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Manual:Managing your nation
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Contents |
Introduction
Several key decisions are made at state-level, or even national (Union or Confederacy) level. Here is an overview of the different policies along with explanations for those that are not described in other chapters (such as Manual:The war economy).
Unit roster
This is a list of all your units currently on the map. Check the tooltips for sorting options. Figure 20: Clicking on a unit’s symbol will close the Ledger and center the map on this unit.
Drafts screen
Refer to Manual:The war economy#Men for an explanation of this screen.
Financials Screen
Refer to Manual:The war economy#Money for an explanation of this screen.
Economics Screen
In this screen, you can decide how much money you are going to invest in the different areas of your infrastructure.
Investment in Production
You can choose between four different levels of industrialization effort ranging from none to heavy in each of your states. However, you don’t have complete control over this process: you control neither the exact place where it happens nor the type of production which increases: it is semi-randomly chosen from between war supplies, general supplies, and ammunition, with an emphasis on less developed resources.
Remember that different states have different economies and cultures: some rural states heavily depend on agriculture, which makes them poor candidates for industrial expansion. Please also note that the return on investment is comparatively greater with the lowest level of investment, and that steady investment is more efficient than erratic investment.
Procedure: Repeatedly right- or left-click on a state until you’ve reached the desired investment level. The investment is maintained every turn until you cancel it. Investments will be canceled if you do not have the necessary resources to maintain (all of) them.
Steamboats and railroads
You can increase your river and rail transport capacity here. This will cost you money and war supplies. Please note that both transportation pools suffer a constant loss through wear and tear, at a rate of 3%/turn for rail transport and 1%/turn for river transport.
Procedure: Right- or left-click on the steamboat or locomotive until you’ve purchased the desired number of transport assets.
Loyalties screen
You may want to restrict individual liberties in some states to maintain order. You have the choice between the following three policies:
- Full liberties
This is the standard policy and is best suited for friendly regions.
- Habeas corpus suspended
This policy ensure loyalty doesn’t fall below 15%. The downside being that it also limits loyalty to a maximum of 85%. In addition, controlled strategic cities in the state stop producing VP’s as long as this policy is in effect.
- Martial law applied
This policy ensures loyalty doesn’t fall below 30%. The downside being that it also limits loyalty to a maximum of 70%. In addition, controlled objectives in the state produce negative VP’s as long as this policy is in effect.
Note: Remember, the policy is applied at the state level, meaning that each region in the given state will experience the same policy. Carefully weigh your decision!
Figure 21: The three possible individual liberties policies, ranging from full liberties (left) to martial law (right).
Politics Screen
Moving your Capital
In case of emergency, you can relocate your capital from here. It will cost money, but also NM and VP’s, as your prestige suffers greatly.
Rotating foreign intervention options
Both sides can choose a foreign intervention option every six months (such as “embargo on cotton” for the CSA or “territorial concessions” for the USA). Each option has a different cost, chance to successfully influence Great Britain and France, potential gain and risk of “backfiring” against your side. Check the tooltip for detailed information.
Procedure: Right- or left-click on the option’s text to cycle through the different available options.
Note: You will have to choose between gambling the more promising options, at the risk of backfiring, or take a safer one, which will not have much of an impact on the foreign entry level.
Prisoner exchange
Starting in July 1862, prisoner exchange becomes an option for both sides. Both sides can now ask for a prisoner exchange each turn. If both sides asked for such an exchange, they release 1/3rd of the prisoners of war (POW’s) they hold in their camps and get a small VP or NM bonus. Please note that the number of POW’s gradually declines due to poor detention conditions (unless new POW’s are captured of course).
Objectives screen
This important screen should be closely monitored, as it indicates who owns each objective and how many VP’s it is worth, as well as your current number of VP’s and how many you will gain this turn from strategic cities and objectives under your control. It also shows the NM and victory/defeat thresholds of each side, the number of turns remaining in the game, and the foreign entry level.
Overview
Introduction ·
Installation ·
Updates ·
Interface ·
Main menu ·
Winning the game ·
Game scale ·
The map ·
Army organization ·
Orders ·
Fog of war ·
Supply ·
Climate ·
Attrition ·
Military control ·
Loyalty ·
The war economy ·
Foreign intervention ·
Managing your nation ·
Combat in the field ·
Siege combat ·
Naval combat ·
Losses and replacements ·
Appendices