with an advanced economy scenario, then I'll give it up. However, it would add a valuable historical dimension to be able to ramp up the troop etc production (and demands) at particular times. It would also be an interesting multiplayer side-game to pit North versus South during the "War Between the States". Maybe that must wait for its own short-run scenario. Quote Link to comment Share on other sites More sharing options...
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