Strategic Command Manual Secesión
Strategic Command Manual Secesión
Strategic Command Manual Secesión
CONTENTS
PREFACE 18
PART 1: GAMEPLAY 19
1. INTRODUCTION 19
2. GETTING STARTED 20
2.1. Installation 20
2.1.1. Minimum System Requirements 20
2.1.2. The Installation Process 21
2.1.3. File Locations 21
2.1.4. Resolving Issues 21
2.1.5. Uninstalling the Game 22
2.1.6. Game Updates 22
2.1.7. Game Forums 23
2.1.8. Help and Feedback 23
2.1.9. Error Handling 24
5. GAME ESSENTIALS 91
5.1. Key Areas of Gameplay 91
5.2. Hotkeys 91
5.3. Major and Minor Powers 92
5.4. Indicator Sprites 93
5.5. Orders 93
5.6. Unit Modes 95
5.7. Zones of Control 96
5.8. Combat 97
5.9. Raiding 98
5.10. Conquering Countries 98
5.11. Fighting Spirit 99
5.12. HQs 99
5.13. Supply Rules 100
5.13.1. General Notes on Supply 100
5.13.2. Viewing Supply 101
5.13.3. Damage to Resources 101
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5.14. Partisans 101
5.15. Maintaining Units’ Combat Effectiveness 102
5.16. Decision Events 102
5.17. Politics and Diplomacy 102
5.18. Weather 103
5.18.1. Rain 103
5.18.2. Mud 104
5.18.3. Sandstorms 104
5.18.4. Snow 104
5.18.5. Frozen 104
5.18.6. Storms 104
5.18.7. Ice 105
5.19. The Research Mechanism 105
5.20. Manual Upgrades 105
5.21. Automatic Upgrades 107
5.22. Automatic Industrial Mobilization 108
5.23. Military Production 108
5.24. Further Gameplay Tips 108
5.25. Ending a Turn 110
5.26. Saving a Game 110
5.27. Exiting the Game 110
5.28. Winning the Game 110
5.29. Support 110
9. RESEARCH 187
9.1. Introduction 187
9.1.1. In Brief: The Research Mechanism 189
9.2. In Depth: The Research Mechanism 189
9.2.1. Progression every Turn 189
9.2.2. Research Breakthroughs 190
9.2.3. Catch Up Bonus 190
9.2.4. Spying & Intelligence 191
9.2.5. Examples 191
9.3. Viewing Progress 192
9.4. Progressing to the Next Level 193
9.5. Research Limits 193
9.6. Research Categories 193
9.7. Applying Manual Upgrades 194
9.8. Manual Upgrades 194
9.8.1. Infantry Equipment 194
9.8.2. Skirmishers 195
9.8.3. Scouts 195
9.8.4. Cavalry Equipment 195
9.8.5. Field Artillery 196
9.8.6. Heavy Mortars 196
9.8.7. Mobility 196
9.8.8. Buoyancy Tanks 197
9.8.9. Naval Weapons 197
9.8.10. Ironclads 197
9.8.11. Naval Engines 198
9.8.12. Armored Trains 198
9.8.13. Fort Modernization 198
9.8.14. Lighthouses 199
9.9. Automatic Upgrades 199
9.9.1. Corps Organization 200
9.9.2. Field Telegraph 200
9.9.3. Leadership 200
9.9.4. Infantry Tactics 200
9.9.5. Cavalry Tactics 201
9.9.6. Naval Tactics 201
9.9.7. Amphibious Warfare 201
9.9.8. Experimental Submarines 202
9.9.9. Experimental Balloons 202
9.9.10. Spying & Intelligence 202
9.9.11. Logistics 203
9.9.12. Production Technology 203
9.9.13. Industrial Technology 204
9.9.14. Automatic Industrial Mobilization 204
1. INTRODUCTION 210
1.1. First things First 210
1.2. Using The Editor 211
1.2.1. Editor Help File 211
1.2.2. The Information Panel 211
5. CREDITS 280
Fury software 280
Matrix Games 281
PREFACE
Welcome to Strategic Command: American Civil War, where we are taking you
back to one of the greatest conflicts of the 19th century!
You will be fighting on our biggest map yet, and the base game comes with
six grand campaigns, covering the Civil War from the first shot to the last:
This game introduces a new addition to the Fury Software team, in the shape
of Ryan O’Shea who has designed all the campaigns and written this Manual as
well as the all important Strategy Guides! Ryan is a passionate student of this
war and his knowledge of its history shines throughout this release.
In addition to thanking Ryan, we would also like to thank Bill Macon who
has now joined our team to help with programming.
This game also comes with the same Editor that the official campaigns were
designed in, so we look forward to seeing many Mods being developed too.
We hope you have fun playing the game, and of course we do welcome your
comments and feedback to help us improve it further!
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PART 1
GAMEPLAY
“If it is worth a bloody struggle to establish this nation,
it is worth one to preserve it.”
Oliver P. Morton, Governor of Indiana during the Civil War.
1. INTRODUCTION
When the guns thundered around Fort Sumter on the morning of April 12th,
1861, many believed that the rebellion of the seven Southern states would be a
mere ninety day affair. Instead, the bloodless battle would be only the first act
in what would become the bloodiest conflict to be fought by the United States,
a war that forever changed the history of the nation.
In the weeks that followed Fort Sumter’s surrender, the Southern
Confederacy would grow from seven states to eleven, and tense standoffs would
be seen on the fields and in the halls of state legislatures in an attempt to sway
the dwindling numbers of border states onside. Native American tribes would
become entangled in the great conflict, some even splitting as members sought
to join the ranks of the blue and the gray. In a matter of months, the nation that
thirteen years before rode into Mexico City with just 20,000 men now had a
million under arms.
The Civil War would herald the beginning of a new era of technological
development. For the first time, railroads would be used to organize and
transport thousands of men to the battlefield. The telegraph would enable
commanders to communicate more quickly with their subordinates. Off the
coast of Virginia, the steam-powered ironclad would render the world’s sailing
ships obsolete, while experiments with balloons, submarines and machine
guns showed what was to come.
Nor was this a solely American affair. Union diplomats persuaded the great
powers of Europe to keep out of the war, while the Confederacy gambled on the
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idea of King Cotton in an attempt to secure an ally. French Emperor Napoleon
III took advantage of the USA’s distraction to launch a military intervention
in Mexico, while Spain attempted to reclaim parts of their former empire by
occupying the Dominican Republic and fighting a war in the eastern Pacific.
In Strategic Command American Civil War, you will take the place of Presidents
Abraham Lincoln or Jefferson Davis during these turbulent times. On a map
stretching from Maryland to New Mexico, from Canada to the Caribbean,
you will lead your troops in one of history’s greatest battles. Victory will come
from wisely managing resources and men, fighting on many fronts on land,
on the rivers, and at sea. Investment in new technology, careful handling of
diplomacy with the powers of Europe, and the use of sound military strategies
will be key, but with them, your triumph is assured.
Our Editor can also be used to design your own campaigns, which can be
a very fulfilling thing to do. Our games have a thriving modding community
and this Editor means you can dive in too! Either to make slight modifications
to the official campaigns to suit your own tastes, or to make totally new ones.
Details on how to use it are included in Part 2, Designing Your Own Campaigns.
2. GETTING STARTED
2.1. Installation
2.1.1. Minimum System Requirements
CPU: 2 GHz Processor
RAM: 2 GB
OS: Windows Vista/7/8/10
Video Card: 128 MB DirectX compatible with 32-Bit Color supporting at least
1024 x 768 pixels in height and width. The program will terminate with an error
message if your current system does not support these requirements. Please check
the Control Panel γ Display Options to see if your video settings can be changed.
Sound Card: 16-Bit DirectSound compatible
HD: 1.5 GB free Hard Disk space
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2.1.2. The Installation Process
Please ensure that your system meets the minimum requirements listed above.
If you purchased from the Slitherine or Matrix site you will have been
provided a download link for the games installer.
Have your Serial Number ready as you will need to enter it as part of the
installation process. The Serial Number is included in the order receipt for
downloads, or printed on the disk or box for hard copies.
To install the game, either double click on the installation file you
downloaded or insert the game’s disk into your drive. Follow all on-screen
prompts to complete installation.
Click Finish to close the installer and you are now ready to play!
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1. Right clicking the Shortcut
2. Select Properties
3. On the Shortcut tab select Advanced
4. Then Select the Run as Administrator checkbox.
Should you encounter any problems with the installation or game itself, please
visit our Help Desk at www.matrixgames.com/helpdesk or post in our Support
Forums at www.matrixgames.com. Please provide as much detail on your
issue as you can.
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Register a New Game Purchase – Once you have signed up for a Matrix Games
Member account, you can then register any Matrix Games title you own in your
new account. To do so, log in to your account on the Matrix Games website. Click
Register Game near the top to register your new Matrix Games purchase.
If you purchased your game while already logged in, it will be automatically
registered for you. We strongly recommend registering your game as it will give
you a backup location for your serial number should you lose it in the future.
Once you’ve registered your game, when you log in to the Members’ section
you can view your list of registered titles by clicking my Games. Each game title
is a hyperlink that will take you to an information page on the game (including
all the latest news on that title).
Also on this list is a Downloads hyperlink that takes you to a page that has
all the latest public and registered downloads, including patches, for that
particular title. You can also access patches and updates via our Games Section
at www.matrixgames.com/games, once there select the game you wish to
check updates for, then click the Downloads link at the top of the game page.
Certain value content and additional downloads will be restricted
to Members Club members. So it is always worthwhile to sign up there.
Remember, once you have signed up for a Matrix Games Members Club
account, you do not have to sign up again. At that point you are free to register
for any Matrix Games product you purchase. Thank you and enjoy your game!
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on Saturday and Sunday may wait 48 hours for a reply. Visit our help Desk by
going to http://www.matrixgames.com/helpdesk
3.1.1. Settings
Sound Volume – move the slider to adjust the volume of sound effects. Sliding
it to the far left will turn game sounds off.
Music Volume – move the slider to adjust music volume. Sliding it to the far
left will turn music off.
Video Mode – here you can amend the game resolution, and also switch on/off
the Full Screen option.
Mods – click this to view any downloaded graphical or sound mods. Tick the box
on the right to select one; clicking again will deselect it. Press OK when done.
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Installing Mods – these must be installed in the USER folder for the game, e.g.
Users\<username>\Documents\My Games\Strategic Command American
Civil War\Mods
Mods must be installed in the following format:
o Users\<username>\Documents\My Games\Strategic Command
American Civil War\Mods\<modfoldername>
o Users\<username>\Documents\My Games\Strategic Command
American Civil War\Mods\<modfoldername>\Bitmaps
o Users\<username>\Documents\My Games\Strategic Command
American Civil War\Mods\<modfoldername>\Interface etc.
3.1.2. Preferences
Interface Tips – This turns tips on/off when hovering with your mouse over a button.
Alternate Date Format – Changes the format, e.g. from 12. April 1861 to April 12. 1861.
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*Normalized Production ensures that production per time period is more
balanced in campaigns with variable seasonal turn lengths. Its effect will be to
increase production in winter turns and decrease it in summer turns.
Click on Play Campaign to start a selected campaign, Victory to review the
campaign’s Victory Conditions, or Cancel to exit to the Main Menu.
3.2.2. Difficulty
Choose a setting to align with the level of challenge you wish to face when
playing against the AI.
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The Difficulty level defaults to Intermediate, with no bonuses or penalties
to the Computer. Use the up/down arrows to choose between Green; Novice;
Intermediate; Veteran and Expert.
Higher settings will reward the AI with greater plunder when they conquer
countries. Some scripted events will also only occur at the higher difficulty
levels, as a way of providing a greater challenge to skilled players.
In addition, the Difficulty levels provide bonuses to the AI’s Spotting,
Experience and Military Production Points (MPPs). They do not influence
combat formulas.
Note: Difficulty Settings can be changed during a game against the AI. So
if you find things too easy, or too difficult, modify the settings and continue!
3.3. Options
When you start a new
game, or load a saved turn,
you will be presented with
an Options dialog to select
basic and advanced game
options.
The text for activated
options will appear in
yellow, deactivated ones in
gray. Once a game has begun some options cannot be changed, and these will
appear in a darker gray.
Once you have finished reviewing and changing any options from their
default settings as desired, click OK to start the game.
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3.3.1. Multiplayer Options
In Multiplayer this screen is slightly different as on the right hand side instead
of the Artificial Intelligence options, there is a button to turn on/off Quick
Animation in Multiplayer Replays. If this is turned on then the replays of your
opponents’ turns will be faster. Pressing Pause/Break on your keyboard will
pause the replay, and it will continue on pressing Pause/Break for a second
time.
Note: There is no compulsion to amend any settings, as you can just click
OK to play with the default settings.
3.3.2. View
3-D Units – Choose to display either three-dimensional unit sprites or NATO
counters.
National Colors – Display the map with National Colors on/off.
Last Turn Summary – Displays a summary of major events that occurred in
the last player’s turn. The summary is broken down into three main categories:
Combat, Military, and Research. Combat damage reports include convoy
raiding and strategic bombing results. Military activity reports include
diplomatic results.
Messages – Turn the display of scripted messages on/off.
3.3.3. Preferences
Fog of War – Play each turn with limited visibility of enemy units on the map.
Full visibility is given to enemy units that are adjacent to a friendly unit;
Partial visibility is given to any unit that is located within the spotting range of
a friendly unit or resource, while all remaining enemy units are hidden from
view unless your units spot them.
Every unit type has a Spotting Range (Land) for spotting enemy land
units, and another, Spotting Range (Naval) for enemy Naval units. This is the
distance at which they can automatically see enemy units, apart from Silent
Submarines, as these won’t be automatically spotted.
The location of enemy Defenses (or “Forts”) will always be known to the
other player, as they are immobile and many of them were built before the
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beginning of the war. Details such as morale and strength will only be visible
when a friendly unit is adjacent to them, just like any other unit.
On land, most infantry units have a Spotting Range of 1 hex and cavalry can
spot 3 hexes, while at sea it is normally 1 hex.
Fog of war will also hide resource strengths, the research the enemy has
achieved, unit honors, unit production, convoy information, the current
balance of MPPs, and Industrial Modifiers.
Note: If a Multiplayer game finishes when either one side has attained its
Victory Conditions, or time has run out and a stalemate has been reached,
passwords are set to null so that items not previously visible under Fog of War
can be viewed by both sides.
Weather – Play the game with realistic weather effects that affect unit
movement and combat.
The map is divided into unique Weather Zones consisting of Temperate,
Arid, Frozen or Desert climates. The weather can change in each zone once
a turn in accordance with that zone’s settings, the season and the previous
turn’s weather.
The current weather in a hex is displayed at the bottom left of the screen.
If the weather is fine then merely the Weather Zone type will be shown, e.g.
Temperate.
The weather in the various zones can be seen while scrolling the map. The
map hexes themselves will also change slightly to reflect the current weather,
such as brown hues for Mud, whitened frostings for Snow, and rough seas
for Storms at sea. These visuals will also help you to identify changes in the
weather.
Undo Moves – This option allows you to undo a move providing that move
hasn’t disclosed any previously unseen enemy units. It also cannot be used to
undo an attack.
Retreats – enable/disable the ability for low strength units to retreat when
attacked.
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3.3.4. Artificial Intelligence
Show Moves/Combat – Turn the display of combat during the AI’s turn on/off.
Quick Animation – Selecting this speeds up the AI’s turns though you will
observe less detail while it is carrying out its actions.
Messages (AI Turn) – if unticked, you will not see the Messages that only
appear in the AI’s turn.
Border Style – Select White, Orange or Black national borders.
Land Counter Style – Select your choice of unit bases for land and air units.
Naval Counter Style – Select your choice of unit bases for naval units.
Click OK to proceed, Advanced to see further options, or Cancel to return
to the Main Menu.
Note: Once a unit has expended all its Action Points, it will display a
darkened base irrespective of the option chosen above.
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Unit / Resource Research Levels – Hide or show research values for units and
resources on the map.
Borders – Display the map with national borders on/off.
Fighting Spirit Bars – Hide or display Fighting Spirit Bars in game. These
show the current Fighting Spirit status for all Majors.
3.4.3. Preferences
Research – Untick this to play the game without Research. By default, if a
campaign designer has enabled Research in the Editor then it will be selectable
as a game option. If Research has not been enabled by the designer then it
cannot be enabled here.
Diplomacy – Untick this to play the game without Diplomacy. By default, if
a campaign designer has enabled Diplomacy in the Editor then it will be
selectable as a game option. If Diplomacy has not been enabled by the designer
then it cannot be enabled here.
Production Delay – Leave this ticked to play the game with realistic military
production time delays for all unit purchases rather than “instant” builds. The
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production delay option means you have to plan ahead and anticipate your
future requirements.
Note: This option does not apply to Partisans or the three types of Transport,
as these appear instantly even if you are playing with a Production Delay. Also,
units in the Production Queue at the start of a campaign will arrive on or after
the scheduled date regardless of what you decide here.
Soft Build Limits – Tick this to play the game with flexible build limits for
Major countries to accommodate those “what ifs” of history. By default, a
campaign imposes “hard” limits that restrict unit builds to pre-established
force pool limits. Each specific unit type for each country will have a certain
number of allowable builds.
“Soft” build limits allow you to surpass those limits, but with a penalty
applied to each additional unit purchase that exceeds the pre-set limit.
The cost penalty is cumulative for each additional unit. So for example, the
penalty may be 10% for the first extra unit, 20% for the second extra unit, and
so on. Since reinforcement costs are directly related to current unit costs, the
cost penalty is also applied to regular and elite reinforcements.
Right-Click Unit Action Menu – If enabled then right-clicking on units will
bring up a choice of actions. These are also on the left hand side of the lower
information panel. If this is disabled then right-clicking will cancel/deselect
the current selection.
Disable Game End Date – Tick this to play past the campaign’s default end
date. Any Victory scripts set to run only at that date will not fire, however those
that are set to run at any time once in game conditions are satisfied will still
fire as expected.
3.4.4. Scripts
When Scripts is selected from the Advanced options dialog, a dialog appears
which lists event names by script type.
A flag (“X”) at the far right of each event name can be used to toggle the
event on or off by clicking in its box. If a script is turned off then it won’t show
an “X” and it won’t be highlighted.
Scripts that are turned off won’t occur during the game.
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These selections can be changed during a game against the computer. For
a Hotseat game, changes can only be made when starting the game, never
during one.
Changes to activate or deactivate scripts cannot be made in PBEM games,
as both parties need to play using exactly the same campaigns in order to avoid
any changes that aren’t open and agreed by both sides.
The script flags are quite useful for customizing each game for variability,
or for providing a handicap if one is desired.
Those that have the letters “DE” in front of them are connected to Decision
Events, so it will be best to refer to the list of these in the relevant campaign’s
Strategy Guide before turning any off.
By toggling the flags on or off, you can easily customize some elements of a
campaign without having to modify it in the Editor.
Note that the flagship 1861 Blue and Gray campaign includes several special
Decision Events that control major gameplay elements, such as partisans and
European entry, that can be turned on or off with a single click:
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§ DE 1000: Disable to Play Without European Entry turns on or off all events
associated with the mobilization of the UK, France and Spain.
§ DE 1001: Disable to Play Without Partisans turns on or off all events that
will spawn partisan units on the map or damage resources. For game
balance, if these are turned off, the Union will receive a small MPP
penalty when it occupies certain parts of the Confederacy, to represent
the costs of garrisons in those areas.
§ DE 1002 and DE 1003: Disable to Hide All Historical Popups turns on or off
all historical popup events, which have no impact on gameplay but are
included as a matter of historical interest, such as the Formation of the
predecessor of the Red Cross.
§ DE 1004: Disable to Remove all Strategic Advice Popups turns on or off all
‘strategic advice’ popups, messages intended to give you advice as you
play. These do not directly impact gameplay.
§ DE 1005: Disable to Hide Diplomatic Warning Popups turns on or off a set of
messages that inform players when the UK, France and Spain reach the
mobilization threshold of 30%, and every 10% thereafter. These do not
directly impact gameplay.
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If playing against the AI, the icon will flash when the AI has finished its
turn.
Note that you can generally use Alt-Tab to switch out of a game, so you can
do something else while you are waiting for the AI, but you cannot switch back
until the AI has finished. The game is not frozen; it is just completing its tasks
before it will pop back up. Waiting for the Taskbar icon to start flashing will
avoid any delay.
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3.5.2. Top Row Buttons
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Note: Some nations represented on the map cannot be attacked or
otherwise interacted with for historical reasons (such as Guatemala or the
Dakota Territory). The declare war button will be grayed out if one of these
nations is selected.
Click on Close to return to the previous screen, and then Close again to exit
the War Maps area.
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3.5.2.4. Purchase
Units may be purchased at any time during your turn by selecting Purchase
from the button at the top of the screen, or using the Ctrl-P Hotkey.
Select the Major’s flag that you wish to purchase units for at the top. Under
the Select Country heading, both that Major and any Minors subordinate to it
will show.
You can review the various unit types available for each country by clicking
on them in the Select Unit column.
If the unit type is available for production and you have sufficient MPPs it
will be shown in white text. If you do not have sufficient MPPs then the text
will be gray, while if it is not currently available it will be shown in red. This
could be due to the Build Limit not yet having been reached, or because the date
when this unit type becomes available for purchase hasn’t yet been reached.
If the latter is the case, when you click on any units in red the date when it
will become available for purchase will be displayed underneath the unit icon.
The number in brackets to the right of each unit type represents the number
that can be purchased, while the right hand number under the heading PD
represents the Production Delay.
The Production Delay is the number of months it will take from purchase
for the unit to be prepared and ready for battle.
So in the example overleaf, the Union can purchase 18 more Divisions, and
after purchasing 1 we will have to wait 3 months before it will be ready to be
deployed:
A graphical representation of the selected unit type appears in the top
middle of the screen, along with the MPP cost of the unit. Available MPPs are
shown in the top right, so you can consider whether this purchase is within
your budget.
Named units are shown to the right of this column. With HQ units, the
commander’s rating is shown in brackets after its name, with higher numbers
representing better commanders.
Tip! Excluding Partisans, Land units that are destroyed at supply 5 or
higher are cheaper to buy back and will be ready in half the indicated time. The
names of these units will have an asterisk after their name, and it is strongly
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recommended to purchase these units first. In all default American Civil War
campaigns, this ability only extends to those units that have names (such as
Divisions), and not to unnamed units such as Artillery.
The Combat Values of all unit types are shown on the right hand side of the
screen, so you can review these when considering which to purchase.
In the bottom right of the screen any available upgrades for the selected
unit will be shown. Clicking on the up arrow(s) to apply these will increase
both the cost and Combat Values of the unit, and this will be reflected both
underneath the unit icon and also in the Combat Values area above.
When you have made your selection, click on the Purchase button in the
bottom center to purchase the unit.
When you have completed reviewing this screen and/or making purchases,
click Close at the bottom right to leave this area.
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3.5.2.5. Production
To view units that are currently scheduled to arrive during the game, click
on the Production button in the bottom right. This will show all units due to
arrive for the selected Major and its Minors, their arrival dates and location (if
applicable). To select a different Major, click on its flag at the top.
Note: Units due to deploy by script, e.g. ones mentioned in Decision Events,
will not appear in the Production table.
When you’ve finished reviewing this area, click OK at the bottom to return
to the previous screen.
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click Cancel. However, there is rarely anything to be gained from delaying
deploying any units, so it is generally recommended to deploy units in the turn
they become available.
3.5.2.7. Diplomacy
Select Diplomacy or use Ctrl-D to bring up the Diplomacy dialog. This is where
you can attempt to influence neutral powers to swing your way.
Every Major that has entered the war has a number of chits, and these can
be invested for a cost in MPPs. Each invested chit then has a small % chance per
turn of swinging the targeted country towards your side. The more chits you
invest, the greater the % chance.
In the countries list on the left hand side, neutral Majors will be listed
first, followed by all neutral Minors, in alphabetical order. Note that the term
“countries”, here and elsewhere in this manual, extends to other powers such
as the border states and Indian tribes.
To the right of their name will be an icon denoting their leaning and which
Major with the same leaning they would be subordinate to if they were to
enter the war. For instance, Osage shows the Union flag as it would be a Union
Minor were it to join the Union’s side in the war.
The % column shows their current Mobilization value towards the side that
the icon denotes.
Select the flag of the Major that you wish to carry out some diplomacy.
Its flag will now have a green border around it. Your available MPPs and
Diplomacy chits (Influence Remaining) are shown in the top right.
Now click on a country that you may wish to attempt to influence. The cost
of investing against a given country will be displayed, and this will vary as
neutral Majors are more expensive to invest diplomacy in than Minors.
The % chance of a diplomatic success per chit per turn is shown in the
middle of the screen. If multiple chits have been invested, whether by one or
more of your Majors, then a cumulative % chance of success will be shown. This
is the % chance of success every turn.
To invest a diplomacy chit, click on the “up” button in the middle of the
screen, and click Yes on the confirmation message that comes up to proceed.
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Note: if you are designing your own campaign, it is possible to limit the
number of chits that may be invested into a particular country, representing
a nation’s historic neutrality or reluctance to enter the war. This feature is not
used in American Civil War’s default campaigns.
You can also declare war from the Diplomacy screen. To do this, select
the Major that is to declare war, click on the country you wish to attack, and
then press the Declare War button at the bottom. Confirm your declaration
by clicking Yes.
Click on OK to return to the main game screen.
3.5.2.9. Research
Research may be conducted at any time during game play by clicking on the
Research tab or pressing Ctrl-R.
Only Major countries can conduct research, and there are two types of
research categories: Manual and Automatic. Manual categories occupy all of
the left hand column, Automatic the right hand column.
Manual categories mean that you apply the research successes individually
to your units and resources by upgrading them. This allows you to decide
where these upgrades are most needed and to target your income accordingly
where it matters.
Automatic categories mean that you benefit immediately from successes in
those categories without having to manually upgrade any units or resources.
Selecting one of the Major country flags at the top of the Research dialog
will set the screen to display that country’s research fields.
Available MPPs for investment are shown at the top right, along with the
current number of MPPs invested. At the bottom right you can see the maximum
number of MPPs that can be invested in research at any period of the game.
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To the right of each category you can see in order:
* If these appear in red then the maximum level has already been attained.
To invest in a category, click on the yellow “up” button. If this isn’t showing
in yellow then no research is possible in this category. You can invest as many
chits into a category as are allowed, providing you have sufficient MPPs. If a
category isn’t available for research, then its name will appear as N/A.
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Tip! See The Research Mechanism in Chapter 8 for more details on how
research works.
Click on OK at any time to return to the Game Menu.
3.5.2.13. Reports
Click on the Reports button to see charts, tables and graphs displaying income,
losses and overall investment in categories such as Research and Diplomacy
since the start of the game.
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3.5.5. Information Panel
This panel at the bottom of the screen will display unit, terrain and resource
information as you hover your mouse over features on the map.
Click on the mini-map in the middle of this panel to jump to different parts of
the map. This is a very quick and useful way of moving around the playing area.
Providing you don’t have anything selected on the map, the panels to
either side of the mini-map will display information on the hex your mouse is
currently hovering over.
If you select a unit by left-clicking on it, or if you merely hover your mouse
over it (providing you don’t already have one selected) then information on
that unit will be displayed in the left hand panel.
With one of your units selected, if you hover your mouse over an enemy
unit then providing it is within your attack range, information on the enemy
unit will display in the right hand panel.
If you hover your mouse over an enemy held resource whose strength is
hidden by Fog of War, the display will show the MPP value per strength point
of this resource. This gives you an idea as to the value of the resource, without
giving away its actual strength.
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With a friendly unit selected and the mouse hovered over an enemy unit in
attack range, the mini-map will disappear and be replaced by a Combat
Predictions panel. This shows the likely casualties should you attack this unit
with your currently selected unit. In the example below the prediction is for
the attacker to suffer 4 points of damage and the defender 6.
Given the unpredictable nature of combat, actual results may vary by 1
damage point in either direction.
The Combat Predictions panel also displays factors impacting on the combat
result, such as launching a Prepared Attack and attacking across a river. These
are both included in the example above, where they are represented by a pair
of muskets for the Prepared Attack, and a wavy symbol for attacking across a
river.
The abbreviations shown in the panel represent the following (some of
which will definitely not be seen in any of our official American Civil War
campaigns):
SA Soft Attack
IA Infantry Attack
CA Cavalry Attack
ARTA Artillery Attack
FA Fort Attack
ATA Armored Train Attack
TA Tank Attack
FTRA Fighter Attack
BMRA Bomber Attack
BA Balloon Attack
ICA Ironclad Attack
WA Wooden Ship Attack
CVA Carrier Attack
SUA Sub Attack
TRNA Transport Attack
AAA Anti-Aircraft Attack
RESA Resource Attack
SD Soft Defense
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ID Infantry Defense
CD Cavalry Defense
ARTD Artillery Defense
FD Fort Defense
ATD Armored Train Defense
TD Tank Defense
FTRD Fighter Defense
BMRD Bomber Defense
BD Balloon Defense
ICD Ironclad Defense
WD Wooden Ship Defense
CVD Carrier Defense
SUD Sub Defense
TRND Transport Defense
AAD Anti-Aircraft Defense
RESD Resource Defense
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3.6. Further Interface Information
3.6.1. National Colors
Each Major and their associated Minors has a unique color on the map that
represents the territory they control.
When units are selected, their names will also appear in their respective
National Color, and this has the advantage of showing at a glance which Major
a Minor is subordinate to, i.e. Choctaw unit names are in gray, matching their
status as a Minor to the Confederacy.
Confederacy
UK
France
Spain
Union
Mexico
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3.6.4. Terrain Symbols
River Bush
Lake Bocage
Marsh Desert
Forest Depression
Jungle Road
Mountain Rail
Note: Empty islands do not contain a source of supply and cannot serve as
a base, so if any exist on a map then units should not land in these islands as
they will become stranded there.
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3.6.5. Resource Symbols
Oil Capital
Settlement Fortress
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Information – these hexes are important for certain game
effects. Mousing over them will provide further details.
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3.6.8. Hiding the Interface
Press F4 on your keyboard to hide the Interface. Press it again or deselect a unit
or resource and the Interface will reappear.
§ Soft
§ Infantry
§ Cavalry
§ Artillery
§ Fort
§ Armored Train
§ - (this is an unused slot)
§ - (this is an unused slot)
§ - (this is an unused slot)
§ Balloon
§ Ironclad
§ Wooden (Ship)
§ - (this is an unused slot)
§ Sub
§ Transport
§ - (this is an unused slot)
§ Resource
§ Spotting (Land)
§ Spotting (Naval)
§ Action Points
§ Operational Range
§ Intercept Range
§ Escort Range
§ Attack Range
§ Min Shells
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§ Max Shells
§ De-Entrenchment
§ De-Moralization
§ Interceptions
§ Escorts
§ Attacks
§ % Attacking
§ % Defending
§ Raid Multiplier (MPPs)
§ Enemy FS Losses (Per Raid)
§ Attack
§ Defense
§ Defense Bonus
§ Max Entrench
3.6.10. Evasion
Some unit types can evade damage when they are engaged in combat. For
example, ships will not receive any damage when bombarding most land units,
while some units will have a small chance of evading damage when they are
attacked.
Here are the unit types affected, including their % chance to avoid suffering
casualties for every combat they are engaged in. Note that some research
categories may increase these percentages.
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3.6.11. Unit Symbols
Not all the units listed here are available in every campaign.
UNIT TYPE 3-D SYMBOL NATO ICON
HQ
Regiment
Brigade
Division
Corps
Mountain Division
Rangers
Marines
Engineers
Indians
Cavalry Brigade
Cavalry Division
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Cavalry Corps
Partisans
Blockhouse
Field Artillery
Siege Artillery
Railroad Battery
Defenses
Armored Train
Balloons
Battleship
Cruiser
Ironclad
Monitor
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Frigate
Gunboat
River Ironclad
River Timberclad
River Gunboat
Submarine
Torpedo Boat
Troop Transport
Amphibious Transport
3.6.12. Zoom
Use your mouse scroll wheel to zoom in or out. There are three zoom settings,
and the default setting is the first level.
Zoom out to the next level for a grander view of the scene, and again to the
third level to see the whole map. All unit Activation symbols are shown at all levels.
When fully zoomed out, you can either continue with the scroll wheel to
return to the first level of zoom, or you can just click on the screen to return to
the middle level.
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Try these now, and while the default level is best for most things, they can
all be useful at different times. For instance, being fully zoomed out makes it
easier to spot units in other parts of the map that you may wish to move.
§ Reinforce
§ Elite Reinforcements
§ Upgrade
§ Unload (from a Transport or Amphibious Transport)
§ Rail Move
§ Transport*
§ Amphibious Transport*
§ Long Range Amphibious Transport*
§ Disband
§ Sack/Replace with (for HQs, to change commanders)
§ Rename
§ Properties (to see Combat Values and Honors gained from service)
§ Set Mode
§ Auto; Auto-Assist; Manual (for HQs)
§ Hunt or Silent (for Submarines)
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3.6.15. HQ Attachments
§ HQ command ranges default to 3 but they can be increased via research.
§ HQs have three modes: Auto, Auto-Assist and Manual. The default
setting is Auto.
§ Select a HQ and any units attached to it will be highlighted in green. If
the HQ is set to either Auto-Assist or Manual then any units that can
potentially be attached are in blue.
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3.6.19. HQ Highlights
With this switched on, when one of your
units is selected, the HQ it is attached to
will have a thicker ring around it. In the
example left, the two units immediately
to the north and northeast of the selected
HQ are commanded by that HQ, while the
unit west of it is not:
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As they cannot move, fortress Defenses have been set to begin in Sleep
mode by default in the official campaigns.
Units can also be put into sleep for one turn via the Sleep Tool mouse
hover and pressing the space bar instead of a left mouse button click. This is
indicated with a black dot instead of a white dot.
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3.6.25. Front Line
The Front Line effect places a border around your territory, updating
automatically as you advance or get pushed back. Together with the Fog of War
Shroud it provides you with an immediate understanding of the situation at a
glance.
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4.1. Turn 1
4.1.1. Select the Campaign
With the game opened up, from the Main Menu go to Single Player, select the
1861 Blue and Gray campaign and then click on Play Campaign.
From the Choose Side dialog, leave the Difficulty level at Intermediate (0%)
and the Computer Bonuses at +0. For greater challenge, try the higher settings
later once you’ve got a good understanding of how to play.
For the purposes of this Tutorial we are going to play as the Union. Because
the Confederacy has the first move in this campaign, click on the button labeled
Union to select that side to play. This will give control of the Confederate
opponent to the AI. Then
click on OK to proceed.
The Options screen will
now come up. Click on OK
to start the game as the
Union.
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At the end of the AI’s turn, several Pop Ups will appear telling us about some
important events in the game. First, there is a chance that the Confederacy will
choose to sell its cotton stockpile, which will provide them with some Military
Production Points (MPPs, which are used to purchase units, conduct research
and many other things).
Much more important to us will be the secession of Virginia, which will
now become Confederate territory, and Maryland’s decision to side with the
Union. Both of these states are predetermined to join their respective sides. As
we shall soon see, this is not the case with all the border states. A riot will also
occur in Baltimore, temporarily damaging the city.
Once you have seen and clicked through each of those events, the AI’s turn
will end, and your turn will begin.
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The game map will now center on the city of St Louis MO (the two letter
code following every city’s name indicates the state it is located in, in this case,
MO for Missouri). Scroll around a little using your mouse. To do this, simply
move your mouse in the direction you wish to scroll the map.
Try the G and H hotkeys to toggle the map grid on/off and Hide/Show units
respectively.
Take some time to review the map. At the bottom of the screen are
Information Panels showing information relevant to the hex your mouse is
hovering over, such as its owner, terrain type, any movement penalties and its
Max Entrenchment value if applicable.
The mobilization value of any country will also be shown in the left hand
panel when you hover over a land hex, as will its owner, political leaning and any
special rules particular to its terrain type. Any country at 100% Mobilization,
e.g. the Union, is considered to be fully active in the war.
Note: The term ‘country’ in American Civil War is used to refer to all
independent entities, including border states such as Missouri, and Indian
tribes such as the Osage.
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If you hover over a unit, then information
specific to that unit will appear in the left hand
panel. Normally, you will also be able to select a
unit by clicking on it, at which point information about that unit will remain
in that panel until the unit is deselected. However, as there is a Decision Event
awaiting an answer, this is not currently possible.
Scroll around the map with the mouse cursor
and notice that as you hover over hexes belonging
to different countries you’ll see that they will have
varying Mobilization values.
Text colors in the Information Panel will show as white for units on your
side and yellow for enemy units. The text for units on either side that have low
Supply, Readiness or Morale will display those fields in gray.
4.1.5. Decisions
After scrolling across the map, you will have observed that General Fremont
is leading a small force near the town of Alton IL, and that you also have a few
scattered units in Kansas. We are now ready to return to the Decision Event we
saw earlier, so click on the button labeled ‘Click to return to Decision’.
Before we make our decision, we should also look at the Notes that come
with the Decision, which you can do by clicking the ‘Notes’ button. In this
case, the Notes are telling us that if we say YES to this Decision, Missouri will
never secede and join the Confederacy, but will also result in Kentucky shifting
towards the Confederacy. Saying NO will mean that Missouri will remain
neutral, but will likely join the Union towards the end of 1861. The historical
actions in this situation are also given, and as we can see, YES is the answer
that will result in a historical outcome.
You may recall that at the end of the first Confederate turn, Virginia seceded
and joined the Confederacy, while Maryland chose to remain with the Union.
Those results are predetermined and will occur in every game, and the same
is true for the states of Arkansas, Tennessee and North Carolina, which are
all still currently neutral but will join the Confederacy over the coming turns.
Unlike those five states, Missouri and Kentucky may join either the Union or
Confederacy depending on the actions both sides take early in the game: if
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either state is more than 0% mobilized in favor of the Confederacy, it will
secede and immediately become Confederate territory.
Of the two, Missouri is by far the more important as it contains significantly
more towns (which generate MPPs) and commands the approaches to the
Western territories and Kansas, so we should do everything possible to prevent
it from seceding. Fortunately, the Decision’s Notes inform us that saying YES
to this Decision will guarantee that Missouri will never secede, so we will click
OK to close the Notes, and then click the ‘Yes’ button to make our decision.
Two events will then pop up, informing us that Kentucky is upset with our
decision, and Missouri’s Governor Jackson will raise the Missouri State Guard
to oppose us.
Before we can deal with him however, we will be offered another Decision,
asking whether we would like to evacuate the forts in the Indian Territory
(modern day Oklahoma). This choice is less important than the Missouri one
was, asking us merely whether we would like to deploy two Regiments in the
Indian Territory or in Kansas. As units deployed in Kansas can be used against
Governor Jackson in Missouri, we will say YES to this Decision as well. As it
turns out, YES was also the historical response, and considering the Union
won the war historically, we can’t go too wrong copying that!
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When you click OK, the map will center
on Washington DC, and the five hexes in
and around the city will be marked green,
indicating hexes in which you are allowed
to deploy the unit (the hex to the southwest
is owned by the Confederacy, so you cannot
deploy units there).
Left click to place the unit in one of those
hexes, or right click to cancel and be taken back to the screen showing the units
that can be deployed. Units may be deployed in any order, and you are not
required to deploy all units in a given turn (though we strongly recommend
that you do deploy all of your units whenever possible).
As our capital city is currently undefended, we are going to deploy all three
Brigades in and around Washington DC.
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Washington DC. This is a quick and handy way of moving around the map, as
you can select any of your Majors’ flags to be taken to their capital. Then scroll
the map to the west until you see your armies at the border with Missouri.
The reason for going here is that we are going to begin the war by attacking
the Missouri State Guard!
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the bottom left of the counter. These changes signify that this unit has used
up all its Action Points for this turn and can do nothing more until next turn.
We will begin our occupation of Missouri by moving our Cavalry Brigade
onto the river hex northwest of St Louis (hex 92,71) and then deselect it by right
clicking. This will allow it to spot the nearby area and make sure there are no
enemy units that may ambush us. Cavalry have a spotting range of 3 hexes,
while infantry only have a spotting range of 1, so using cavalry to scout the area
ahead is essential to avoiding ambush.
The extent to which you can see is shown by the Fog of War shroud. The
limits of your current visibility can be easily seen as hexes beyond the spotting
range of your units and resources are darkened by the shroud, and this shroud
automatically adjusts in line with the situation. After moving your cavalry, you
can see that the shroud has retreated, revealing that the town of Washington
MO, and nearby hexes, are empty of enemy units.
Having confirmed that the area is clear, we can then move our Cavalry
again, this time to occupy St Charles. We will also move our Infantry as far
west as it may go this turn, and send General Fremont to occupy St Louis.
We have another Cavalry Brigade, this one located in Lawrence KS, which
we can send to occupy Missouri from the west. When you are finished, the
situation in Missouri may look like this:
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4.1.9. The War at Sea
Now we’re going to move to the east to review the Union’s fleet. You may wish
to zoom out one level using the scroll wheel on your mouse to better see where
all its vessels are located.
The Union has two Frigates at Boston MA, another Frigate in Key West
FL and a Gunboat in Fort Pickens FL (near Pensacola). Many more ships will
arrive in the coming turns, including a large fleet of Gunboats. To see these,
click on Purchase at the top of the screen and then click on Production in the
bottom right to see what units are already under production and when they are
set to be available for deployment.
Currently our Navy does not have much to do, as the Confederates do not begin
the game with any ships and are not yet receiving any convoys from overseas.
Both of these will soon change, but for now it would be a good idea to get our
ships in a position to begin blockading the Confederacy for when the time comes.
Scroll the map up to Boston, and locate the Frigate Niagara, which will be
located in hex 179,33. Boston is far away from the Confederate coast, and any
ships left up here won’t have much to do, so let’s move the Niagara down to a
more useful position.
Selecting the Niagara, we can see that it can move 14 hexes this turn, which
would allow it to sail as far south as Rhode Island. Now left click on it again.
You’ll notice that the hexes around it have turned orange. This is because it is
now in Cruise Mode, which allows it to move double its normal distance for a
cost of 1 supply point.
Now left click on a destination hex, heading south to somewhere near the
coast of New Jersey, and then do the same with the other Frigate in Boston,
the Mississippi. The other Frigate and Gunboat we identified earlier, can be left
where they are for the time being. Leaving them in port will ensure they are at
maximum supply and readiness when we do need them.
Note that it’s best not to use Cruise Mode every turn, as it does use
up supply, but once or twice on an outbound mission will get you to your
destination much faster.
Tip! You can select a movement path by holding down Ctrl on your
keyboard and then left clicking on a hex you wish to pass through. The unit
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won’t actually move until you either release the Ctrl button and then left click
on your final destination, or you left click with Ctrl held down on the most
distant point you can reach.
Note: The names of naval units generally denote a number of vessels, using
the name of a historic vessel to give them historical flavor.
4.1.10. Research
We currently have 200 MPPs available to spend. Especially early in the game
it is a very good idea to consider doing some research. The Civil War was a
time of dramatic technological development, with armored trains, ironclad
warships, submarines and many other weapons making their battlefield debut
during the conflict, and it is very likely that the side better able to utilize these
new technologies will win the war.
Select Research from the bars along the top, or use Ctrl-R to bring up the
Research dialog.
The dialog that opens has a tab for each Major: the Union and Mexico (though
Mexico has no MPPs, and thus will be unable to conduct research unless they
enter the war). Categories in green are currently being researched, and by
hovering over a category you will see an explanation of it in the bottom left corner.
The Union starts with some advanced research levels, such as Amphibious
Warfare and Logistics in the right hand column.
In the top right you can see your available MPPs, as well as the total that
has already been invested in research. At the bottom right you can see the
maximum amount that can be invested at any one time.
While we have a wide range of research options to choose from, four
technologies deserve the greatest attention: Infantry Equipment, Corps
Organization, Production Technology and Industrial Technology. Infantry Equipment
will increase the attack and defense stats of our infantry units (which will
make up most of our army), and the latter two will reduce the costs of units
and increase our MPP production respectively, but unfortunately all three
cost 250 MPPs to invest in (fortunately, we already have the maximum two
chits invested in Industrial Technology, but we will have to wait until subsequent
turns for the other two).
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One technology that we can afford to, and certainly should invest in, is
Corps Organization. Developing this technology will allow us to build Corps
units, which are significantly more powerful than the Regiments and Brigades
we currently have on the map, or the Divisions currently available to purchase
(we will discuss them more later).
Ensure that you have the Union’s flag selected at the top of the dialog box,
then click on the up arrow next to Corps Organization and then click Yes on the
confirmation box that appears, so as to agree to making the investment for a
cost in MPPs. The Research screen now shows 1 chit in Corps Organization.
Select Table at the bottom to bring up the Research Table dialog. This shows
the current level for all technologies for all your Majors.
Click on Close when done.
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At the end of the second Confederate turn, you will receive some bad news:
the British have recognized the Confederacy as a belligerent power (though
President Lincoln’s threat of war prevented them from formally recognizing
the CSA as an independent nation), and have begun trading with the rebels
(unofficially, of course). Now would be a good time to view the War Maps
screen and see the international situation at large, so after you have deployed
the two available units (the Frigate must go in Boston, while the Brigade can
be placed at any city, though again Washington DC is a good choice), select the
War Maps button at the top of the screen, or use the Ctrl+M hotkey.
This will bring up a zoomed-out map, and you can zoom in by left-clicking
anywhere on it.
Press the % button in the bottom left to show Mobilization Levels for all
countries.
You’ll see that the Union is at 100% Mobilization. Because the Union is
already at war with the Confederacy, the Confederacy’s icon is represented by
a pair of sabers.
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Most countries are neutral, including ten Indian tribes, Mexico and the
three European powers: the UK, France and Spain. The British recognition
of the Confederacy’s belligerency has increased their Mobilization to
approximately 10% (it varies from game to game).
By selecting a country that is currently neutral, and then clicking Declare
War, you are able to declare war on that country, immediately bringing it into
the war on the opposing side (if a border state is attacked, it will immediately
join the Union or Confederacy and cease to be an independent state). In
American Civil War, there are few instances where a declaration of war is
preferable to simply waiting for that country to join the fight of its own accord,
and we generally advise against doing so.
Note: Some nations in the game, including the Comanche, Western
Territories, Guatemala and Honduras, are considered to be permanently
neutral and cannot be declared war on normally.
You are encouraged to regularly check the Mobilization of the European
powers, as when one of them reaches 75% Mobilization, they will formally
recognize the independence of the Confederacy, and are virtually certain to
enter the war thereafter. European powers have extremely powerful armies
and navies, so as the Union you should do everything you can to reduce their
Mobilization whenever possible (and Confederate players are encouraged to
try to bring them in!).
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The map also displays the location of friendly units that are capable of
raiding convoys. This can be useful in showing you where they need to move to
from their current positions in order to raid.
Left clicking on a source country’s flag provides information about its
convoy event. For countries with active convoys the convoy event name is
shown. If it is a friendly convoy, or if Fog of War is off, then the number of
MPPs being transferred and the Seasonal Reduction Value are also displayed.
The Seasonal Reduction Value represents the fact that some convoy routes
are affected by the weather and will then work at less than 100% efficiency.
They may even be shut down during the winter due to ice. When this is so they
will display a white line to represent that they are inactive.
Note: In 1861 Blue and Gray, all convoys operate at 100% efficiency in all seasons.
For countries with inactive convoys, the convoy event name, current
Mobilization Values and trigger requirements for the convoy are displayed.
If the Fog of War option is selected, for enemy convoys only the convoy
event name is displayed. Note that convoys may be activated or inactivated
as countries’ Mobilization Values change, and every country’s status can be
monitored via the War Maps button as mentioned previously.
Note: The Union can send MPPs via the Convoy Map to Mexico if Mexico
enters the war. The default setting is that none will be sent without your
permission, so via this screen you may wish to set the % of Union income, up to
the maximum permissible, that the Union can provide to Mexico.
Tip! For convoys between Major powers, you can adjust how much will
be transferred each turn. The transfer amount will remain the same until
you change it via the Convoy Map, where an Up/Down arrow for the selected
convoy can be used to adjust the transfer value.
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Land convoys, such as the one from the Utah Territory to the Union (which
activates in 1862), can be broken if enemy forces capture any of the hexes that
the convoy passes through. This means that as the Confederacy advances
into New Mexico, the hexes near Santa Fe NM are likely to be hotly contested
because without them the Union will lose considerable income from the Utah
goldfields.
The same applies to the Confederate Blockade Runner convoy that runs
from Bermuda to Elizabeth City NC via Fort Hatteras. If the Union can capture
Fort Hatteras then this will cut off that Blockade Runner route, reducing the
income the Confederacy receives.
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are actively raiding an enemy convoy route. When they are not located on or
adjacent to a convoy route, they will not use this supply point, so you can safely
set ships to Raider even when they are not yet actively raiding.
Once this is done, you should also continue moving your units in Missouri
towards the state capital Jefferson City.
4.2.6. Research
This turn we also have a significant stockpile of MPPs (likely around 950).
While there are a wide range of things we can do with these, Research again
deserves our greatest attention. The Union is able to conduct up to 4000 MPPs
of Research at any one time, and we are nowhere close to that limit at this
stage. Investing in two chits of Infantry Equipment, and a second chit in Corps
Organization, will set us up well for the future, so these are strongly advised.
4.2.7. Diplomacy
Now would be a good time to look at the Diplomacy menu, which you can open
by either clicking the Diplomacy button at the top of the screen, or using the
Ctrl+D hotkey.
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The Diplomacy menu
allows you to declare war
on other nations, or invest
in diplomatic chits with
the aim of swaying them to
your side. Each Diplomatic
chit costs 100 MPP if
invested in a minor nation,
or 200 MPP if invested in a
major. Only the Union and
Confederacy can make
diplomatic investments,
and each is limited to
five chits, each giving a
3% chance of a “hit”. A
successful diplomatic “hit”
will move that nation 7-10% towards your side (with a small chance of an even
greater swing for minor nations), and use up one chit.
Three main categories of nations are available for diplomatic investment:
European powers, border states, and Indians. European powers are by far
the most powerful, and the Confederacy is likely to invest in them later in the
game. If we invest in them, each chit we invest will counter the effect of one
chit invested by our opponent (so if both sides invest two chits, then neither
side will ever receive a diplomatic “hit”), and if we invest in more chits than
the Confederacy does, a diplomatic hit would reduce their mobilization (to a
minimum of 0% - the Europeans can never become pro-Union).
Border states - only Kentucky in this game, but Missouri as well if we said
NO to the Decision on Turn 1 - don’t have any military forces of their own,
but bringing them onto your side can bring significant benefits, including the
ability to deploy new units in their cities. If you intend to use diplomacy to
influence border states, it is essential that you do so as soon as possible, for
they will choose sides quickly (almost certainly before the end of 1861).
When a border state is more than 0% pro-Confederate, it will immediately
secede and join the Confederacy, so it is always a good idea to keep a close
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watch on them. In this case, Kentucky is currently only 6% pro-Union, and
would secede if the Confederates scored even one diplomatic hit, so it may be
a good idea to make a diplomatic investment now and reduce the risk. For the
purposes of this Tutorial however, we will assume that no investment is made.
Tip! The Confederate AI will attempt to influence border states in some
games, and will do so without warning.
Indian tribes can also be influenced, with the Creek, Cherokee and Pueblo
being most easily influenced to the Union side. Each will bring one Indians
unit (similar in strength to a Cavalry Brigade) to the fight, and in the case of
the former two, we recommend you say NO to the Decision to evacuate the
Indian Territory forts if you intend to attempt to influence the Indians to join
your side.
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sufficient for the task of conquering the Confederacy and putting an end to
this rebellion. As a result, it is important to begin Purchasing Units as soon as
you possibly can. Beginning in the third or fourth turn, and continuing until at
least the end of 1861, we strongly recommend that more than half of each turn’s
income be devoted to new unit purchases each turn.
To open the Purchase screen, click the Purchase button at the top of your
screen, or use the Ctrl+P hotkey.
To the left of the center of the screen will be a list of possible units that
can be purchased. Some will be listed in red text, indicating that you cannot
build these at this time, and you can click on them to see the reason why (for
instance, you cannot build a Submarine until you have researched Experimental
Submarines technology). Units listed in gray can be built, but you do not have
enough MPPs available to purchase them currently. Units listed in white can
be purchased right now.
The Division is a more powerful infantry unit than the Brigade, and in time
Divisions should form the backbone of our army. Build one now by clicking
Division on the Select Unit list, and then clicking Purchase. The ‘PD’ stands for
‘Production Delay’ and is measured in months. For a Division the delay is three
months, which means we will be able to deploy our new Division in August
1861.
Note: You can choose the name of a unit when you purchase it. Divisions
are named after their commanding generals, so be sure to choose a good one!
Division commander names do not have any gameplay effects.
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4.3. Summer 1861
4.3.1. Crushing the Missouri State Guard
At the beginning of turn three, your forces should be converging on Jefferson
City, and it is time to defeat the Missouri State Guard once and for all. (It is
worth noting that in this game we have been very lucky with the weather in
Missouri - if you are unfortunate enough to have mud delay your advance, this
may not be possible until turn four).
Select one of the units near Jefferson City, and move it into a hex adjacent
to the Missourian unit in the city. Then hover with your mouse over the
Missourian Regiment in Jefferson City.
When you hover over an enemy unit with one of yours selected that can
attack it, the Information Panel at the bottom of the screen will display an
estimate of the losses if you do decide to attack:
You will also see the estimated losses appear over the Missourian unit, in
this instance 1:1, with the number on the left being the attacker’s expected
losses, that on the right the defender’s. Actual results may vary by 1 in either
direction, so it is possible that you will suffer 2 strength point losses instead of
1, and if you are very lucky you may suffer none at all.
Attacks by land units work as follows:
§ Units that attack before moving receive a Prepared Attack Bonus (this is
not possible this turn, but should be taken advantage of whenever possible).
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§ This increases their Readiness by 40% for this attack, making their
attack more effective.
§ All land units apart from Artillery have to be in a hex adjacent to the
target to attack.
Now we are going to attack the Regiment, so with your unit remaining selected,
left-click on the enemy unit. This will launch your attack.
Now attack the same Missourian unit with as many other units as you can in
the same way, by moving them adjacent to the unit and then clicking on the target.
Casualties are to be expected as some of our forces are attacking across a
River, which reduces your attack’s effectiveness by 25%.
If a unit’s Readiness, and therefore its potential combat effectiveness, is
below 50% then this can be easily seen without having to click on any units
because the number representing its unit strength will look fainter. Keep an
eye out for enemy units with fainter strength numbers as all other things being
equal, they will be more vulnerable to attack.
In addition, if you hover
your mouse over the enemy
unit to view its details in
the Information Panel, its
Readiness value will show
in gray rather than in yellow:
Don’t worry if you didn’t destroy the Missouri State Guard Regiment this
turn. Its combat effectiveness, even if it is reinforced in the Confederacy’s turn,
will now be significantly lower after all your attacks and because our units are
now next to Jefferson City, when we attack next turn all our attacks will benefit
from the Prepared Attack bonus.
If however you did manage to destroy the Missouri
State Guard Regiment, be sure to occupy Jefferson
City. At the end of the turn, Missouri will surrender
and become a part of the Union.
Note: The Missouri State Guard is a special case
where a nation will be annexed into the Union upon
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its surrender. When other nations, such as the Indian tribes, surrender, they
will simply become occupied territory and can be liberated if a friendly army
recaptures their capital.
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4.3.3. Focus on the Objective
The key to winning the war is to focus on what matters, and to avoid
putting any effort into attacks that won’t contribute to victory. Although our
industrial base is superior to the Confederacy’s, we will not be able to launch
overwhelming attacks in every direction at once. Concentrating on one or two
fronts that hold promise will ensure that you are not spreading your forces too
thin, and a local advantage gained in one theater can always be exploited and
turned into further gains elsewhere.
It is also important to remember that this rebellion will take time to crush,
and your initial priority should be preparing your economy and the nation for
the struggle ahead. Research and production should be your primary goals
for the remainder of 1861, as Divisions and eventually Corps are significantly
more powerful than the Brigades currently available. Monitors and soon
Ironclads will drastically shift the balance of power at sea, so construction of
new warships will be essential if your blockade has any hope of cutting the
Confederacy off from the outside world.
As your new armies begin deploying, do not neglect the Western Theater
when organizing your forces. Though Kentucky is currently neutral, it will
likely enter the war by the end of 1861, and as soon as it does you can expect
Confederate forces in Tennessee to attempt to gain control of the state.
By the beginning of 1862 you should have assembled a new and powerful
army ready to go on the offensive, and once you are able to you should not
hesitate to do so. There are many ways to achieve victory: do you march directly
on Richmond, or perhaps attempt to seize control of the Mississippi River?
Perhaps a bold amphibious landing at New Orleans will be the masterstroke
that cripples the Confederacy? Whatever route you choose, we wish you the
very best. Good luck, Mr President!
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often better to delay attacking them until your next turn when you will find
that the expected combat losses will be much more favorable.
Generally it is best to badly damage or destroy a small number of enemy
units, rather than to spread your attacks over a wide front. Battered units will
take time to recover, and will be more vulnerable in subsequent turns than
others because even if they recover their losses via reinforcements, for a few
turns their Morale and Readiness will be lower than other units, all other
things being equal.
4.4.4. HQ Settings
One thing you can do during the game is to change which units are commanded
by your HQs.
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When you click on an HQ, notice
that units attached to its command are
highlighted in green. These are the units
that receive a leadership bonus based on the
HQ’s command rating.
By right clicking on an HQ and selecting
Set Mode from the drop down menu,
attachments for that HQ may be set to Auto,
Auto-Assist or Manual.
When in Auto-Assist or Manual Mode, you can change a unit’s attachment
or detachment status, e.g. to change which units are commanded by a HQ.
Click on the HQ so that the units attached to it are highlighted in green. To
detach a unit, right click on a unit highlighted in green and select Detach. To
attach one right click on one highlighted in blue and select Attach (the colors
denote whether or not they are already attached).
This isn’t something you should need to do very frequently, but at times it
will come in useful, especially when you don’t have enough HQs for all your
units and a decisive battle must be won!
4.4.5. Transports
Units can be rapidly moved by sea (or river) by using transports.
In the 1861 Blue and Gray campaign three types of transport are available
for use:
§ Regular
§ Amphibious
§ Amphibious (LR)
The first is for moving troops between friendly ports, whereas the Amphibious
Transport is for making landings on hostile shores.
Embarking units in any type of Transport costs Military Production Points
(MPPs), with the Amphibious Transports being more expensive than regular
ones. Additionally, each country has a limit on how many it can use at any one
time of any particular type of transport.
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When it comes to launching invasions, Amphibious Transports have the
ability to attack prior to unloading the embarked unit, which means that in
many situations any targeted units can be attacked twice. Note however that
this is an era before specially-designed landing craft, so it may be safer to land
your forces first and then march to the target.
Units will lose 1 supply point per turn that it is in the Amphibious Transport,
reducing its combat effectiveness so it is best to only embark in an Amphibious
Transport as close as possible to when you will want to launch the invasion.
To embark, your unit will need to be in or adjacent to a friendly Port,
although Marines can embark in an Amphibious Transport from any coastal
hex. Right click on the unit and click on the type of Transport you wish to put
the unit in. Say Yes to the confirmation message advising you of the MPP cost.
A regular Transport can then move in this turn, though an Amphibious
Transport cannot move until the following turn unless level 1 in Amphibious
Warfare has been researched.
Once the Transport has reached its destination it can unload, either by
right clicking on the Transport and selecting unload, or by left-clicking on
a highlighted destination hex. The embarked unit will then disembark, and
it is now ready for action, albeit with limited Action Points in the turn it
disembarks.
4.4.6. Reinforcements
Reinforcing units that have received significant damage is generally best
before their next combat, as otherwise their fighting performance will be
reduced and they will risk being destroyed.
Damaged units can be reinforced by right-clicking on them and selecting
Reinforce, expending some MPPs to do so, but losing some unit experience in
the process.
Or you can use the Reinforce tool. This is located second from the right, on
the right side of the panel at the bottom of the screen:
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With this selected, any unit you click on that can be reinforced, will be
reinforced to the maximum possible provided that you have MPPs available to
do so. It’s a very quick way of reinforcing large numbers of units, and the MPP
cost shows above the unit when you hover over it, so you can decide if you wish
to spend the cost or not.
Note that a unit cannot carry out any other actions that turn if reinforcing.
An exception is if the unit has swapped position with another, as it can
reinforce after swapping.
Reinforcing a unit uses all of its Action Points and completes its turn. When
you reinforce naval units, you will see that, with the exception of Torpedo
Boats, they can only receive a maximum of 5 strength points per turn.
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§ It must not be adjacent to an enemy unit
§ Its supply level must be 6 or greater
§ Its strength must be at least 10
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Manual category, developing level 1 in say Infantry Equipment or Naval Engines,
right click on the unit you wish to upgrade with the relevant category.
A cost will be incurred in MPPs for upgrading, but the unit will now benefit
from better combat factors in whatever way is relevant to that unit type and
research category, e.g. Infantry Equipment will give your infantry better Attack
and Defense factors against land target types. If you are playing with 3-D
counters you will also notice that the infantry unit is now represented by a
slightly different graphic. Click on OK to proceed.
Note: Larger and more advanced units, such as Corps and Ironclads, will
tend to benefit from research advancements by a greater amount per level
than older or smaller units. If you cannot afford to upgrade all of the units in
your army at once, prioritize your better units first!
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4.4.11. Next Steps
Now that we’ve given you a start, refer to the 1861 Blue and Gray Strategy Guide
for further information and advice on playing and winning this campaign.
This can be accessed either via the Launcher or from one of the buttons at the
top right of the screen while playing.
For more information on game features, the next chapter on Game
Essentials should be your next step.
If you have any further questions you can search this Manual for the
answer, but if you get stuck or would like to share your opinion on anything
please visit our forum at Matrix Games.
5. GAME ESSENTIALS
5.1. Key Areas of Gameplay
There are five key areas of gameplay to consider during your turn, and
considering each of them in the following sequence will ensure that nothing
important is missed out:
5.2. Hotkeys
G – Turn the map hex grid on or off.
H – Temporarily hide all units on the map.
L – Display the last turn’s summaries for reference.
P – Show the location of potential enemy Partisan activity.
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R – Show reinforceable units, as these will show a green unit strength number.
S – Show the level of supply your forces currently receive, along with a
prediction of how much they will receive if venturing into enemy territory if
you press S again.
U – Show upgradeable units and resources, displayed by a green research level
number.
Page Up/Down – Select the previous or next active unit that has not yet moved.
To Set a Path – hold down Ctrl then select a route.
Space - this deselects a currently selected unit.
Shift – Select this to see how far a Carrier that hasn’t yet moved can attack.
← ↑ → ↓ – Scroll map left, right, up or down.
+/- Map zoom controls
Ctrl-D – Diplomacy
Ctrl-E – End Turn
Ctrl-I – Reports
Ctrl-M – Maps
Ctrl-N – New Units
Ctrl-O – Options
Ctrl-P – Purchase Units
Ctrl-Q – Quit
Ctrl-R – Research
Ctrl-S – Save
Ctrl-Z – To undo moves by Land units (Naval units cannot undo their moves).
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§ Each Major Power and their associated Minor allies has a unique color
on the map, a ‘National Color’ that represents the territory controlled by
that particular Major.
5.5. Orders
Actions use Action Points (APs) which determine their movement range.
Dynamic Movement – Units that haven’t used up all their Action Points can
continue to move until they have done so, even if deselected and reselected
again later.
Surprised Units – are those that bump into previously unseen enemy units
during their movement. They can defend themselves but naval units in Cruise
Mode land units will automatically lose any remaining APs, Submarines will
have any remaining APs halved, and other units will have their remaining APs
divided by 5.
Mouse Hovering – Hovering the mouse over a unit will display its unit info at
the bottom left hand corner of the screen, in the game information area.
Move/Attack – Left click on the unit to see its potential movement range.
Enemy units can be attacked by moving adjacent to them (if not already so)
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and left clicking on them with your attacking unit selected. Units like artillery
have longer ranges so they don’t need to move adjacent to the target before
attacking. Each Attack uses up one AP, and naval units that engage in combat
will have their remaining APs halved.
Passing through – Naval units that pass through an opponent’s naval units
have a 50% chance of losing 1 strength point for every enemy unit they pass
through.
Specify a Movement Path – Press Ctrl on your keyboard and left click to select
individual way-points. This can be very useful when trying to avoid accidentally
passing through any Naval Minefields!
Moving Artillery into Empty Enemy Resources – Press Ctrl and rather than
bombard the enemy held resource, the Artillery unit will be able to move in and
capture the resource.
Forced March – Left click on a land unit twice and providing it is a unit capable
of Forced March, it has a supply value of 5 or more and it is not adjacent to an
enemy unit, it will be able to move twice as far as usual but for a cost in Morale
(which reduces its combat effectiveness). It will not be able to attack or capture
enemy resources when doing this, and Artillery doing this will be reduced to
1 shell.
Cruise – Left click on a naval unit twice and providing it has a supply value of 5
or more it will be able to move double their normal movement distance but for
the loss of 1 supply point. It will not be able to attack when doing this. Regular
Amphibious Transports and Submarines are the only naval units that cannot
Cruise.
Rail Move – Right click on a land unit with a supply factor of at least 5 that is in
or adjacent to a railroad that is linked to at least one resource with a strength
of at least 5. This will provide the opportunity to move the unit for a cost in
MPPs to any connected resource on the railroad that also has a strength of at
least 5. In previous games in the series, this function was known as ‘Operate’
or ‘Operational Movement’.
Swap – Select one unit, press Shift and select an adjacent unit you wish to
swap it with. There is a Morale penalty for doing so, and both units will have
a maximum of 1 Action Point after swapping. Unless the swapped units have
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already done so, they will still be free to attack or reinforce. Providing they
aren’t adjacent to any enemy units they can be upgraded.
Sleep – Right click a unit you do not intend to use for a while and select this option.
This will prevent its icons from flashing and also remove it from the sequence
when cycling through unactioned units using the Page Up/Down Hotkeys.
Transports – Use these to move troops by sea between friendly ports.
Amphibious Transports – Use these to move troops by sea to land on hostile
shores. All units apart from Marines have to be loaded in friendly ports. Enemy
naval units and Fortress Defenses will fire on Amphibious Transports that halt
in an adjacent hex, even if only temporarily prior to landing. Note that neutral
Majors cannot embark units into Amphibious Transports.
Landing Casualties – Units unloading from Amphibious Transports may suffer
landing casualties, potentially losing a proportion of their strength, especially
when landing in bad weather. With Amphibious Transports, the lower their
supply value, the higher their landing casualties are likely to be.
Reinforcing Units – Increase unit strength up to their maximum (5 or 10
depending on unit type) though some experience will be lost in the process, and
supply can limit the ability to do this. Note that naval units (with the sole exception
of Torpedo Boats) can only receive a maximum of 5 strength points per turn.
Elite Reinforcements – Increase experienced units’ strength by 1 point per
turn, up to 3 strength points above their maximum, depending on the number
of full experience bars they have.
Upgrading Units – To increase their combat factors.
Renaming Units – Customize unit names, though names within each type
must be unique.
Disbanding Units – Do this to recoup some MPPs, though Naval units cannot
do this, nor can Land units adjacent to enemy units, nor any Forts. Note that
only units belonging to Major countries can disband.
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HQ – Auto, Auto-Assist or Manual. The last two are options for manually
controlling which units are under a HQ’s command. Refer to the full Game
Manual for details.
Artillery, Forts, Railroad Batteries – Auto or Silent. Silent means that they will
not provide counter-battery fire, which can help to keep their location secret.
(Note that Forts are exempt from usual Fog of War rules and their location can
always be seen by both sides)
Submarines – Hunt to increase movement range; Silent to increase your
chances of not being seen. Changing from Hunt to Silent Mode or vice versa
can only be done before the Submarine moves or attacks. Silent Mode does not
mean that the Submarine is literally submerged the entire time, it is better to
think of it as being cautious and submerging at times of greater risk.
All other Surface Vessels – See the section on Raiding below.
One Front line unit will exert a Zone of Control, and this means that all enemy
units moving into, or within, one hex of it will have to pay an extra Action Point
to do so, while it will require two Support units to have the same effect.
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5.8. Combat
§ There are two main categories of units: Land and Naval, and these are
further divided into sub-categories, called Target Types, each of which
has different statistics.
§ Target types are Soft (i.e. weak), Infantry, Cavalry, Artillery, Fort,
Armored Train, Balloon, Ironclad, Wooden (Ship), Transport, and
Resource.
§ Each unit has unique Attack and Defense values when combating each
of these target types, so a quick comparison of capabilities can be seen
by looking at a unit’s properties and comparing its attack value against
a Soft target with that unit’s defense against the attacking unit’s target
type.
§ Combat results are affected by unit Readiness and their relevant combat
factors. Readiness is based on their units’ Strength, Morale, HQ support
(based on the HQ’s rating and experience). Supply is a major factor in
unit Morale.
§ Entrenchment provides some protection from losses, with greater
entrenchment providing more protection. Entrenchment is reduced
by enemy attacks and automatically lost when leaving a position, being
regained at the start of your next turn, at a rate of 1 Entrenchment level
per turn. Units in Fortifications and Fortresses gain Entrenchment
levels faster.
§ Location is also a factor, as terrain and resources generally provide
bonuses while attacks across rivers and/or after having moved are less
effective.
§ Weakened units may automatically retreat when attacked, but the
attacker’s losses will be halved when this happens.
§ Land units will be less likely to retreat from Resources, Fortifications
and Fortresses.
§ Units gain experience from combat and experienced units will be able
to avoid some losses in future combats, while in general inflicting
higher casualties on the enemy. It isn’t necessary to have full experience
points in order for this to help, as some experience is better than none.
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Experienced units are to be prized and are frequently best used as
spearheads or to launch effective counter-attacks.
§ Most units can gain up to a maximum of 3 experience points, although
some, including fortress Defenses, small ships and armored trains are
limited to 1.
§ HQs gain experience from the units under their command, with
successful operations providing more experience and raising their
effectiveness as commanders.
§ HQs, Balloons and Transports cannot attack.
§ Naval Units lose 1 Supply point every time they are engaged in combat.
5.9. Raiding
§ Raiding enemy convoy lines is a good way of reducing their income and
Fighting Spirit. Naval units, except Submarines, can do this by moving
either on, or adjacent to, enemy convoy lines. Right click on the unit,
select Select Convoy Mode and then click on Raider. This raiding option
can be switched in the same way by right clicking on the unit and de-
selecting Raider.
§ Naval units cannot raid if an enemy surface vessel is adjacent to them
(note that Submarines and Transports cannot prevent raiding). Either
sink this unit or move away to a better raiding position.
§ At the end of your turn all raiding takes place, and its effects are worked
out by the game engine, no micro-management is required.
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5.11. Fighting Spirit
Note: In our previous games, this mechanic was referred to as “National Morale”.
§ Fighting Spirit represents a Major Powers’ willingness to fight, and will
be reduced when their resources are captured, casualties are suffered
and key locations are taken.
§ If Fighting Spirit falls to zero then the Major Power will surrender, so
maintaining Fighting Spirit is important.
§ Capturing resources belonging to enemy Majors, destroying enemy
land units while their supply is less than 5, and sinking enemy ships at
sea irrespective of their supply value, will also provide boosts to your
Fighting Spirit.
§ Taking key locations marked as Fighting Spirit objectives will either
boost the occupier’s Fighting Spirit or penalize their opponent’s,
sometimes both. Plan your strategies accordingly as taking these
locations will assist your efforts to win the war.
§ If a Major surrenders due to having low Fighting Spirit then no Plunder
is gained by the other side.
5.12. HQs
§ HQ units are probably the most important in the game as not only do
they provide supply, but they also provide combat bonuses to units
under their command. In particular, HQs with a rating greater than or
equal to 8 will increase the Prepared Attack bonus of units under their
command by 10%.
§ By default HQs command 5 units within 3 hexes, though this can be
increased by researching Field Telegraph.
§ Weakened HQs are less effective at both providing supply and boosting
units under their command with combat bonuses.
§ HQs have a minimum supply value of 3, even if they are at low strength.
§ They can only be reinforced in stages, so if damaged it is wise to start
reinforcing them as soon as possible. Or move them to safety if they are
in extreme danger.
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5.13. Supply Rules
Units receive supply from friendly resources and HQs, and unit supply is a
major factor in determining combat effectiveness.
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§ Naval units can only be fully supplied in port, though they will gain
some supply from being in the proximity of friendly ports, the benefit
decreasing with distance.
5.14. Partisans
Partisan activity can be prevented by keeping units in or adjacent to their
spawning hexes. Partisans may simply damage resources, or launch full scale
uprisings which will place a Partisan unit on the map. These units deploy at
strength 8, always have a minimum supply level of 3, and in difficult terrain
front line combat units may be needed to deal with them.
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5.15. Maintaining Units’ Combat Effectiveness
§ Keep them in good supply.
§ Have an HQ commanding them, with the best available in the most
important sectors.
§ Reinforce units after they have suffered casualties to the maximum as
soon as possible.
§ Strengthen with Elite Reinforcements if they are available and you can
afford the cost.
§ After reinforcing, especially from serious casualties, if possible rest the
unit away from the front line for a few turns before committing it to
combat again.
§ Research the Automatic Upgrade categories as some of these will
improve unit morale.
§ The liberation of friendly countries that had been conquered, and
the loss of friendly countries that surrender, will provide temporary
bonuses or penalties to unit morale and readiness. So try to liberate
anywhere that falls, and not to lose too many allies!
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§ Neutral Majors only produce a proportion (relative to their Mobilization
level) of their production capability, while neutral Minors only provide
income via Convoys.
§ Note: in the default American Civil War campaigns, a special rule applies
preventing neutral Majors from collecting ANY income, to represent
their general lack of desire to involve themselves in the Civil War,
although if certain conditions are met, they can still send some MPPs
via convoys.
§ Every Major has a certain number of chits which can generally be
invested wherever desired, although some nations are not eligible
targets for diplomatic efforts (such as Guatemala).
§ Every diplomacy chit invested has a 3% chance of moving the target
country towards your side by 7-10% if it is a Major power, with a 10%
chance of that swing being 20-30% if the targeted country is a Minor.
§ If both sides are investing in a country, only the one with the most
chits invested can swing the target country, and only their chits in
excess of their opponent’s will count towards achieving a diplomatic
breakthrough.
§ Unlike with Research, players who reclaim an invested diplomacy chit
will not regain any of the MPPs invested in it.
§ Once a country has reached 90% Mobilization it will automatically enter
the war within a few turns.
5.18. Weather
Weather effects on an individual unit are generally based on the weather in
the unit’s starting location and not its destination location. Exceptions relate
to Amphibious landings.
5.18.1. Rain
Balloons cannot spot enemy units, though movement is possible. Rail
Movement is still allowed.
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5.18.2. Mud
AP values are halved, with all units having a minimum of 1 AP.
5.18.3. Sandstorms
Balloons cannot spot enemy units, though movement is possible. Rail
Movement is still allowed.
5.18.4. Snow
§ Rail movement is allowed.
§ Attack values are halved for all unit types.
§ Balloons cannot spot enemy units.
§ There is no AP penalty for crossing snowed over enemy-held river hexes.
§ No amphibious loading is allowed from a snowed port hex.
§ No amphibious unloading is allowed onto a snowed coastal hex.
5.18.5. Frozen
§ Rail movement is allowed.
§ Attack values are halved for all unit types.
§ There is no AP penalty for crossing frozen enemy-held river hexes.
§ No amphibious loading or unloading is allowed from or onto a frozen
coastal or port hex.
§ No transport loading or unloading is allowed from or into a frozen port
hex.
5.18.6. Storms
§ Attack values are halved for all naval unit types.
§ Naval units not within one hex of a friendly port or on a coastal sea
hex (i.e. those fully at sea) may suffer some weather damage. This may
be just a reduction in unit morale, or it could involve the ship losing
strength.
§ Note that due to the weaker construction of nineteenth century ships,
storms are much more dangerous in American Civil War compared to
our previous games. Be careful!
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5.18.7. Ice
Naval units trapped in ice can only move 1 hex until they are clear of the ice.
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Cavalry Equipment – increases the Attack and Defense values for all Cavalry
units against all other land units. Cavalry Brigades and Indians receive a bonus
of +0.5 per level, Cavalry Divisions and Cavalry Corps receive +1.
Field Artillery – increases the Attack values of Field Artillery against all land
units by +1 per level, their De-entrenchment value by +0.5 per level, and their
Demoralization value by +5% per level.
Heavy Mortars – increases the Fort Attack values of Siege Artillery and Railroad
Batteries by +1 per level, their De-entrenchment value by +0.5 per level, and
their Demoralization value by +5% per level.
Mobility – increases the Action Points of Field and Siege Artillery by +1 per
level.
Buoyancy Tanks – grants Submarines the ability to dive and avoid enemy
attacks, with a 25% chance.
Naval Weapons – increases the Attack values of all warships except Submarines,
against Forts, Ironclads, Wooden Ships and Transports, with these increases
per level being larger for larger ships. This technology also increases the Attack
values of Gunboats against all types of land units, by +0.5 per level, and the
Demoralization value of all warships except submarines by +5% per level.
Ironclads – increases the Defense values of ironclad warships against all naval
units. Battleships, Cruisers and Ironclads receive +2 per level, while Monitors,
Torpedo Boats and River Ironclads receive +1.
Naval Engines – increases the Action Points of all naval units except
Submarines, by +2 per level.
Armored Trains – increases the Defense values of Armored Trains against all
land units by +1 per level, and their Action Points by +2 per level.
Fort Modernization – increases the Defense values against all land and naval
units for Blockhouses by +1 per level and for Defenses by +1.5 per level. Defenses
also receive +1.5 Ironclad Attack per level.
Lighthouses – increases the naval spotting range of Ports by +2.
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5.21. Automatic Upgrades
Corps Organization – increases the Build Limit of Corps by +4 per level, and
their Action Points by +0.5 per level. Level 1 is required in order to purchase
Corps.
Field Telegraph – increases the number of units your HQs can command and
their command range by +1 per level.
Leadership – increases the command rating of HQs by +1 per level, and their
Action Points by +0.5 per level.
Infantry Tactics – improves the Unit Morale of all infantry units except
Rangers and Engineers by +10% per level. Divisions, Mountain Divisions,
Corps and Marines also receive +0.5 Artillery Defense per level, and all infantry
units except Regiments also receive +0.5 Naval Defense per level.
Cavalry Tactics – improves the Unit Morale of all cavalry units (including
Indians) by +10% per level. Also increases the build limit of Cavalry Divisions
by +1 per level, and the Naval Defense of all cavalry units except Indians by +0.5
per level.
Naval Tactics – increases the Unit Morale of all naval units by +10% per level,
and increases the amount of MPP loss that raiding warships inflict on enemy
convoys.
Amphibious Warfare – increases the build limits of Amphibious Transport
(LR)s and Marines by +1 per level, and +2 for regular Amphibious Transports.
It also increases the Action Points of Amphibious Transports by +1 (+2 for LRs),
and the Infantry and Fort Attack values of Marines by +0.5 per level.
Experimental Submarines – this increases the Build Limit, and Wooden,
Ironclad and Transport Attack values of Submarines. Level 1 is required in
order to purchase Submarines.
Experimental Balloons – this increases the Build Limit, Spotting Range and
Action Points of Balloons. Level 1 is required in order to purchase Balloons.
Spying and Intelligence – this provides a +1% chance per turn, per level, of
spotting enemy units, while also speeding up research by providing intelligence
on the enemy’s own developments.
Logistics – this reduces rail movement and regular Transport costs by 10%,
while also increasing all types of Transports’ Build Limits for Majors and their
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respective Minors. HQ’s minimum supply values also increase by +1 per level.
This also increases the Action Points of Armored Trains by +1 per level.
Production Technology – this decreases unit production costs by 5%.
Industrial Technology – this increases a Major’s home production by 10%.
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§ Now make your moves and attacks. Some useful things to know are that:
§ Units that attack before moving will generally have more effect.
§ Units attacking across rivers suffer a penalty, so try to cross elsewhere
if possible.
§ Use your Cavalry, infantry with the Scouts upgrade, or Balloons to
reconnoiter before advancing deep into enemy territory. Note that
in American Civil War, most land units only have a spotting range of 1,
making this more important than ever if your army is to avoid enemy
ambush!
§ Maintain Cavalry units near the front line when launching offensives so
that they can exploit any successes.
§ Damaged units need reinforcements and good supply to recover.
§ Keep your HQs, artillery, balloons and any other support units close to,
but not in, the front line.
§ You can sack HQs with low command ratings and replace them with
better ones by right clicking on the HQ.
§ Consider whether you need to buy any units to either replace losses, or
for use in the near future. Plan ahead, as there will be a delay between
buying a unit and its arrival.
§ Upgrade any units that can be upgraded, but keep an eye on your
available expenditure as some upgrades are more important than
others. For instance, upgrading your navy probably isn’t very relevant if
the enemy is attacking your capital.
§ Consider whether you have any remaining income to undertake any
research or diplomacy.
§ Consider providing Elite Reinforcements to any experienced units.
§ Partisans can spring up if their trigger points aren’t covered. Keep an
eye out for them!
§ Forests block line of sight, so bear this in mind when planning your
moves.
§ Check out the main Manual and Strategy Guide in the Manuals folder
or access them in game using the buttons at the top right of the screen.
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§ Have fun! That’s what it’s all about, so don’t get too hung up on doing
everything right the first time. It will come, and sometimes a decisive
defeat is the best teacher.
§ If you do get stuck on anything, don’t be afraid to ask on our forums. We
monitor them regularly and are very happy to help.
5.29. Support
You can report issues on the forums or email support@furysoftware.com.
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6. MOVEMENT AND COMBAT
6.1. Basics
6.1.1. Turn Activities
There are five key areas to think of during each turn, and considering each of
them in the following sequence will ensure that nothing important is missed out:
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Note: The length of turns, as well as whether or not they are simultaneous
or alternate, is fully customizable in our Editor.
6.1.3. Visibility
The following applies if you are playing with the Fog of War option on.
All units can spot enemy land or naval units according to their set spotting
ranges, though neutral Majors’ spotting ranges are limited to 1 hex. The location,
though not any other details, of enemy Defenses may be seen regardless of
spotting ranges, as their locations were known before war broke out.
Infantry can typically only spot units in the hex adjacent to them, while
cavalry can spot land units up to 3 hexes away. Note that when determining the
land spotting radius of units, only land hexes are considered: cavalry cannot
spot across river ports or large bodies of water.
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units using the Previous/Next unit buttons, you can select the Sleep option by
right-clicking on the unit.
However, please note that this unit will remain in Sleep Mode in subsequent
turns unless you again right click and deselect Sleep.
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The unit’s movement range will update as it is moved, and you can click on
new attainable destination hexes without deselecting it.
Tip! Cavalry have a greater spotting range than Infantry, so moving a
Cavalry unit first may disclose some enemy units. As infantry can only spot
into adjacent hexes, having some cavalry in your armies is essential to prevent
ambush!
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§ Naval units that have engaged in combat as a result of the surprise will
have their remaining Action Points divided by 2.
§ Naval units in cruise Mode will lose all remaining Action Points.
Note: any naval unit using Cruise will not be stopped by a Submarine in Silent
mode.
One Front line unit will exert a zone of control, and this means that all enemy
units moving into, or within, one hex of it will have to pay an extra Action Point
to do so, while it will require two Support units to have the same effect.
Note: Naval units can pass through enemy naval units but they have a 50%
chance of suffering a 1 strength point loss for doing so.
Exceptions
§ Weak Units: Any unit with a strength of less than 5 does not exert any
Zone of Control.
§ Newly Landed Units: Units landing from Transports and Amphibious
Transports are not impeded by Zone of Control rules, though they are
limited to moving up to 2 hexes.
§ Dived Submarines: If a Submarine dives then it won’t exert any Zone
of Control for as long as it remains hidden. This can lead to naval units
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having the appearance of gaining some Action Points when an enemy
Submarine dives near them.
§ The controlling Major must have sufficient MPPs to pay for the Rail
Movement. This is 20% of the unit’s current production cost, though the cost
is reduced by 2 percentage points with every advance in Logistics research.
§ The destination rail-head hexes must be on or next to a settlement
(including towns, cities etc.)
§ The unit’s supply value must be at least 5.
§ The origin, destination and all through points must have a strength of
at least 5.
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In order to Rail Move a land unit, right click on the unit and select Rail
Move from the drop down menu. Left clicking on any one of the highlighted
destination hexes will complete the movement. Note that Rail Movement
triggers a 15-25% loss of unit morale.
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1 Penalty Point
§ Major River
§ Land/Sea Hexes e.g. navigable rivers such as the Mississippi
§ Forest
§ Marsh
§ Hill
§ Bush
§ Bocage
§ Oasis
§ Desert
§ Enemy held Major River
§ Mud
§ Rain/Fog
§ Snow
§ Sandstorms
§ Storms at Sea
2 Penalty Points
§ Jungle
§ Mountain
§ Lake
3 Penalty Points
§ High Mountains
The above are cumulative so some hexes may require a unit to have a significant
number of Action Points available to be able to move into them.
Tip! Given that supply is a very important factor on the number of Action
Points a unit has, keep your units in good supply, and if possible consider
upgrading them with Mobility to increase their Action Points.
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contesting ownership from an adjacent hex is destroyed or retreats, or if the
resource is captured.
This means that you can see changes to hex ownership instantly, increasing
clarity and helping with your planning.
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A cruising naval unit will not be able to attack, not even if it does encounter
previously hidden enemy units in a Surprise Encounter, nor will it be able to
slip past any previously unseen enemy units.
Regular Amphibious Transports and Submarines are the only naval units
that cannot Cruise.
Troop Transports and Long Range Amphibious Transports can Cruise
because they are generally using faster, lighter ships, whereas regular
Amphibious Transports are designed more for short range operations and are
less seaworthy.
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In terms of combat, Transports are quite weak since they cannot attack and
their defense is poor. They do have a 10% chance of evading damage if attacked,
but even so, providing them with naval escorts is strongly recommended.
A regular Transport can be moved immediately after loading. The embarked
unit can only be unloaded in a friendly Port, and possibly in the same turn if it
has sufficient Action Points to reach the new Port destination.
To unload in a friendly Port, move the unit into the desired Port hex and
then finish its movement. The unit will remain active and may be unloaded
either by left clicking on the Transport again, or by right clicking on it and
selecting Unload from the drop down menu. Left clicking on any one of the
highlighted hexes adjacent to the Port will complete the unloading.
Nevertheless, regular Transports can only enter and unload in a Port in the
same turn if the Port has a strength of at least 5. If the Port’s strength is below 5
then the Transport can enter in one turn and unload in the next. This represents
the disruption to unloading facilities that would exist in a damaged Port.
Note: Transport loading or unloading cannot take place at a frozen Port hex.
Once unloaded, the Transport icon will disappear and the original transported
unit will then land with a maximum supply value of 5 regardless of the current
Transport supply value. In most cases this will be a reduction in unit supply and
it represents the reorganization required following troop transport. Morale is
recalculated when the unit is unloaded, which may also result in a reduction in
unit readiness, but the unit may now move and fight normally.
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The cost for Amphibious Transport is set at 10% of unit cost, and this higher
cost is due to the specialized organization and equipment required for an
amphibious landing.
Researching Amphibious Warfare will increase the Action Points and Build
Limits of Amphibious Transports.
Like regular Transports, land units have to be embarked on Amphibious
Transports at a Port that is at strength 5 or more. However, they can unload
not only in friendly Ports, but also directly onto friendly or enemy held Coastal
hexes (or the banks of navigable rivers).
Marines are a unique unit type in that they don’t need to be adjacent to a
Port in order to embark in an Amphibious Transport.
Right click on the unit and select Amphibious Transport from the drop
down menu, and the unit will be replaced by an Amphibious Transport icon
either directly on top of the Port hex or adjacent to it.
Unlike regular Transports, the Amphibious Transport cannot move on the
turn the unit embarks unless level 1 in Amphibious Warfare has been reached, in
which case it will be able to move 1 hex after loading. This can be useful as it
increases the ability to load multiple units at a single port.
On your next turn you will be able to move the Amphibious Transport in
accordance with its number of Action Points.
Like regular Transports, the embarked unit will be given full supply of 10
and there will be an immediate recalculation of morale to reflect this supply
value. If more units are present to be placed in Amphibious Transports, they
can be embarked as long as there are available sea hexes adjacent to the Port
for them to go to.
The Amphibious Transport’s supply value will drop by 1 each turn it is at
sea, and its Action Points and the embarked unit’s readiness will also fall the
longer it remains at sea.
Regular Amphibious Transports cannot Cruise or use Dynamic Movement,
so their moves need to be planned well, especially with a view to avoiding them
being at sea for very long.
The Weather will impact on some amphibious operations, as:
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§ No Amphibious loading is allowed from a snowed Port hex.
§ No Amphibious unloading is allowed onto a snowed Coastal hex.
§ No Amphibious loading or unloading is allowed from or onto a frozen
Coastal or Port hex.
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Also, if landing on non-clear terrain then there is a 50% chance of suffering
additional landing casualties on top of the previous landing casualty rule. Morale
and readiness will then be recalculated after any landing losses are factored in.
Enemy naval units and fortress Defenses will fire on Amphibious Transports
that halt in an adjacent hex, even if only temporarily prior to landing, so if your
own naval units and bombers can deal with these prior to the landing then that
will help to keep your casualties down.
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§ Hunt – This is a Submarine’s default status, allowing them to move their full
range each turn, and it will display a small blue button when in this mode.
§ Silent – Set to run silent and pass through enemy naval units undetected,
though with only 2/3 their normal number of Action Points.
§ Submarines in Silent Mode will display a small red button when in this
mode.
§ Changing from Hunt to Silent Mode or vice versa can only be done
before the Submarine moves or attacks.
Submarines that are attacked while running in Silent mode, will have their
potential losses reduced by 50%. They will also have the effectiveness of their
defensive return fire reduced by 50%.
Note: Submarines in Port that are in Silent Mode will not benefit from
being in Silent Mode if attacked. Nor will they be hidden from enemy spotting
like they would if at sea. However, if a Submarine is attacked while in Port, the
damage it receives is automatically halved.
The Submarine’s Silent Mode represents movement beneath the surface
where Submarines can pass through any enemy units unless they end their
move next to one.
When attacked, Submarines have a % chance of diving (note that this is
zero unless the Submarine has been upgraded with Buoyancy Tanks). If they
dive, they have a 25% chance of losing 1 strength point.
If they do dive then they will generally move 1-2 hexes away, and if they
were in Hunt Mode then they will automatically switch to Silent mode. This
means that the attacker will probably have to relocate the Submarine before it
can be attacked again.
Note that the best use of Submarines in combat is to lurk and ambush
enemy vessels. If however a Submarine moves before attacking then the vessel
it attacks will have its losses reduced by 50%, and the attacking Submarine will
have its losses doubled.
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seaworthiness, some naval units are restricted from entering one or more of
these types of sea tiles, so these divisions will have a significant impact on the
movement of your naval units.
As a general rule of thumb, hexes that are within four hexes of the coastline
will be considered Coast tiles. All naval units, except for River Ironclads, River
Timberclads, and River Gunboats (“River ships”), can enter Coast tiles.
Hexes that are more than four hexes from the coastline will instead be
considered Ocean tiles, representing deeper and more challenging waters.
River ships, Gunboats, Monitors and Submarines cannot enter Ocean tiles.
Inland waters, such as the Mississippi River and Hudson-Delaware Canal,
are considered River tiles. Most commonly, these will appear on the map as
Land+Sea hexes (that is, hexes that both land units and sea units can occupy),
although some larger bodies of water such as the Great Lakes also function as
Rivers for game purposes. These navigable Rivers can only be traversed by the
three River ships, Gunboats, and all types of Transports. Land units treat River
hexes as they would any other Land+Sea tile, and the River distinction only
applies to naval units.
The distinction between Coast, Ocean and River tiles only determines which
units can enter a particular hex, and otherwise has no impact on movement,
combat or any other factors such as storm damage. All sea hexes require 1 AP
to move through.
Unlike our previous games, American Civil War allows all naval units,
including Transports, to move through and occupy enemy-held Land+Sea
hexes, with the exception of hexes that contain an enemy-controlled port
(including River Ports). This means that it is possible to load units onto
Amphibious Transports and sail them deep into enemy territory before
unloading. Beware that if you do so, your land units (though not your ships)
will still be bound by the usual supply rules. Towns taken in such a manner can
trace their supply along Land+Sea hexes, but only if every hex along the route
is controlled by that side. Note that enemy-controlled towns along the river’s
banks (and passing enemy units) will exert their zones of control at the end of
the turn just like any other resource in the game, which may result in this line
of supply being broken.
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Naval units moving through inland waters will still be bound by their own
supply rules, and while they can occupy and control Land+Sea hexes, they
cannot be “cut off” from supply.
Note: Naval units can move through River hexes that are occupied by an
enemy land unit, but will suffer the loss of one strength point in doing so.
Rules for moving through enemy naval units are the same in Rivers as they are
on the open seas.
6.5. Combat
There are two basic types of combat: land and naval. Unlike some games
where multiple units may combine their attacks into a single combat, units in
Strategic Command move and attack individually, and may do so in any order.
Therefore, you are advised to learn to sequence and orchestrate your combat
maneuvers depending on the situation. While most units can participate in
both attack and defense sequences, some restrictions may apply and will be
further explained in the sections below.
To launch an attack, left click to select one of your units that has an enemy
unit within its Attack Range, and move your mouse cursor over the enemy unit.
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6.5.4. Land Combat
Most land units can participate in two different modes of combat:
§ Prepared Attack
§ Regular Combat
Artillery units work differently in that they may fire Offensively and/or
Defensively, and they cannot fire after moving.
Note: HQ units cannot attack at all since they are administrative in nature.
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6.5.4.2. Prepared Attack
A Prepared Attack occurs when a land unit (excepting any Artillery units)
attacks without moving first. The attacking unit receives a 40% readiness
bonus in the combat calculations (50% if commanded by an HQ with rating
greater than or equal to 8).
Although none of the official American Civil War campaigns allow units
to do so, if a unit can launch 2 or more Attacks, it will only benefit from the
Prepared Attack bonus with its first attack.
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Siege Artillery will only provide Defensive Fire against enemy artillery units.
Railroad Batteries can only fire offensively, they do not provide Defensive Fire.
Artillery and Railroad Batteries can either fire or move in their turn. If they
fire, then they can move 1 hex after firing.
Fortress Defenses cannot move, but they can fire either offensively or
defensively. Their Defensive Fire will target any enemy Amphibious Transports
that come within range, so they can be very useful against an enemy invasion.
6.5.4.7. Retreats
Weakened units may retreat when attacked. This may happen if their estimated
remaining strength after the combat is 5 or less, and the unit will be fully de-
entrenched. However, if they retreat then the attacker will only receive 50% of
their potential losses, and in retreating they may leave a resource unguarded,
and a follow up attack will have a very good chance of destroying the retreating
unit.
The chance of a unit retreating depends not only on its strength, but also on
its unit type and on the hex it is occupying when it is attacked. The potential
retreat range is also dependent on the unit type.
For example, here are some examples of the % chances of some unit types
to retreat, depending on the hex they are in when attacked, along with their
maximum retreat range:
HEX TYPE ALL UNITS
Non-Resource 75%
Town, Settlement, Mine, Oil 50%
City, Major City, Fortification, Fortified Town 30%
Fortress, Major Fortress 0%
Maximum Retreat Range 3 hexes
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6.5.4.9. Reduced Operational Efficiency
Damaged Urban resources cannot carry out the following functions:
§ If at less than strength 5, they cannot be used by land units for Rail
Movement.
§ Regular Combat
§ Naval Mines
§ Shore Bombardment
§ Convoy Raiding
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6.5.5.1. Naval Combat and Supply
Each combat that a naval unit is involved in will use up 1 supply point, whether
the unit is attacking or defending. The only time that a unit doesn’t lose a
supply point when attacked is when a Submarine avoids an attack by diving.
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All naval units in Port are very vulnerable to attack by land units. So if enemy
ground forces are near any of your Ports, and the situation looks precarious, it
might be best to move any naval units out of the Port.
Laying Minefields
Naval Mines can be laid 2 per turn by Gunboats, River Gunboats and Torpedo
Boats belonging to a Major that is fully mobilized and at war.
Each Major has a pre-defined Build Limit of Naval Mines. The number of
minefields on the map can never exceed that Major’s Build Limit, though as
minefields are removed from the map when they are struck by vessels, so their
owning Majors will be able to relay them.
Note: The Build Limit for Naval Mines for all Majors in 1861 Blue and Gray,
and other default campaigns, has been set to zero. This means they will not be
seen in those campaigns, although you may choose to add them to your own
custom campaigns.
The Gunboat or Torpedo Boat must have a supply value of 5 or more, have
not engaged in combat this turn, and it must not have already used up all its
Action Points. Nor can it be adjacent to an enemy unit.
The unit laying a minefield will have its remaining Action Points divided by
5. This means it could be vulnerable to enemy attack in their forthcoming turn.
Tip! With a Gunboat or Torpedo Boat selected, mines can be laid with a
right click on the unit, a click on the Operation Action Button showing the
Naval Mine icon, or by left clicking on the Gunboat/Torpedo Boat 3 times if it
hasn’t moved, or 2 times if it has moved but not yet been deselected.
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Submarines in Silent Mode can move through a friendly minefield with
impunity, whereas Submarines in Hunt Mode and all other surface vessels
have a 25% chance of striking a mine when doing so.
Submarines in Silent Mode have a 10% chance of striking a mine when
attempting to move through an enemy minefield, or when moving adjacent to
a previously unseen minefield.
Submarines in Hunt Mode have a 25% chance of striking an enemy naval
mine when passing through an enemy minefield.
If a unit does strike an enemy minefield, it will lose 2-5 strength points and
it will suffer an 8-15% unit morale penalty. Additionally it will have its remaining
Action Points halved, while a unit in Cruise Mode will have its movement ended.
The minefield will be considered to have been cleared in the process, and it
will be removed from the map.
Note: Minefields placed in strategic locations can trigger events the same
way a warship placed in that same location would.
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To raid a Convoy route:
Convoy raiding will reduce the income received by the Convoy’s recipient, and
Union players are advised that a concerted campaign against the Confederacy
can have a very significant impact on their income.
Convoy raiding will also inflict a small Fighting Spirit penalty on the Convoy
recipient. Gunboats inflict a reduction of 8 Fighting Spirit points against the
Convoy recipient, while other vessels will have a smaller effect.
Naval units gain 0.05 experience per successful raid.
Tip! At zero supply units cannot raid convoy lines, and Submarines cannot
dive, so returning to port periodically to refuel is strongly advised. The time in
port can also be used to reinforce and upgrade.
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units belonging to their Minors. If buying a unit for a Minor, click first on the
Major’s flag and then on the relevant country’s name. The Minor must be both
allied to you and an active participant in the war, i.e. it hasn’t surrendered.
The names of the unit types available for purchase are shown in white, while
those that you could have bought had you sufficient MPPs are shown in gray.
The number of units of each type available for purchase are shown in
parentheses. If you are playing with the Production Delay option then these will
be followed by the number of months or turns before the purchased unit will be
ready to deploy. (In all default campaigns, the delay will be given in Months).
In the Set Name box, you can select the named unit you wish to purchase, or
you can change the name providing the new name you choose does not already
exist for that unit type.
The dialog screen will show an icon for the selected unit type, the base unit
cost including any costs for any upgrades you apply, and its adjusted unit cost
in parentheses. These adjusted costs will take into account any reductions
due to Production Technology research, and Soft Build Limit penalties if you are
playing with that option switched on.
Unit types whose Build Limit has already been reached will be shown in red,
as will those that will only be available for purchase at a later date. You can tell
the latter from the former by clicking on the unit type’s name, as if they can’t
yet be bought then they will show the date when they will become available.
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Once a unit is selected and you have added any upgrades, click on the
Purchase button to complete the purchase.
Purchased units will arrive as new units for placement as described below
under New Unit Arrivals. Once all purchases are complete, click on the Close
button to return to the Game Menu.
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Arrivals are arranged in two-month periods; e.g., Jan/Feb, Mar/Apr, etc.
with their specific arrival dates and locations, if applicable, listed beneath the
unit graphics. Click on OK at any time to exit back to the previous screen.
Note: Units destined to arrive by script or as a result of Decision Events are
not shown in the Production Queue.
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6.5.8.1. New Units’ Supply
Most new units have a supply value of 10 when they deploy, except when they
belong to a neutral Minor when it enters the war, or when a Major enters the
war and some of its units deploy by script. These units will have supply of 3 for
that turn.
This means that an aggressor has the potential to wreak havoc in the turn
that they attack a neutral country, but they may face stiffer opposition in
subsequent turns as any surviving enemy units will have better supply.
§ It has not yet carried out any actions this turn, or has only swapped
position with a friendly unit.
§ Its current Supply Value allows for an increase in strength.
§ Its controlling Major has sufficient MPPs available.
A unit’s maximum reinforcement value is relative to its Supply Value, see the
Supply and Reinforcements Table for full details.
Regular reinforcement will allow a unit to be reinforced up to a maximum
strength value of 10, with a small reduction in experience for every strength
point reinforced. This represents the intake of new recruits lacking in combat
experience.
Note that naval units (with the sole exception of Torpedo Boats) can only
receive a maximum of 5 strength points per turn.
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6.5.9.2. Elite Reinforcements
Elite Reinforcements can only be applied if a unit is already at full strength.
The reason for this is that adding Elite Reinforcements increases a unit’s
strength beyond the normal maximum without any loss in experience. These
are more expensive than regular reinforcements and can only be added if there
are no adjacent enemy units.
Units can only receive 1 extra strength point of Elite Reinforcements per
turn, and they can only receive these up to the number of full experience bars
that they are carrying. For example, a unit with 2 experience bars can only be
reinforced to 2 strength points beyond its normal maximum.
Note: HQs cannot receive Elite Reinforcements.
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A unit can be upgraded providing:
§ It has not yet carried out any actions this turn, or has only swapped
position with a friendly unit.
§ Its current Supply Value is at least 5.
§ Its controlling Major has sufficient MPPs available.
§ There are no adjacent enemy units.
If the unit cannot be upgraded, the drop down menu option will be grayed out.
Note: Upgrading a unit completes its action for the turn.
Tip! It isn’t necessary to upgrade units to their maximum potential. It is
fully up to you how many upgrades you implement.
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the maximum level of this technology). To upgrade a resource and increase its
naval spotting range, right click on it and select Upgrade.
If a unit is also located on the port, the drop down menu will expand to
allow either the unit or the port to be selected.
Once the Upgrade dialog appears, a list of available research levels will be
displayed on the left hand side and a breakdown of the resource’s adjusted
values will be displayed in brackets [...] on the right.
Note: No other resources, such as cities, may be upgraded with Lighthouses.
Naval units, Forts and Minor’s units cannot be disbanded, again to avoid
abuse. Also excepted from being able to disband are units that have unloaded
from Transports this turn.
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7. ADVANCED GAMEPLAY CONCEPTS
7.1. General Unit Characteristics
The following table outlines the basic characteristics for all units:
CHARACTERISTIC MAX VALUE
Experience Up to 5*
Supply 10
Action Points Unit’s AP Value
Strength Varying from 1-15
Attacks 0-2
Morale Determined by Formula
Readiness Determined by Formula
Entrenchment Dependent on Terrain Type
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Transport Transport
- (this is an unused slot) - (this is an unused slot)
Resource Resource
GENERAL
Spotting (Land) Min Shells
Spotting (Naval) Max Shells
Action Points De-Entrenchment
Operational Range De-Moralization
Intercept Range Interceptions
Escort Range Escorts
Attack Range Attacks
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one HQ in the area or units are manually attached to other HQs, then the engine
will attempt to allocate attachment as best satisfies the above requirement.
Clicking once on an HQ will highlight in green all of the units it commands.
A second click shows its attachment range. Also, when an attached unit is
selected, its parent HQ is highlighted in green.
7.3.1. HQ Modes
You can manually select and deselect HQ attachments if you wish to fine
tune them to get the best combat results. However, any changes in a unit’s
attachment or detachment status will only alter that unit’s Readiness value this
turn, its Morale value won’t change until the next turn.
To do this, right click on an HQ, select Set Mode, and then choose between
Auto, Auto-Assist and Manual.
Auto is the default and is automatically handled by the game engine, as
described above.
Auto-Assist allows attachments to be set manually, but the game engine will
provide assistance in subsequent turns by automatically selecting replacement
attachments if any of the units that had been manually attached no longer
fulfill the attachment requirements. So for instance, if the unit is now too far
away from the HQ, or has been destroyed, then the engine will attempt to find
another that can benefit from the HQ’s command.
Manual allows attachments to be set manually under the same rules as for
automatic attachments, except that you will have to make all changes yourself.
In subsequent turns you will need to keep an eye on the attached units, because
if one exceeds the attachment range or is destroyed then you will have to create
a new attachment yourself in a subsequent turn.
Once either Auto-Assist or Manual modes are selected, with the HQ selected
you will notice highlights in blue for units within its attachment range that
could be attached to it. To change a unit’s attachment or detachment status,
simply right click on a green unit and select Detach from the drop down menu
or right click on a blue unit and select Attach.
Note that only units that haven’t yet carried out any actions may be attached
or detached, so it is best to change unit attachments at the start of your turn.
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As an example, the screenshot below
shows the basic process for the Hill AP
HQ detaching the highlighted Anderson
Division. First, right-click on AP Hill and set
the Mode to either Auto-Assist or Manual
by left-clicking on one of these options.
Now right-click on the Division and you will
be given the option to Detach it:
Attaching units works in exactly the same
way, except that if an HQ is already commanding its maximum complement of
units then you will have to detach a unit before you can attach another.
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If the Engineer unit is destroyed or moves away before construction is
complete, all work is lost and must be started all over again.
Note: Engineers cannot fortify hexes containing Resources.
The chance for Minors is slightly higher because Minors generally have
significantly fewer units.
Tip! Liberating the Capital will end this process, so if you lose your Capital
do your best to take it back!
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A country whose Capital transfers will lose its current Production Queue
items unless the new Capital is connected to either the location of the previous
Capital, or to any of the Industrial Center locations for that country.
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Although unlikely, it is possible for the European powers to withdraw from the
war when their Fighting Spirit falls to zero.
7.7. Plunder
When a country surrenders due to having all its Capitals captured, the
conqueror will plunder the country and receive a one-off MPP bonus. The
actual Plunder value is based on the following:
The plunder formulas do not include any units that will become free units, such
as if the Cherokees fight on from exile following the capture of Tahlequah. The
formulas used are:
Unit Plunder = Current Unit Cost / 10 * strength * 5% (for all units)
Resource Plunder = Full value of all originally owned Resources * 75%
These values are added together and then multiplied by a random factor
of between 150-200% for Major countries and between 250-300% for Minor
countries.
A final factor is the Difficulty Setting if playing against the AI.
Tip! Disbanding units when you realize a Major is about to surrender will
not reduce the amount of Plunder your opponent will receive. Fight on, do not
give up as only the enemy benefits from defeatism!
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7.8. Victory Conditions
Victory Conditions are determined by specific scripts set for each campaign. A
message indicating the Game Over Victory Status will be displayed when the
game ends in either a victory for one side or in a stalemate.
With the game over, items not previously visible under Fog of War will now
become visible. These include all of your opponent’s units and strengths, research
successes, current diplomatic investments and items in their Production Queue.
Major Victory is normally achieved whenever you have successfully defeated
the leading Major country on the other side (the Union or Confederacy).
Minor Victory Conditions normally apply if the campaign’s end date has
been reached with one side having an advantage, but without being in a strong
enough position to claim a Major Victory.
Stalemate Victory Conditions occur if neither side achieves any of their
Victory Conditions by the campaign’s end date.
The scripts controlling the Victory Conditions are read in sequence, so even
if more than one set of conditions apply, the one that is higher in the listed
order will be the one that applies.
Tip! Be sure to read a campaign’s Victory Conditions as you play, as these
should inform your strategy.
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Test for scripted events
Test for naval damage at sea
Test for Partisan activity
Test for Diplomacy (current side only)
Test for Research (current side only)
Calculate Military Production Points (MPPs)
7.11. Supply
Units receive supply from friendly Resources and HQs, and unit supply is a
major factor in determining combat effectiveness.
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§ Connection (via a line of friendly land or land+sea hexes) from Key
Resources to other friendly resources will enable those resources to
reach their maximum strength and supply levels.
§ It is therefore wise to consider cutting the connections linking enemy
resources to their Key Resources, and this should be a factor in
determining your axis of advance into enemy territory. This way you
can not only reduce enemy income without capturing any Resources,
but it can also facilitate the destruction of enemy units at lower supply.
This will help because units at lower supply are less effective, are much
easier to destroy, and if destroyed with a supply value of less than 5 then
they cannot be cheaply reformed.
§ Secondary Supply Centers and Minor’s Capitals provide supply up to a
maximum of 5, potentially increasing up to their maximum value according
to their Resource type if they are connected by rail to any of the above.
§ Captured enemy Resources will generally provide less supply than
friendly ones.
§ The supply benefit of Resources decreases with distance by 1 per hex in
clear terrain.
§ The rate of decrease will be greater in non-clear terrain, as such terrain
is an impediment to good supply. For example, placing units in forests,
mountains or marshes, unless they are very close to a good supply
source, will generally be a bad move.
§ Both types of Roads negate the effect of terrain on supply, so keeping
units on or near roads is recommended. However, when the weather is
Mud only Paved Roads will do so.
§ Note: Paved Roads were uncommon outside of cities during the 19th
century, and will not be seen in any of the default campaigns.
§ Oil and Mine Resource types do not provide supply to any units.
§ Units in low supply cannot be reinforced as well as those in higher supply,
while those lacking any source of supply cannot be reinforced at all.
§ Naval units can only be fully supplied in Port, though they will gain
some supply from being in the proximity of friendly Ports, the benefit
decreasing with distance.
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7.12. Resource Definitions
7.12.1. Major Powers’ Capitals
§ These act as a primary supply source providing supply up to their
maximum strength value according to their Resource type (usually 12).
§ New units can be deployed in a Capital and any friendly city or capital
belonging to the same country with a strength of at least 5 that is
connected via friendly controlled hexes to it.
§ If the Capital falls the country generally surrenders, unless it transfers
to an Alternative Capital.
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§ New units belonging to that Minor can be built at a Minor Capital and in
any city within that country with a strength of at least 5 that is connected
via friendly controlled land hexes to the Minor Capital.
§ If the Minor Capital falls the country generally surrenders.
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7.13.3. Captured but Unconnected Enemy Resources
The Occupational Efficiency penalty (the fact that enemy resources don’t
generally work as efficiently under your control) doesn’t apply in the following
circumstances:
§ Occupied Capitals, Primary or Secondary Supply Centers that aren’t
connected to a friendly Major’s Capital, Industrial Center or Primary
Supply Center will have a maximum strength of 5.
§ Occupied Industrial Centers that aren’t connected to a friendly
Major’s Capital, Industrial Center or Primary Supply Center will have a
maximum strength of 3.
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land units. Destroying the enemy unit or driving it away will enable that Port
to provide supply again.
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A value of 75% represents three-quarters production, 125% represents one and
one-quarter production, and so on.
This Industrial Modifier value will increase with each level of Industrial
Technology research that is achieved. Please refer to chapter 9 on Research for
additional details.
Since Minor countries cannot conduct their own research, and do not
benefit from their Major’s Industrial Technology research successes, they will
always have a default Industrial Modifier of 100%.
In general, all MPPs collected at the end of each turn are available for
use during the next turn. The production values for each type of controlled
resource are added together and then multiplied by their country’s Industrial
Modifier.
For neutral Major countries, as their Mobilization value is less than 100%,
their income is adjusted to account for this. (Note that 1861 Blue and Gray has
a special rule in place limiting the income of neutral Majors to zero). The
following formula shows how MPP collection is calculated:
MPP Collection = Total Resource Value * Industrial Modifier * Mobilization
Value
Note: If a campaign has longer winter turns and shorter summer turns,
then this has the effect of meaning that less income is received in winter.
If this isn’t desired then campaigns can be amended to use the Normalized
Production option which ensures that production per time period is more
balanced in campaigns with variable seasonal turn lengths. Its effect will be to
increase production in winter turns and decrease it in summer turns.
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HQ 300 + (HQ Rating * 5%)
Regiment 100
Brigade 200
Division 300
Corps 450
Mountain Division 300
Rangers 225
Marines 350
Engineers 350
Indians 275
Cavalry Brigade 250
Cavalry Division 375
Cavalry Corps 500
Partisans 150
Blockhouse 175
Field Artillery 350
Siege Artillery 400
Railroad Battery 425
Defenses 200
Armored Train 150
Balloons 150
Battleship 450
Cruiser 400
Ironclad 325
Monitor 275
Ship of the Line 300
Frigate 200
Gunboat 100
River Ironclad 150
River Timberclad 100
River Gunboat 75
Submarine 100
Torpedo Boat 250
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7.22. Reinforcement Costs
Reinforcement costs for damaged units are based on the current cost of the
unit. The following formulas reflect the relative reinforcement costs of a unit
due to combat losses:
§ Regular Reinforcement Cost = # of strength points * (Cost of Unit / 10) / 2
§ Elite Reinforcement Cost = Regular Reinforcement Cost * 2
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Examples of Decision Events include:
Clicking on the ‘Notes’ tab on the bottom right of the Decision screen will bring
up notes relating to the decision that may help you make your choice.
While a Decision is awaiting your choice, you can click on ‘View Map’ so
that you can consider the situation with reference to the actual game map,
checking various things like your Production Queue and Diplomacy.
When you’re ready, you can return to the Decision screen by clicking on the
button in the bottom left corner. Note that you won’t be able to continue playing
until you have responded to the Decision Event by choosing either Yes or No.
7.25.1. Experience
A unit’s experience is based upon its success in combat, with a small extra
bonus for attacking and destroying enemy units.
Unit experience has a maximum value of 3 in our official campaigns (except
for forts, small ships, Armored Trains and Artillery, which are limited to 1),
though the maximum can be edited up to 5.
When replacing losses, some experience will be lost, and the formula used
for this is as follows:
Experience Point Losses = (Reinforcement amount * Experience) / 10
For HQs, combat experience is dependent upon how well subordinate
units under their command perform in the field according to the following
two equations:
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If Defender’s Losses > Attacker Losses
+0.05 (Attacker’s HQ, if Attacker is a Soft, Infantry or Cavalry unit); +/-0.0
(if Attacker is an Artillery, Fort or Armored Train unit)
+/- 0.0 (Defender’s HQ)
If Defender’s Losses >= Attacker Losses
+0.05 (Defender’s HQ)
-0.05 (Attacker’s HQ)
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7.25.4. HQ Supply
HQs have a calculated supply value just like all other units, but in addition they
have a Supply Distribution Value that can be applied to supply other friendly
units around them.
This Supply Distribution Value is calculated based on the current supply
value of the HQ. The following table outlines HQ supply distribution
calculations, based on full strength HQs:
HQ SUPPLY DISTRIBUTION
HQ SUPPLY (INCOMING)
(OUTGOING TO OTHER UNITS)
0 3
<3 5
<5 6
5 8
>5 10
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So if level 5 Logistics has been attained, then a HQ with a strength value of 1-4
will have a minimum supply value of 5 even if it has no access to a supply source.
It is true that this means that you will only really see any benefit if a high
level of Logistics is researched, but this may be of use in a critical situation.
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7.26. Naval Supply
Naval supply is handled differently than normal supply for land units. In
general, naval units within range of a Port receive maximum supply, minus
their distance from Port, regardless of Port strength.
Once naval units are out of Port range they will not have their supply values
reduced unless they:
§ Cruise
§ Raid a Convoy route
§ Engage in combat, whether in attack or defense
The exception to this rule are regular Amphibious Transports, as they will
have their supply value reduced by one for each turn at sea, regardless of their
vicinity to a Port. This does not apply to Amphibious Transport (Long Range)
as they act like any other naval unit in this respect.
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value. However, it works in the same way as for land units, so for example, a
naval unit in a Port that is at strength 5 can only be reinforced up to strength 8.
Note: Naval units (with the sole exception of Torpedo Boats) can only
receive a maximum of 5 strength points per turn.
If a unit’s strength is already greater than its attainable strength then it
cannot be reinforced.
The following table shows reinforcement potential in accordance with the
above:
UNIT’S SUPPLY VALUE/
ATTAINABLE STRENGTH
PORT STRENGTH
0 Cannot be reinforced
1 4
2 5
3 6
4 7
5 8
6-10 10+
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It can therefore take several turns to bring a low strength HQ back up to
full strength.
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Note: The actual Morale formula includes minor corrections for Strengths
greater than 10 and if the Old Morale value was greater than 100, then it is
capped at 100.
Morale Boosts from Automatic Upgrades (eg. Infantry Tactics) are added in
addition to the formula, but in a way that won’t allow them to accumulate from
turn to turn. Their role is simply to provide a small boost to the actual Morale of
the unit based on its condition and situation.
The formulas will also take into account if the unit has a Maximum Strength
below 10, so that they aren’t penalized for this.
Units will start their turn with at least 10% Morale, regardless of prior turn
reductions below 10%, and all newly deployed units start with a Morale value
of 50%.
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ATTACKING UNIT TYPE MORALE LOSS INFLICTED ON THE DEFENDER
Infantry with Skirmishers Tech Up to 20%
Rangers 10%
Indians 15%
Cavalry Brigade 5%
Cavalry Division 10%
Cavalry Corps 10%
Partisans 10%
Blockhouse 5%
Field Artillery 15%
Siege Artillery 20%
Railroad Battery 25%
Defenses 10%
Armored Train 5%
Battleship 30%
Cruiser 20%
Ironclad 20%
Monitor 20%
Ship of the Line 15%
Frigate 10%
Gunboat 5%
River Ironclad 10%
River Timberclad 5%
River Gunboat 5%
Submarine 10%
Torpedo Boat 10%
Amphibious Transport 10%
Amphibious Transport (Long
10%
Range)
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§ If the unit comes under a HQ
§ Readiness = (((Unit Strength + HQ Rating) / 2 + Unit Morale / 10 + HQ
Experience) / 2) * 10
§ If the unit isn’t commanded by a HQ
§ Readiness = ((Unit Strength / 2 + Unit Morale / 10) / 2) * 10
§ As naval units never come under the command of HQs they always use
a special formula of their own:
§ Readiness = (Unit Strength + (Unit Morale / 10)) / 2 * 10
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There may be times when bypassing entrenched units is best, cutting them
off from sources of supply and forcing them to either retire or be attacked
when in lower supply.
Each level of Entrenchment is multiplied by a factor of 10 to determine
the percentage chance that a unit will suppress strength losses from combat.
For example, a unit with an entrenchment level of 4 will have a 40% chance of
suppressing a strength loss.
If a strength loss is suppressed, then the targeted unit will suffer a morale
loss of 10% per suppressed loss instead. So a unit that should have lost 2
strength points, would lose 20% of its morale instead.
While Entrenchment is very useful in reducing losses, an accumulation
of morale losses may penalize the unit that receives them for some turns to
come. This is because morale is a stored value that is updated each turn with
its previous turn’s value (including the morale losses suffered) being a major
factor in the next turn’s value. So a unit may survive some early hits but a rapid
decrease in morale without relief may cause the unit to break down that much
quicker in later rounds of combat.
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A defending unit can only have its Entrenchment Value decreased by direct
attack, and the following table outlines these reductions according to attack type:
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Combat includes an awareness of relative unit upgrades so that it is only
the difference between combat factors that count. For example, two Level-2
Infantry Corps attacking each other will inflict damage on each other similar
to two Level-0 Infantry Corps.
Actual combat losses are a complex calculation based on the following:
§ Unit Type
§ Experience
§ Supply
§ Strength
§ Unit Morale
§ HQ Command Rating
§ HQ Experience
§ Entrenchment Value
§ Terrain Defense Bonus
When calculating some combat losses there are additional considerations and
the above formulas have been adjusted internally to take the following factors
into account:
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7.29.7. Variability in the Combat Results
In addition to each of the factors described above, there is a possible +/-1
point variation in each combat that provides some randomness to the combat
calculations.
This variation is small enough to produce reasonable and expected variety
from game to game, but not significant enough to produce extreme results.
Exceptions: There are two occasions when this variable won’t apply:
You aren’t expected to memorize all of the formulas surrounding combat, but
it helps to have a broad understanding of how all of the various factors are used
in the calculations. This intuitive “feel for the game” will enable you to make
sound decisions as you play.
The casualty predictions that are displayed above the units as well as in the
Information Panel prior to resolving combats are a fairly accurate estimate
when the Fog of War game option is turned off, apart from the +/-1 point
variation.
However, if Fog of War is being used then some hidden enemy factors
such as HQ command rating and combat morale bonus are ignored in the
calculated estimates, and so the experienced player should expect slightly
different results.
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CUT OFF FROM A FRIENDLY MAJOR
Unit Location Unit’s Supply Value
Cut off from HQ but connected to a Friendly/
Resource Strength minus Shortest Distance
Occupied Resource
Cut off from any valid City/Port but not from a
HQ Supply minus Shortest Distance
friendly HQ
Cut off from any HQ and any valid Resource 0 (3 if Partisans or Rangers)
8. UNIT TYPES
8.1. Land Units
Making the most effective use of your land forces can make all the difference
between victory and defeat, as they are vital for holding and capturing territory
and resources.
Knowing their attributes is important, so this chapter is a guide to the
various land units in the game.
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§ Artillery – Field and Siege Artillery, Railroad Batteries
§ Fort – Blockhouses, Defenses
§ Armored Train – Armored Trains
8.1.3. Headquarters
An HQ is a strategic unit that provides leadership and logistical support
to subordinate units. In real life it could employ thousands in largely
administrative roles providing essential support to the soldiers in the front line.
Although HQs are administrative in nature and cannot attack, they
provide supply to units in their vicinity, even to those not directly under their
command.
Normally, up to 5 land units within a range of 3 hexes may be attached to an
HQ, although this may be increased with Field Telegraph research.
Historical commanders are available to most nations, and they all have
a preset base Command Rating. The higher this Command Rating, all other
things being equal, the better the units under their command will fight. In
game terms, this is because higher ratings equate to higher readiness values
for the units under their command.
§ Sherman 7
§ Lee 7
§ Grant 6
§ Johnston J 5
§ McClellan 3
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HQs not only increase the readiness of units under their command, they also
provide a combat morale bonus.
This bonus can increase over time if their subordinate units perform well in
action, as any unit that performs well when attached to an HQ will increase that
HQ’s command experience. This will in turn increase the combat morale bonus
that the HQ provides to all units under its command. So success breeds success!
However, it works in reverse too, so if units attached to an HQ are defeated
then that HQ’s command experience is reduced, and this will in turn reduce
the combat morale bonuses for all units under its command.
8.1.4. Regiment
The Regiment is the smallest unit represented in the game, typically made up
of less than 1000 men. These units can prevent an enemy unit from simply
occupying a position without contest, but they are unlikely to withstand a
strong attack. Regiments have a default maximum strength of 5. In the default
1861 Blue and Gray campaign, these units are only seen representing some
small garrisons on the Great Plains at the beginning of the war, and cannot
be purchased.
8.1.5. Brigade
Comprising around 2,500-3,000 soldiers, the Brigade is the smallest unit
suitable for frontline service. At the beginning of the game, both sides will
receive a large number of brigades that will form the bulk of your army for
the first year of the war, until more powerful Divisions and eventually Corps
take the field. The Brigade’s modest strength and low cost make it ideal for
garrisoning important locations away from the frontline.
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Tip! Mountain Divisions benefit from +1 Attack and Defense bonuses when
fighting from or attacking into Mountain and Hill hexes.
8.1.7. Corps
Consisting of anywhere between two and seven divisions, and typically
more than 15,000 men, the Corps is the most powerful unit on the Civil War
battlefield. Corps are not available for purchase until the first level of Corps
Organization technology is researched, with each level allowing the purchase
of four Corps. The benefits of technological advancement are increased for
Corps relative to Divisions, and by the third year of the war the Corps will be
the most important unit in your army.
8.1.8. Rangers
Rangers were small semi-regular cavalry formations often used as scouts
and to attack enemy targets behind the front lines, such as supply trains. The
most famous example of these is Mosby’s Rangers, a Confederate unit active in
northern Virginia, although similar units were also seen on the Union side as well.
Rangers, like Partisans, have a minimum supply value of 3, and have a 25%
chance to evade damage from combat, making them ideal for raiding behind
enemy lines. Unlike other infantry units, Rangers also can spot land units two
hexes away.
8.1.9. Marines
Marines played a vital part in the enforcement of the Union blockade,
being used to capture a number of offshore islands along the coasts of the
Carolinas and Georgia, as well as the occupation of New Orleans and southern
Mississippi River in the summer of 1862. In the game, Marines are considered
to be a division-strength unit with combat bonuses when fighting Forts and
Warships.
Marines have the unique ability of being able to embark on Amphibious
Transports from any Coastal hex. This makes them very useful for raiding
purposes, as they may be able to evacuate via sea if the landing fails to capture
a Port.
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The supply value of Marine units that have amphibiously unloaded will
only drop by 2 points per turn in the absence of a separate source of supply,
meaning that they will have some supply for a maximum of 5 turns.
8.1.10. Engineers
These are effectively Construction Engineers as Combat Engineers are
presumed to be an integral part of the other combat units in the game.
Engineers can be used to build Fortifications (such as the great defensive
works of Petersburg) to help strengthen defenses against enemy land
attacks and amphibious operations, and they can be very useful in providing
strongpoints which the enemy may struggle to capture if properly defended.
Building Fortifications is covered in more detail in the Advanced Gameplay
chapter.
8.1.11. Indians
Native Americans (or ‘Indians’, in the terminology of the era) served in large
numbers on both sides of the Civil War, most commonly as mounted forces
west of the Mississippi, although some also served in the Eastern Theater. The
Indian unit, which can be purchased by Indian tribes (though not by the Union
or Confederacy), is similar in strength and abilities to the Cavalry Brigade, but
has a higher Demoralization value, making it ideal for the mobile warfare seen
on the open plains of the West.
Note: In recent decades, there has been considerable controversy
surrounding the terminology used to describe the native peoples of the
United States. While we have endeavored to use the names of individual
tribes wherever possible, it is occasionally necessary to refer to multiple tribes
collectively. As no single term has received near-universal approval from native
peoples, we have chosen to use the word ‘Indian’ in such settings, as the most
historically appropriate alternative. While we recognize that this term arose
from a historical error, and at times may have acquired negative connotations
during the centuries of conflict between the native peoples and settlers, it was
the term most commonly used in the 19th century, and, as ‘American Indian’,
remains the term of choice in the United States Census to this day. We have
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no desire to offend anyone, and our decisions on this matter have been guided
solely by what will make American Civil War an enjoyable and historically
accurate game for everyone.
8.1.13. Partisans
Partisans can help pin down enemy units, reduce the supply-level of resources,
and disrupt military production in their areas of operation. In certain
contested areas, this activity might develop into full-scale uprisings, as was
considered by the Confederate leadership towards the end of the war.
Most partisan activity can be prevented by keeping units in or adjacent to
their spawning hexes, and these can be seen by pressing ‘P’ on your keyboard.
Smaller partisan actions will simply damage resources, with no actual units
being deployed on the map.
Partisan uprisings of significant strength will deploy units on the map,
and these can capture resources and interdict supply lines causing immense
trouble to their occupiers.
When pressing ‘P’, Partisan locations that can spawn a unit show a
Partisan, whereas those that will only damage resources show a Partisan with
a line drawn through it.
Partisans have a default maximum strength of 8, a minimum supply value
of 3, and they are restricted to rail movement within their home country.
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8.1.14. Field Artillery
Field Artillery units represent concentrations of small cannons, such as the
12-pounder bronze ‘Napoleon’, deployed at key points to either bolster the
defense or support an attack. Field Artillery units can be useful in lowering
enemy entrenchment values and demoralizing the target.
Artillery units also have an automatic ability whereby, providing they have
shells remaining, they will provide Defensive Fire to shell any enemy units
attacking friendly units within range.
Artillery can also fire blindly, targeting enemy held hexes and potentially
damaging hidden units in them. These attacks will not disclose the presence
of hidden units.
Note that Field Artillery units are not used in the default 1861 Blue and Gray
campaign.
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before moving and naturally their movement is restricted to friendly railway
lines. They will have 1 shell per turn that can be fired, and note that they do not
provide Defensive Fire to friendly units under attack, so it is best to fire that
shell during your turn.
8.1.17. Forts
Forts are static defensive units that can shell enemy forces, accumulating shells
in the same way that Artillery does. Forts will fire on Amphibious Transports
that halt in an adjacent hex, even if only temporarily prior to landing, and this
feature means that they will have to be a prime target for destruction before an
amphibious invasion can expect to succeed.
Forts cannot Rail Move or Swap as they have a default setting of zero Action
Points.
Two types of Fort units are included in the game: Blockhouses and the more
powerful Defenses. Note that only Defenses are used in the default campaigns.
As the location of all pre-war forts were known by both sides in the Civil
War, these units are exempt from normal Fog of War rules and their location
can be seen by both sides at all times, although their exact combat strength
(as well as stats such as Readiness) will remain hidden unless you have a unit
adjacent to their position.
Forts are limited to a maximum strength of 5.
8.1.19. Balloons
Lighter-than-air flight technology was in its infancy during the 1860s, with the
Union Army experimenting with hydrogen-filled Balloons early in the war.
When moving, Balloon units behave like all other ground units, moving
more quickly on roads and being slowed by difficult terrain or enemy zones of
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control. Balloons have a large spotting radius, but unlike other units, they can
only benefit from this during clear weather. They cannot attack enemy units
and will likely be destroyed if attacked themselves. Balloons are limited to a
maximum strength of 5.
Balloons become available for purchase once the first level of Experimental
Balloons technology has been researched, and subsequent levels will increase
their spotting radius and movement range.
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8.2.3. Battleships
The pre-Dreadnought Battleships of the 1890s are the most powerful warships
represented in the game. Their large size prevents them from entering Rivers,
but they will outgun any opponent they meet on the high seas. Battleships
cannot be purchased in the default Civil War-era campaigns, such as 1861 Blue
and Gray.
8.2.4. Cruisers
Steel-hulled Protected and Armored Cruisers were fast and powerful warships
whose design emerged in the early 1880s. Like Battleships, they cannot enter
Rivers. These units will not appear in the default Civil War campaigns, but are
available for use if you wish to design your own campaigns.
8.2.5. Ironclads
Steam-powered armored Ironclads first appeared with the launching of the
French Gloire in 1859, and soon emerged as the most powerful warships of the
Civil War era, with their heavier guns making them ideal for destroying coastal
Monitors. Ironclads cannot enter Rivers but can freely sail both coastal waters
and open Ocean. In the default campaigns, they become available for purchase
at the end of 1861.
Note: A distinction should be noted between the Ironclad unit type and the
Ironclad class of units, which also includes Battleships, Cruisers, Monitors and
River Ironclads. Where the meaning is not obvious, the game’s documentation
will use the capitalized Ironclad to refer to the unit, and the lower-case ironclad
to refer to the class of units.
8.2.6. Monitors
Made famous by the 1862 battle between Monitor and Virginia (or Merrimack),
the Monitor (alternatively known as a casemate ironclad) is the first ironclad
warship available for purchase. Their large guns and iron armor make them
virtually immune to attack by older wooden warships, although they are limited
to Coastal waters only and are relatively slow. Even with these limitations,
they represent a cost-effective way to defend and control the coastline.
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Note: Due to the severe shortage of iron production in the Confederacy,
Confederate Monitors cannot be purchased until October 1861.
8.2.8. Frigates
Like the larger ships of the line, wooden sail- and steam-powered Frigates
became obsolescent as the Civil War progressed. These fast-moving vessels
can travel in both coastal and deep Ocean waters, although not Rivers, and the
large numbers of them available to the Union early in the game make them
suitable for enforcing the Blockade of the South until more powerful warships
can be constructed.
8.2.9. Gunboats
Small screw-driven gunboats and paddle steamers were built in large numbers
by both the Union and Confederate navies. They are restricted to coastal
waters, but may also enter rivers. Gunboats are particularly effective in
providing shore bombardment, and are second-to-none for convoy raiding,
although their small size means they will be outmatched by any larger
warships. Gunboats are limited to a maximum strength of 5.
Note: Gunboats, unlike other warships, do not attack resources such as
Towns or Ports, and will instead only target the unit in a hex when attacking.
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These ships are included in the game as River Ironclads, River Timberclads
and River Gunboats.
River ships, as the name implies, are limited to traveling along Rivers, and
cannot move into either coastal or ocean waters. All River Ships are limited to
a maximum strength of 5.
Note: All river ships will ignore resources such as Towns or Ports, and will
instead only target the unit in a hex when attacking.
8.2.11. Submarines
Submarines in the 1860s were still experimental weapons, built in small
numbers and causing very limited damage in the Civil War. Most submarines
of this era were powered by hand, rendering them slow and unable to move
outside of coastal waters. Note that the best use of Submarines in combat
is to lurk and ambush enemy vessels. If however a Submarine moves before
attacking then the vessel it attacks will have its losses reduced by 50%, and the
attacking Submarine will have its losses doubled.
Owing to their experimental nature, Submarines will require substantial
research investments if they are to be used as effective weapons of war. Level 1 of
Experimental Submarines is required before a Submarine can be purchased, while
subsequent levels will improve their combat stats. The Buoyancy Tanks upgrade
also grants the ability of a Submarine to dive and avoid combat when attacked.
Unlike other ships, Submarines are unable to use the Naval Cruise function.
Submarines are limited to a maximum strength of 5.
In the default campaigns, Submarines cannot raid enemy convoy routes,
although this may be changed in custom campaigns.
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8.2.13. Transports
Transports are used to move land units across the sea. Transports can only
load or unload units at a friendly-controlled Port, and can then be moved just
like other naval units. Transports can move land units over all types of sea
hexes, including Rivers.
In terms of combat, Transports are quite weak since they cannot attack
and their defense is poor. They do have a 10% chance of evading damage if
attacked, but even so, providing them with a naval escort is recommended.
Note: Each country can only put a limited number of units in Transports
at any one time. This limit will increase through researching Logistics, as Build
Limits will increase by 2 per level for Majors (Minors in the default campaigns
cannot use transports). Logistics also decreases the cost of putting units in
Transports by 10%.
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They can Cruise and are really useful for launching invasions far from their
starting point, but as they are 25% more expensive than regular Amphibious
Transports their use should be carefully considered before embarking the
troops.
9. RESEARCH
9.1. Introduction
Getting the best out of your armed forces and economy requires investing a
significant proportion of your income into Research.
All Majors can conduct research to improve their income and the fighting
qualities of their armed forces. Minors can benefit from the research
undertaken by their controlling Majors, but they cannot themselves invest in
research.
Each technology area has a maximum potential achievement level of 5,
though the actual limits per category do vary.
In other campaigns the limits may be different, in accordance with the
settings chosen by their designer.
The limits can be seen in the Research screen, as the maximum level that
can be researched is shown in brackets at the end of each category’s entry:
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Although this functionality is not used in American Civil War, modders can
set the actual maximum level for upgrades to also vary according to unit type.
For instance, one may wish to limit Brigades to level 1 Infantry Equipment, while
other units can reach level 2.
The number of research chits that can be allocated at any one time into a
specific research category will vary, as the investment limits can vary from 1-5
chits per category. In all default campaigns, this limit has been set at 2 chits
for all techs.
Each Major has its own investment limit, in MPPs. This prevents anyone
from investing far more in research than was historically possible, and it also
means that those countries capable of rapid progress are more likely to do so.
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For example, the Union can invest more in research than the Confederacy, and
the Confederacy can in turn invest more than Mexico. In the flagship 1861 Blue
and Gray campaign, the European powers cannot invest in research, their long-
standing professional armies and military tradition meaning that they begin
the game with all technologies already researched.
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The more chits invested in a particular technology area, the faster you will
progress towards the next level. So, if you have 2 chits if researching level 1
then you will have a 4-12% increment towards 100% per turn.
Each chit makes progress every turn from 0-100%, and once you reach 100%
you will automatically achieve the next level in that category.
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9.2.4. Spying & Intelligence
Each new level of Spying & Intelligence increases your own research by 1% per
turn. However, this can be impacted if your opponent is also researching and
achieving Spying & Intelligence levels of its own.
The impact can either be to decrease or to negate your research bonus
entirely. Though note that only the intelligence levels of fully mobilized enemy
Majors are taken into account.
For example, if the enemy’s intelligence level is higher than yours, then it
will negate your own Spying & Intelligence. But if your intelligence level is higher
than your enemy’s, your Spying & Intelligence bonus will be the difference
between the two levels.
For example, if the Union has intelligence Level-1 and the Confederacy has
intelligence Level-2, then the Confederacy’s research bonus will only be the
difference of 1. The Union will receive no bonus in their own research as the
Confederacy has a higher level.
If both you and your enemy’s highest Spying & Intelligence levels are the
same, then they simply cancel each other out until one or the other achieve a
new higher level. Essentially Spying & Intelligence helps you if you are ahead of
your opponent but not if you have the same or a lower level in it.
9.2.5. Examples
Our first example represents the research formula using just the Catch up
Bonus.
§ We have just one chit in Leadership at Level 1 (where the normalized
research formula means you have an average 4% progression per turn)
and the enemy currently has Level 3, so the result will be:
§ Base Chance + (highest enemy level - current level) x research chits invested
§ 5 + (3 - 1) x 1 chit = an average 7% progression per turn
§ If we also assume that we have 2 more levels of Spying & Intelligence than
our enemy does, the formula becomes the following:
§ Base Chance + (highest enemy level - current level) + Spying & Intelligence
modifier) x research chits invested
§ 5 + (3 -1) + 2 x 1 chit = an average 9% progression per turn.
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If 2 chits were invested then progression would average out at an impressive
18% a turn!
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9.4. Progressing to the Next Level
Research will advance a level once your progression reaches 100%.
While progression varies per turn, the chance of a breakthrough does not,
as it is set to be the % for the relevant level, per turn per chit invested.
If you are ahead in Spying & Intelligence research then the chance of a
breakthrough will be 1% higher per level that you are ahead.
So if you have 1 chit invested to research a level 1 technology at 4% a turn,
then progression will be 2-6% per turn if no other Major has yet researched that
level. If we leave aside Spying & Intelligence research for the moment, then the
chance of a breakthrough to speed up your research will be 5% a turn.
Once you attain the next research level, 1 invested chit is consumed by
default and cannot be reinvested or redeemed.
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9.7. Applying Manual Upgrades
To benefit from your research success in the Manual Upgrades category, you
will need to apply the upgrades to individual units. To do this, right click on a
unit and select Upgrade.
You can upgrade some or all of the potential upgrades available, providing
the unit:
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9.8.2. Skirmishers
Skirmishers are small units of sharpshooters and other light infantry trained
to form a thin line in front of the main body of an army, and harass the enemy
with fire at the beginning of a battle. Many such formations became skilled at
shooting enemy officers, making them a particularly feared, if rarely decisive,
part of the Civil War infantry.
Each new level increases the Demoralization value of all infantry except
Engineers. Regiments and Brigades receive a 5% bonus per level, while other
units receive 10%.
Production and Reinforcement cost increase per level: 5%.
9.8.3. Scouts
Civil War armies relied on the cavalry in order to locate enemy armies and allow
commanders to prevent their forces from being forced into an unfavorable
engagement. While most mounted formations take the form of specialized
cavalry units, the Scouts upgrade allows infantry units to be equipped with a
small cavalry detachment for the purposes of reconnaissance.
Infantry units (except Regiments and Engineers) with the Scouts upgrade
have their Land Spotting radius increased by 1 hex.
Production and Reinforcement cost increase per level: 20%.
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9.8.5. Field Artillery
Recent advances in metallurgy allowed combatants in the Civil War to benefit
from large-scale production of rifled cannon, giving field artillery units a
significant advantage in range and accuracy over their smoothbore-equipped
predecessors.
Each new level of Field Artillery research increases the Land Attack of Field
Artillery units by 1 per level, their De-entrenchment value by 0.5 per level, and
their Demoralization value by 5% per level.
Note: This technology is not used in the default 1861 Blue and Gray campaign,
but remains available for use in custom campaigns.
Production and Reinforcement cost increase per level: 10%.
9.8.7. Mobility
“Horse artillery”, or light artillery pieces towed by groups of horses and handled
by crew trained to rapidly position, fire and move their guns, was used to great
effect in the French Revolutionary Wars, and was a decisive part of Zachary
Taylor’s success in the Mexican War, with his forces gaining the nickname
“flying artillery”.
Mobility is a technological upgrade that represents all of the technological
and logistical innovations required to allow the quick deployment and
movement of artillery.
Each new level increases the Action Points of Field and Siege Artillery by 1.
Production and Reinforcement cost increase per level: 10%.
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9.8.8. Buoyancy Tanks
Buoyancy Tanks, or ballast tanks, are compartments within submarines that
can be filled with water to control the depth of the submarine. The Confederate
submarine H. L. Hunley had two buoyancy tanks that were controlled by valves
and hand-pumps, making it one of the first submarines in the world capable of
quickly diving and resurfacing.
This technology grants Submarines the ability to Dive when attacked,
something they will have a 25% chance of doing.
Tip! Submarines cannot be built until Level 1 of Experimental Submarines is
researched. Make sure to invest in the experiments first!
Production and Reinforcement cost increase per level: 15%.
9.8.10. Ironclads
Perhaps no category of weapon was more profoundly affected by the Civil
War than the warship. The first ironclads - the British Warrior and the French
Gloire - were launched only a year before the outbreak of the war, and it was
only one year later that the confrontation between Monitor and Virginia proved
the wooden navies of the world obsolete. Monitor itself would be outclassed
before the end of the war, as more advanced ironclads took to the seas and
filled the place once occupied by Ships of the Line in the world’s navies, as the
first “battleships”.
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This technology can be used to upgrade Ironclad-type ships’ Defense values
against all naval units, by 2 per level for Battleships, Cruisers and Ironclads,
and 1 per level for Monitors, Torpedo Boats and River Ironclads.
Production and Reinforcement cost increase per level: 5%.
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Fort Modernization increases the Defense values against all land and naval
units for Blockhouses by 1 per level and for Defenses by 1.5 per level. Defenses
also receive 1.5 Ironclad Attack per level.
Tip! The large number of Confederate forts make this a particularly wise
investment for the Confederacy.
Production and Reinforcement cost increase per level: 10%.
9.8.14. Lighthouses
Unlike other upgrades, Lighthouses are a technology that have been used by the
world’s leading powers for centuries, and no research is required in order to
upgrade Ports with them. The Lighthouse technology does not represent the
construction of the lighthouse towers themselves, but rather their integration
into the broader defensive system, including via the telegraph.
Ports upgraded with Lighthouses have their Naval Spotting range increased
by 2.
Increasing the levels of Lighthouses on ports does not otherwise increase any
production or reinforcement costs.
Note: Due to the nature of the hex owner/controller relationship when Minor
countries may claim territory for Majors, Lighthouses research is presumed to
be a shared technology between a parent Major and its controlled Minors.
For instance, France could upgrade Veracruz in the Mexican Empire. Also,
captured resources may be upgraded, so the Union can upgrade Jacksonville
to watch over the coast of Florida and ensure Confederate warships do not
attempt to recapture it.
Production and Reinforcement cost increase per level: 10 MPPs.
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9.9.1. Corps Organization
This represents the wide range of improvements in training, doctrines,
communication and organization required to form a Corps, the largest
infantry formation represented by a single unit.
Each level increases the Build Limits of Corps by 4, and their Action Points
by 0.5. Note that Level 1 must be researched before you can build any Corps.
Tip! It cannot be overstated how important this technology is, as Corps will
form the backbone of your armies in the second half of the war. Ignore this at
your peril!
9.9.3. Leadership
Leadership represents the wide range of improvements in command brought on
by staff training, battlefield experience, improved selection of subordinates,
and all the other changes made necessary as the ranks of the pre-war army
swelled from 16,000 to over half a million men.
Leadership increases the Command Rating of HQs by 1 per level, and their
Action Points by 0.5 per level.
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9.9.5. Cavalry Tactics
Representing investment in training, tactics and doctrine, this category
improves the Unit Morale of all Cavalry units, including Indians, by 10% per
level. It also increases the Build Limit for Cavalry Divisions by 1 per level, and
the Naval Defense values of all cavalry units except Indians by 0.5 per level.
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9.9.8. Experimental Submarines
Throughout the Civil War, both sides experimented with the development
of Submarines, weapons that promised the ability to strike at enemy ships
without being seen. In the 1860s the Submarine is still unproven, but against
an unsuspecting foe they may be a dangerous surprise indeed!
Experimental Submarines increases the Attack values of Submarines against all
enemy naval units. More importantly, it increases the Build Limits of Submarines,
by 1 per level, and Level 1 must be researched in order to build a Submarine.
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So when a Major has level 2 it will have a 2% chance per turn of spotting
each hidden enemy unit. This can be especially useful in naval warfare where
knowing the location of the enemy’s fleet could make all the difference between
victory and defeat.
Each new level of Spying & Intelligence research increases your own research
bonus by 1% and decreases your opponent’s bonus by 1%.
Spying & Intelligence levels only compete with each other, so if the enemy
has a higher intelligence level than you, the only net effect will be to negate the
benefit you’ll get from your own intelligence level. It won’t prevent or slow the
base research % chance per turn.
Only the Spying & Intelligence levels of fully mobilized Majors are also taken
into account when determining results, and only the Major on each side with
the highest level of Intelligence research affects Research progress.
Spying & Intelligence will also increase the chance of breakthroughs speeding
up your research, so there is a lot to be gained from researching this category.
9.9.11. Logistics
This technology represents improvements in infrastructure for the rapid
deployment and redeployment of forces, as well as for their supply and
reinforcement.
Each new level of Logistics research reduces Rail Movement and regular
Transport costs by 10%.
Logistics also increases by 1 per level HQ’s minimum supply values, and the
Build Limits for Transports for Majors and their Minors. Finally, each level of
Logistics increases the Action Points of Armored Trains by 1.
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Each new level of Production Technology research decreases unit costs and
the cost of Manual Upgrades by 5%.
If you are playing with Soft Build Limits enabled, Soft Build Limit penalties
are still applied where applicable, but only after the calculation of the final unit
cost minus any reduction due to Production Technology.
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10. POLITICS AND DIPLOMACY
10.1. Alignment Status & Mobilization Values
All countries have an Alignment Status of either Union, Union Minor,
Confederate, Confederate Minor or Neutral.
All countries that are neither fully mobilized nor totally neutral at the start
of a campaign will have a Mobilization Value showing as a %, as well as an
indication of whether they favor the Union or Confederates.
In 1861 Blue and Gray, and other default campaigns, neutral Majors do not
receive any MPPs until they enter the war. In other campaigns, including
unofficial modded campaigns, neutral Majors receive higher income with a
higher Mobilization value, allowing them to step up their preparations for war
by investing in key research areas or important units.
Note that Majors cannot switch sides, so for instance, the Union can only
hope to reduce Spain’s pro-Confederate Mobilization value. They will never be
able to sway Spain into siding with the Union.
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actions, particularly along the Atlantic coastline. These successes may not be
sufficient to make them enter the war, or at least not as early as one might
wish, therefore some diplomacy may be required too.
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The chance per turn for diplomatic influence will be 3% multiplied by the
number of diplomacy chits assigned to the target country.
If diplomacy succeeds, there will be a favorable increase of 7-10% in the
targeted country’s political leaning towards your side, with a 10% chance of
that swing being 20-30% if the targeted country is a Minor.
If a Minor country’s Mobilization Level drops below 0%, then its Political
Alignment will switch to the other side. It will now have a Mobilization Level
towards that side. Note that the Mobilization Level of a Major country may not
drop below 0% and its Political Alignment cannot change.
Once you achieve a diplomatic success, your invested chits are consumed
and the targeted country will move towards your side. At this point the
successful Major will now be able to repurchase and invest that chit, either in
the same country if it is still neutral, or in another one.
Unlike Research, you cannot reclaim an invested diplomacy chit to regain
the MPPs spent. Once a diplomatic investment is made, the MPPs have been
invested in that country and while the chit can be reclaimed and therefore
freed up for use elsewhere, the MPPs cannot be.
Note: Due to the flexibility available in the game engine, it is possible
that some modded campaigns may allow chits to remain invested in a target
country after a success is achieved.
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Standard political events (i.e. random political triggers and war readiness
factors) may also change Mobilization Values. These will represent historical
situations, the result of Decision Events, or be the result of successful offensives
that can inspire neutrals to reconsider their position. For instance, the fall of
New Orleans will move the UK, France and Spain away from the Confederacy.
10.5. Belligerence
Each Major has a Belligerence setting that is separate to its mobilization
setting, which means that it can be fully mobilized, i.e. at 100% mobilization,
but not necessarily at war with any other country. A Major country that is fully
mobilized can move its units, declare war, invest in diplomacy etc, even if it is
not actually at war with anyone.
This is somewhat hypothetical in the official Strategic Command American
Civil War campaigns, as scripts are in place to make all fully mobilized Majors
be automatically at war with all opposing Majors, with one exception: should
Mexico enter the war (an event that can only occur if France joins the war, for
historical reasons), the Confederacy will be offered the decision of declaring
war on Mexico, which they can decline. If these belligerence scripts were to
be switched off (as can be done should you wish to) it would be possible, for
instance, to have the Union not be at war with a fully mobilized UK.
The Belligerence settings enable you to decide which of the Majors under
your control will declare war.
Fully mobilized Minor countries will follow the belligerence settings of
their Majors. For example, Osage’s Union Parent is the Union, and this means
that when Osage reaches 100% mobilization it will automatically be at war with
all the countries the Union is at war with.
Similarly aligned and fully mobilized Majors can only enter each other’s
territory if they share a common belligerent. Consequently Union units could
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not enter Mexico unless the Union and Mexico are both at war with at least one
of the Confederate Majors (in the case of that decision mentioned earlier, if all
scripts were left on their default setting, both the Union and Mexico would be
at war with France). Nor would Mexican units be able to enter the territory of
Union Minors in this instance, because fully mobilized Minors follow the same
belligerence settings as their Majors.
One point to note is that units cannot attack an enemy from a non-
belligerent hex, i.e. Union forces could not attack Confederate units in western
Texas from northeastern Mexico (ie, over the Rio Grande) if Mexico is not yet
at war with the Confederacy.
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PART 2
DESIGNING YOUR
OWN
CAMPAIGNS
“Determine that the thing can and shall be done, and then
we shall find the way.”
Abraham Lincoln, in a speech to the House of Representatives, 1848.
1. INTRODUCTION
While we hope that the campaigns that come with Strategic Command American
Civil War provide you with hours of entertainment, this game also comes with
an Editor that you can use to massively increase your enjoyment of this game.
It is very easy to amend the default campaigns if you wish to change some
of their details or to test out different scenarios, and it’s also very easy to design
new campaigns from scratch.
This Editor is no different from the one used to design the default
campaigns, so you have all the tools at your fingertips for designing good
quality campaigns, of course within the confines of the overall game engine.
This guide will talk you through all the Editor’s features, and if you get
stuck at all then please don’t hesitate to post your question on our discussion
forum at Matrix Games.
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Playing with these to see what they do is the quickest way to get a feel for
the Editor, for what it can do and just how easy it is to do many things. Use this
Manual as a guide to specific things, but you’ll probably find that within a very
short period of time you’ll have learned far more than if you’d just sat back and
read the Manual.
Above all, have fun while you try things out, and don’t worry about what
things might do. The good thing is that if you are trying things out with a
default campaign then you cannot save any of your changes over it. If you do
want to save them, you will have to go to File and Save As, and rename the
campaign as something else, e.g. Test Campaign.
Once you’ve familiarized yourself a bit through practicing with the Editor,
use the following Manual and let it guide you through everything in more
detail so that you too can start creating wonderful campaigns for either your
own amusement, or for other players to enjoy too!
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For example, if you are adding units to the map then information relevant
to the units will show here, whereas if you are editing terrain then it will show
the terrain types instead.
The middle of the Information Panel will always show the X-Y coordinates
of the hex your mouse is currently hovering over, as well as whether it is a
Land, Sea or Land-Sea hex.
2. MENU BUTTONS
Before we proceed further, here is a guide to the Menu Buttons that are
available in the Editor once you have a campaign file open, or are creating a
new one.
2.1. File
2.1.1. File γ Creating a New Campaign
Once the Campaign Editor has fully loaded, a new campaign may be created by
selecting File γ New from the Main Menu bar at the top left of the screen. This
will create a blank campaign template. Use the scroll to set the map size. This
can be from a minimum of 10 x 10 to a maximum of 512 x 256 hexes.
By default the new campaign will be created with all hexes filled with sea,
and in 9. Menu Buttons - Second Row we will look at using the Map commands to
change these hexes so that you can design your own campaign.
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2.1.3. File γ Open User Campaign
To open any campaigns that you have created or amended, or any user made
campaigns that you have downloaded, select File γ Open User Campaign from
the Main Menu bar.
These campaigns are stored in a different place to the default campaigns,
and any new campaigns you create will be saved here.
Tip: From the Open dialog, it is also possible to right click on a *.cgn file in
the Campaigns directory to delete or rename it.
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default to the game’s Data directory and you will have to choose the sub-
directory containing the desired Data files.
To import any data from the Map Layers, the imported map size must
match the current map size. If they don’t match then a warning message will
advise you of the discrepancy, and you will have to adjust the current map size
before importing.
Caution: The import feature will
overwrite the current campaign’s
data with that contained in the
imported *.dat files, so only import
if you are 100% sure or have a backup
just in case.
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Note: The default Data directory for all export information will be a new
sub-directory with the name of the current campaign (e.g., \Data\1861 Blue and
Gray). From the Browse for Folder dialog that opens when you select Export
Data, you will be able to choose another export folder or make a new folder if
you would rather.
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Note: Before closing the file, a warning message will prompt you to save
the current campaign if you have made any changes since it was opened or
last saved.
2.2. Edit
2.2.1. Edit γ Undo
Undo the previous action(s). Up to 10 of the previous actions can be undone.
Ctrl-Z will Undo the action via the keyboard.
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2.2.6. Edit γ Refresh Bitmaps (F5)
This refreshes the Bitmaps for this campaign, so if they have been edited since
you opened the campaign and have saved changes to them, the Editor will now
show them with the latest changes.
Tip! This is a very useful tool if you are customizing any of the image files
in the game. Once an image has been modified, using Refresh Bitmaps or
pressing F5 on your keyboard will automatically reload all the images in the
Editor so that you can immediately see your amended image files without
having to close and reopen the Editor.
2.3. Map
2.3.1. General Map Drawing Tips
2.3.1.1. Offsets
Offsets enable you to fine tune the exact position of items on the map, allowing
you to move them by up to 25 pixels along both the X and Y axis.
To use Offsets, select the Layer relevant to the Hex you wish to adjust, e.g.
Terrain Layer, click on Select Item(s), and right click on the Hex in question.
Select the Offsets option and click on the X and Y scroll buttons to move the
item in question until you are happy with its new position. Click OK when done.
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If you left click and drag the mouse while holding down both Shift and
Ctrl keys, you will select hexes en masse of any type, whether Land or Sea,
irrespective of their nationality.
If you left click and drag the mouse while holding down both Alt and Ctrl,
you will select Sea hexes en masse. For this selection type, Land/Sea hexes and
all Coastal hexes are treated as Sea hexes.
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New Land hexes will automatically be aligned to the country that is marked
as Major Country Number 1. See the section on Edit Major Country IDs Data on
how to change this.
Land hexes drawn over the top of pre-existing Land hexes will automatically
have the same country and ownership as the Land hexes that were already
there.
Tip: One technique for drawing a new map is to take a picture of the map
you want, decide on an appropriate scale and overlay a hex grid. From this
you can gain a rough idea of the content needed for each hex, i.e. where to put
coasts, resources etc.
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map, rather than on a hex by hex basis, can be done very quickly with edits
being made afterwards.
If you want to change a River on the map to a Major River, or vice versa, this
can easily be done by doing the following:
Right click on a normal River sprite on the map, then right click again and
the Selection Column will select the matching Major River sprite.
You can now draw this Major River by left clicking on the map, either
overtop of the normal River sprite or elsewhere.
You can then repeat the above steps for any other River sprites that you’d
like to change to Major Rivers.
This process can also be used in reverse to change Major Rivers into Rivers.
With stage 1, each right click is alternating between both types, so right
clicking for a second time on the same spot will go back to the regular River
sprite.
Note that if you wish to create navigable rivers on your map, these are
created by using Land/Sea tiles from the Hex Layer, NOT the River Layer.
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2.3.7. Map γ Edit Resource Layer
Add and edit Ports, Mines, Oil Fields, Settlements, Towns, Cities, Major Cities,
Capitals, Major Capitals, Trenches and Fortresses on the map.
Different sprites are included for the Western, Eastern, Mediterranean,
Middle Eastern and Desert regions.
Note: You cannot add additional Capitals to a country that already has a
Capital.
Tip! To see what strength resources will have at the start of a game based
on their connections to Key Resources, saving the campaign will recalculate
their strengths afresh. Simply select the ‘Resource’ layer and when you pass
over a resource, the info in the bottom information bar will show the resource
strength in brackets next to the name.
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With the addition of Weather Zones, if you set an area to be an Arid, Semi-
Arid, or Frozen zone then the look of the terrain will dynamically adjust to the
new Weather Zone.
See Edit Weather Data for additional details on setting Weather Zones for
the campaign.
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2.3.15. Editing Layers
The three sections that follow all relate to editing the various layers on the map.
There are eleven different layers, and selecting the correct layer before
proceeding is important as otherwise you may find yourself editing the wrong
layer.
The different layers are shown here, as they appear in the second row at
the top of the Editor. They can be chosen simply by left clicking on the one you
want.
In order, the layers are:
§ Hex
§ Terrain
§ River
§ Road
§ Rail
§ Resource
§ Symbol
§ Text
§ Unit
§ Weather
Note that there is no button for the Naval Zone layer. If you want to change the
Naval Zone layer, you will need to click Map and then Edit Naval Layer.
Hovering your mouse over each one will show its name, e.g. Edit Hex Layer
if hovering over the first.
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on another sprite to select it, and note how the current selection in the Upper
Sprite Box will change to the newly selected one.
Tip! When in Draw mode, if there is a sprite on the map that you would
like to use elsewhere, right click on the sprite on the map. That sprite will now
display as the current selection in the Upper Sprite Box. Now you can left click
on the map to place this sprite where you would like it.
Note: Using the mini-map to move around while in Draw Mode will only
change your location within the map, it will not make any changes to the
campaign.
§ Select individual hexes by moving your mouse around with the left
mouse button held down. By default left clicking on hexes will only
select the hexes of one country at a time.
§ Select large numbers of hexes at once by moving your mouse around
with both your left mouse and the Ctrl buttons held down.
§ If you want to select hexes belonging to more than one country at the
same time, hold down both your left mouse button and the Shift button
while selecting. This will enable you to select hexes irrespective of their
ownership.
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If the new country doesn’t yet have a Capital, you will need to add one before
you can save the campaign. To do this you will need to select the Resource layer, be
in Draw mode, and add a Capital or Major Capital to one of this country’s hexes.
Note: You can set the hex owner to anyone you wish from the country list. If
choosing a neutral Minor country as the Owner, the Controller will default to
neutral, whereas with a Major the Controller will be itself.
If any countries are set to be at war, i.e. belligerent, then when selecting
hexes their Controller can be set to be either their own controlling Major,
or a Major country on the other side. If used, setting the hexes to belong to
an enemy Major would signify that some territory has been captured by the
enemy before the campaign starts.
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modes, e.g. Artillery can be assigned their starting supply of Shells, Subs to
Silent mode, etc. This mode also lets you set units to Sleep by default.
As you set research levels for the campaign, additional options will become
available for customizing each unit or resource, such as enabling the latter to
be upgraded with Lighthouses.
The Details section under the Properties dialog displays combat values for
units and defense values for resources. The default values and costs will appear
normally, and any upgrades based on higher research levels will appear in
brackets like this: [...].
Unit attributes may not be set higher than your current research levels
allow. See the Edit Research section for additional details on setting research
levels for the campaign.
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2.3.20. Map γ Draw Map Control Values (F9)
Press F9 to see the extent of hex ownership of all fully mobilized countries on
the map. All hexes belonging to neutral countries will display the number zero,
while fully mobilized countries will display the number of their controlling
Major, e.g. Confederacy is 1, Union 5.
2.4. Campaign
2.4.1. Campaign γ Edit Campaign Data
To edit basic campaign data, select Campaign γ Edit Campaign Data from the
Main Menu bar.
In the Campaign Data field you can set the Start Date, End Date, Who Starts
and Centered Map Position.
You can also provide a brief description of the campaign and claim
authorship of the scenario by inputting your name.
Any dates from year 0 to 9999 may be entered. The initial map display can
be centered by specifying an initial map position in X,Y coordinates.
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Campaigns may also be flagged as mini-campaigns. This has no real effect
other than to help order main campaigns first and mini-campaigns second in
the Select Campaign dialog when starting a new game.
Note: The campaign End Date must be greater than the Start Date. A
warning message will prompt you prior to saving a change.
If you click on the Advanced button in the bottom right, this will bring up
the Advanced Game Play Options dialog where you can amend the following:
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a possibility, we would advise you to edit your scenario’s localization
file (NOT the game’s original one!) and use the older name to avoid
confusion.
§ Resource Supply Calculation: should this be Unrestricted or by Rail
Only. If the latter is selected then supply from Key Resources travels
outwards by rail, meaning that resources not connected by rail to a Key
Resource will have lower strength and therefore supply values.
§ The remaining general options are either available in game if ticked, or
unavailable if their button is unticked. These are to allow:
§ Reinforcements
§ Elite Reinforcements
§ Upgrades
§ Transports
§ Amphibious Transports
§ Disbanding
§ Rebasing
§ Consumable Research Chits
§ Consumable Diplomacy Chits
§ Variable Hex Placement
§ Unit Placement Variation Upon DOW (Minors)
2.4.1.1. Notes
§ The Objectives option for Victory Basis disables the Alternate Capitals
feature whereby Capitals move when the first one is captured. All Cities
in the Capitals list will become Objectives, with the first City listed (i.e.,
the Capital) being the primary objective. All objectives will be highlighted
with a yellow ring around them. If using the Objectives option, it might
be wise to set any that would have been Alternate Capitals as Industrial
Centers to allow them to act as supply and production sources if the
primary objective is captured. See the Add/Remove Capitals and Add/
Remove Industrial Centers for more details.
§ The Rebasing option allows rebasing of air units.
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§ The Unit Placement Variation Upon DOW (Minors) option randomly
moves by a maximum of one hex the placement of units for Minor
countries when they are declared war upon. This makes planning an
ideal invasion just that little bit harder.
§ The Consumable Research and Diplomacy Chit options mean that one
chit is consumed when a result is achieved.
2.4.2.3. Flags
Here you can set each country’s:
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Minimum requirements are as follows:
§ There must be at least one fully mobilized Major country. This can be
either Union or Confederate.
§ All Minor countries must have both a Union and Confederate Parent
defined. These Parents do not have to be fully activated, but they cannot
be Neutral.
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2.4.2.7. Mobilization % and Status
Set a country’s Mobilization % from 0 to 100. Note that:
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§ Cannot operate their units into territory controlled by their allies.
§ Their Resources will provide a maximum of 3 supply to units belonging
to other non-cooperative countries.
§ They will not intercept or escort for each other.
§ Non-cooperative Majors that liberate Minor countries will override the
previous Parent country setting and become the new parent.
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2.4.2.9. Belligerence
Use this tick box to assign who is at war with whom when the campaign starts.
This only applies to Majors, as their subordinate Minors will automatically
adopt the same Belligerence settings as their Parent Major.
2.4.2.12. HQs
Ticking the Attachable Minors tickbox will enable the selected Major to
command units belonging to their subordinate Minors. Thus for example,
Confederate HQs can be set to command Seminole units, and Union HQs can
command Osage units.
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2.4.2.13. Modifiers
Here you can set the:
§ Initial Military Production Points from 0 to 9999 MPPs (Majors only).
§ Industrial Modifier % from 0 to 1000 (Majors only).
§ Fighting Spirit – Start (FS) (Majors only). Use this if your campaign
starts part way through a war, by setting a figure lower than the one
you assign to Fighting Spirit - Upper in the box below. The difference
can represent Fighting Spirit losses due to casualties and lost resources
prior to the campaign starting.
§ Fighting Spirit – Upper (FS) (Majors only).
§ Max Occupational Efficiency % of captured resources from 0 to 100.
§ Soft Build Penalty % from 0 to 100.
§ Fortress Build Delay from 0 to 365 days.
§ Min Paratroops Prepare Supply Level from 0 to 21. This is not applicable
in the American Civil War engine so can be ignored.
§ Max HQ Attachments from 0 to 25.
§ Max HQ Attachment Range from 0 to 25.
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2.4.6. Add/Remove Capitals
Define a country’s Capital first and any alternate Capital(s) subsequently, in
order, if applicable. If the current Capital is captured, the game will then move
the country’s Capital to the next one listed that is still under friendly control.
A country will only have one active Capital at a time during a game, and it will
begin checking for surrender once its final Capital is captured.
If Capitals are liberated then the Capital can return to a previous location.
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2.4.7. Campaign γ Edit Country Data γ Edit Unit Build Data
Here you can set Unit Build Limits for each unit type for each country. They
can be set from -1 to 255. If set to -1 then no number will appear in the Build
Limit, and the unit type will not appear in the Purchase screen during a game.
Note: Build limits do not restrict the number of units that can be placed on
the map at the start of a campaign. Thus it is possible, if desired, to have units
on the map that cannot be rebuilt once they have been destroyed, an example
being the fortress Defenses controlled by both the Union and Confederacy at
the start of the game.
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2.4.9. Campaign γ Edit Country Data γ Edit Production Delay Data
Here you can set the time it will take for new units to be ready for deployment
from when they are purchased. This can be set to either Turns or Months using
the buttons at the bottom left.
If set to Turns, the delay can be from 0 to 365 Turns for each unit type for
each individual country. If set to Months, then from 0 to 60.
With Anti-Aircraft units, their Intercept Range is the range at which they will
attempt to shoot down attacking enemy aircraft. The Number of Interceptions
determines the maximum number of enemy air attacks they can attempt to
fire at in any one turn.
Loss Evasion in Land and Naval Combat can be set from 0 – 100%, with
different values applied if desired for attacking and defending. Note that this
is the % chance that this unit type will suffer no losses at all when attacking or
defending.
In the Extra area you can set the Raid Multiplier in MPPs for unit types
capable of raiding (naval units and bombers), and Enemy Fighting Spirit Losses
(Per Raid). The latter is used to inflict a penalty per Raider on the Fighting Spirit
of a Convoy recipient. For example, for every Union Gunboat that does at least
1 MPP damage to a Confederate convoy route, the Confederacy will also lose
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8 FS points. The Raid Multiplier (MPPs) can be set to a maximum of 100, and
the Enemy Fighting Spirit Losses (Per Raid) can be set to a maximum of 5,000.
Lastly, the Target Type is shown. As combat is resolved between the
competing Attack and Defense Values by Target Type, it is recommended to
familiarize yourself with them a little, so that the values you assign will be most
applicable for your campaign.
Note: All values in this area represent their values without any research
upgrades applied. Please see the Research section for additional details
regarding how higher technology levels affect Combat Target Values.
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each research chit can be set from 0 to 1000 MPPs in increments of 5 MPPs for
each category. The Maximum Research MPP investment is set at the bottom of
the screen, and it can be set from 0 to 10,000 MPPs.
The cost of research chits already invested is automatically shown in the
Current Research MPP field to the right of the Maximum Research MPP field,
and this updates itself if more are invested.
If your campaign has the setting in place for research chits to remain
invested in an area after technology advances are achieved*, you may wish to
increase the research cost per chit invested.
*This is effected by unticking the Consumable Research Chits button by
going to Campaign γ Edit Campaign Data γ Advanced. If ticked then one
research chit is consumed whenever a research advance is achieved.
The Apply Data button works in exactly the same way as it does for Combat
Target Values (see above) allowing you to transfer the settings from one
country to others.
Tip! By setting Max Level values at 0 you can effectively block research
in particular areas, while by setting the Maximum Research at 0 MPP for a
Major you can effectively prevent it from performing any research. And if you
would rather there was no research at all in your campaign, go to Campaign γ
Edit Campaign Data γ Advanced and untick the Research button under
Preferences in the bottom left.
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is ticked. They will then be able to upgrade in line with the research success
of their Parent Major and their own upgrade limits. The cost of upgrading
relative to the cost of upgrading its Parent Major is set using the Relative Cost
(%) button.
In the top right is a box entitled Research Sharing (Increases Catch Up Bonus).
This is where you can set the ability for fully mobilized Major countries to
share research. If you select a Major then the drop down box will display all the
friendly Majors that this Major could potentially share research with.
If the box is ticked then it will share research with that country. Sharing
can be set to work one way, or both. For it to work both ways, e.g. between the
UK and France, then both countries will have to have each others’ box ticked.
Moving to the central area of the Advanced tab, General Research Increments
can be set here as follows:
§ Subs – here you can set the Initial Dive % chance of a Submarine with no
upgrades to dive. The Dive Increments are the increase in chance of the
Submarine diving when it is attacked, with every upgrade of Buoyancy
Tanks that it receives.
§ Anti-Submarine Warfare – The % set here will be subtracted from the
Submarine’s % chance of diving, so its effect will be to reduce the chance
of the Submarine diving. It is generally recommended to have Initial
ASW set at zero. ASW Increments represent the increase per level of
Anti-Submarine Warfare research that will be deducted from enemy
Submarines’ chances of diving when they are attacked.
§ Note: ASW has been set to zero in the default campaigns, and we
strongly recommend you do the same if designing a campaign set in the
Civil War era. In this game, ASW is tied to the technology slot filled by
Fort Modernization, which will need to be replaced if you wish to include
ASW in a custom campaign.
§ Resource Bombardment – here you can set the % chance that a unit
that targets resources (e.g. Monitors) can also hit a unit that might be
occupying the resource. This % can be increased through upgrading the
unit’s primary attack research category, e.g. Naval Weapons.
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§ Increments % – here you can fine tune the % increases that Majors will
benefit from by researching these four categories. These refer to the:
§ % bonus to your research that can be gained from Spying & Intelligence,
or the decrease in your opponent’s bonus.
§ The decrease in costs gained by Logistics research.
§ The decrease in unit production and reinforcement costs from
Production Technology.
§ The increase in home country economic production from Industrial
Technology research.
§ Accuracy Loss Beyond Base Range (Per Hex) – this enables you to make
Artillery firing at longer ranges lose effectiveness the further away the
target is. This can be useful if research upgrades will increase Artillery
ranges, as it may not be desirable for them to have the same potency at
(say) a range of 4 hexes that they have at a range of 1 hex.
Note: If you change the benefits that any category provides, it will be best
to update the Research Tool-tips too for your campaign. To do this, open up
the game’s official localization.txt file which can be found within the main
installation folder.
Search for #GAME_RESEARCH_MENU_TEXT and copy the relevant lines
that will need to be changed to your own campaign’s localization.txt file, and
amend the details within your file. See Customize your Campaign for further
details.
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tickbox next to the one you want to add from the list below, then tick the Select
as replacement box.
You can also re-order the categories as needed by using the Up/Down
buttons in the top right.
Important: Resources can only be upgraded with Lighthouses, and with the
other unit types, be careful not to apply research categories that really don’t
apply to them. For instance, giving an infantry unit the ability to upgrade
with Naval Weapons is not likely to help that unit, because changing research
categories will not change the fundamental nature of the unit being upgraded.
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Set the maximum number of diplomacy chits between 0 and 100 for each
individual Major country.
Set Influence costs from 0 and 1000 MPPs for four different types of
diplomatic action:
§ Friendly Minor
§ Enemy/Neutral Minor
§ Friendly Major
§ Enemy Major
The Influence % Per Chit is the chance every turn of achieving a diplomatic success,
according to the number of chits invested. This can be set from 0 to 100.
The Effect Range % is where you can set the % increase in Mobilization
achieved by a diplomatic success. The left hand number sets the minimum
increase in Mobilization, and the right the maximum.
The Minor Influence Bonus % (Per Hit) is the chance per diplomatic success
that a Minor will receive an extra boost in its Mobilization % beyond the
minimum and maximum set in the top row of the Effect Range % area. This
chance of a bonus can also be set from 0 to 100.
Example: The default influence is 5% per chit with an effect range of
7-10%. If influence against a Minor is successful during a turn, the default
Minor Bonus provides a 10% chance that the actual effect of the diplomatic
breakthrough will be 27-40%, as the effect range of the bonus is set at 20-30%.
In the Diplomatic Status box you can set the initial number of assigned
diplomatic chits for each individual country, as chosen from the Select Country
list on the left. Up to the maximum investable limit for each Major can be
invested against a country, providing that country doesn’t have a limit on the
number of chits that can be invested in it. This can be set in the Diplomatic Chit
Assignment Limit (If Applicable) area.
Bear in mind when setting the initial investments that the net % chance of
a diplomatic success is the cumulative effect of all the chits invested against it
by both sides.
Tick the Block Investment Towards This Country? Box if you wish to prevent
a Major from conducting diplomacy against a selected country. This also
prevents players from declaring war on that country.
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Click on the OK button when done.
Just as with research, the option exists for diplomacy chits to remain
invested in an area after a diplomatic breakthrough has been achieved, and if
you do use this option, you may wish to increase the diplomacy cost per chit
invested. To do this go to Campaign γ Edit Campaign Data γ Advanced and
untick the Consumable Diplomacy Chits button.
Note: The maximum number of diplomacy chits cannot be less than the
currently assigned chits. A warning message will prompt you to reduce
assigned chits first.
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Note: All new units will deploy with a supply value of 10, though during
the end turn sequence the supply of land and air units will then be adjusted
according to their proximity to supply sources.
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The Fighting Spirit (FS) value of resources can be set here too, with the value
set being the FS points that a Major will gain every turn that it occupies a resource
of this type belonging to an active Major. This value automatically equals the per
turn penalty that the active Major that has lost the resource suffers. The FS value
of these resources can be set on a country by country basis.
The % damage that a resource will suffer from Scorched Earth when it
changes hands is also set here. Minimum and maximum values can be set so
that there is variability in the damage suffered by resources when they are
captured or liberated.
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Each area of the map requires a Weather Zone according to its climate,
so to add a new Weather Zone, the first thing to do is to click on Set Climate
and choose between Temperate, Frozen, Semi-Arid and Arid. Now give your
Weather Zone a name, e.g. Florida.
In the Primary and Secondary Seasonal Effects (Land), and the Seasonal
Effects (Sea) boxes, you can set the % chance per turn of the weather being of a
certain type, in accordance with the season.
For example, it could have a 60% chance of being clear in a winter turn, 10%
of being Mud and 30% of being Frozen. A Weather Zone can include both land
and sea effects, as it can cover as wide an area as appropriate.
Once you’ve named your Weather Zone and set its effects, click Add at the
bottom left. The new Weather Zone will appear in the Zone List on the right.
To edit a Weather Zone, select it from the Zone List, make any desired
change, and then click Edit/Update to save your changes.
To delete a Weather Zone, select it from the Zone List on the right and click
Remove at the bottom.
To close the Weather Zone Data dialog, click OK.
The cumulative trigger percentages for effects cannot exceed 100% for each
season. The default seasonal effect is Clear or Calm if less than 100% is entered
for the trigger values. Even so, it is recommended to ensure that the Trigger %
for all items within each category add up to 100 as a way of checking that the
settings are as intended.
In addition to the four normal seasons, four separate sub-seasons are
provided for Late Spring (May 1 to June 20), Early Fall (September 21 to October
14), Late Fall (December 1 to December 20), and Late Winter (March 1 to March
20). These don’t need to be filled in, but if they are then their Trigger % will
apply for the periods in question. If they aren’t filled in then the Trigger % for
the main seasons will apply during these periods.
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For example, if a Weather Zone has a temperate climate and currently has
snow, for any adjacent temperate zones where mud is possible its weather will
be set to mud, whereas otherwise the latter might have been clear.
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Each terrain/resource type can have different Defense Bonuses set
according to all the different attacking unit types, ranging from -1 to 8. The
negative defense bonus means that land units occupying that hex type have
their attack values halved, so in effect it becomes a Defense Bonus for the unit
not in this terrain type when it is attacked by a unit that is in this terrain type.
Terrain and resource data are generic and apply to all unit types for all
countries.
Note: The Resource map layer takes precedence over the Terrain map layer
for a hex’s Defense Bonus. So a City on a Mountain will only get the Defense
Bonus for a City, not for a Mountain or for a Mountain plus a City.
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2.4.22. 1. Editing Zone of Control Effects
On the right we have an editable list where units can be set as Front Line,
Support, or exerting No Zone of Control. You can also edit the exact parameters
of Front Line and Support units to determine the Action Point penalty for
enemy units coming within their Zone of Control, and the number of units
required to be adjacent to these enemy units for the Zone of Control to have
any effect.
Examples:
§ If Front Line units impose a penalty of 1, and 1 unit is required to effect the
penalty, then the presence of any front line units will impose that penalty.
§ If Front Line units impose a penalty of 1, and 2 units are required to
effect the penalty, then the presence of 2 or more front line units will
impose that penalty.
§ If Front Line units impose a penalty of 1, and 2 units are required to
effect the penalty, while 4 Second Line units are required to exert the
same penalty, then:
§ 1 Front Line unit will not impose the penalty.
§ 1-3 Second Line units will not impose the penalty.
§ But 2 Front Line, or 1 Front Line and 3 Second Line units will impose
the penalty.
2.4.23. Campaign γ Edit Combat Data
In this section the following things can be edited:
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All of these things can be edited for each unit type, so that for instance,
experience gains for artillery can be different to those for infantry and tank
units, or cavalry units can be set to retreat more hexes than infantry.
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2.4.27. Campaign γ Edit AI Scripts
See Chapter 3: Scripts, the AI and General Advice
The aim of this is to save you time in designing a map, so that you can for
instance, just draw the rail network, replicate it to the Road Layer, and then all
you need to do is adjust the Road Layer if you don’t want it to be an identical
copy of the Rail Layer.
The Replicate Resource Names To Text Layer function will not overwrite any
pre-existing Text Layer entries.
In contrast, the Replicate Text Layer to Resource Names function will overwrite
pre-existing Resource names, so if you update the Text Layer and then want
to update the Resource Layer with the new name at the Resource location it
will do so.
2.6. View
2.6.1. View γ Mini-Map
Toggle the mini-map on/off. Clicking on the mini-map is a very useful way of
moving quickly to a different location on the map.
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2.6.2. View γ Text
This turns the Text Layer On/Off.
Turning the Text Layer off enables you to see the map in its natural state,
which can be useful when trying to fine tune the position of an element, or
checking that something is as aesthetically pleasing as possible.
Note that if the Text Layer is on, the text will temporarily disappear when
you scroll the map.
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turn them off, and ensuring the map looks as good as possible in both styles
is useful.
2.7. Preferences
Border Style – Select White, Orange or Black for national borders.
Unit Style – Select 3-D or NATO counter styles.
Unit Counter Style – This only applies when 3-D units are shown, and is a
simple on/off toggle.
Unit Research Level Style – Switch between the two ways of showing unit
upgrades, either as incremental icons or as numbers.
2.8. Language
Interface Text – Choose between English and Spanish.
2.9. Mods
Here you can select and de-select any installed Mods.
2.10. Help
Pressing Help Topics... opens an online Help file.
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§ New
§ Open Default Campaign
§ Open User Campaign
§ Save
§ Undo
§ Redo
§ Lock Scroll
§ Unlock Scroll
§ Draw
§ Select Item(s)
§ Remove Item(s)
§ Edit Hex Layer
§ Edit Terrain Layer
§ Edit River Layer
§ Edit Road Layer
§ Edit Rail Layer
§ Edit Resource Layer
§ Edit Symbol Layer
§ Edit Text Layer
§ Edit Unit Layer
§ Edit Weather Layer
§ View Mini-Map
§ Toggle Text
§ Toggle Sprite Indexes on Map
§ Toggle Grid
§ Toggle Borders
§ View All Layers
§ View National Colors
§ View Double Selection Columns
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3. SCRIPTS, THE AI &
GENERAL ADVICE
3.1. Editing Event Scripts
To edit Event scripts, select Campaign and then Edit Event Scripts from the
Main Menu bar.
Select the script to edit and then click Open/Edit. Your default text editor
should open with the script file. Notepad, WordPad and Notepad++ which
all support UTF-8 character encoding should work fine (the game supports
Unicode (UTF-8) and over 650 languages for modding).
Each script file may contain multiple events, separated by a blank line.
After editing the script, save the text file and then go back to the Script
window in the Editor. You will notice that the name of the script type you have
edited now has an * next to it, and this is to show that the script needs to be
updated in order to check that all the scripts in the file are correctly formatted.
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§ Update * which should be used if you are confident that your script
changes don’t include any formatting errors. This will update them but
if any are incorrectly formatted it won’t highlight the specific location
of the error.
It is not necessary to update every time you make a change, but you must do
so before playing your campaign for these Event scripts to work properly. The
Editor will also prompt you to update scripts as you make changes on the map,
and the same advice applies: only update when necessary, i.e. before playing
your campaign.
The event scripts for individual campaigns are saved in their Events sub-
directory.
Example: The 1861 Blue and Gray campaign has a sub-directory named _1861
Blue and Gray. This is where the specific scripts for 1861 Blue and Gray are stored.
These files may also be copied or edited directly with any text editor, though
editing the originals will amend the default campaign.
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event have been reached apart from the Trigger %, then once the Failsafe Date
is reached then the event will fire if it didn’t fire before. If you don’t want the
event to fire unless the Trigger % is reached, then set the Failsafe Date to be
beyond the campaign’s end date.
3.1.6. Convoy
This event transfers MPPs from a source Port in an owner country to a
destination Port in a recipient country. The owner and recipient countries must
have similar leanings (i.e. they must both be pro-Union or pro-Confederate).
In addition, both source and destination Ports must have a strength
level of at least 5 in order to have a fully functioning Convoy. If the owner is
a Minor, then the recipient must be its parent Major. The trigger values for
both countries are related to their Mobilization Value. A percentage value
establishes the amount of MPPs transferable via Convoy, subject to possible
seasonal reductions and Convoy raiding.
Multiple scripts may be set for the same #SENDER_ID= and/or
#RECIPIENT_ID= to allow for several Convoys between countries. However,
there can only be one active Convoy at a time from each country. Should a
destination Port no longer be available due to enemy occupation or having a
strength level less than 5, then the engine will search for an alternative Convoy
script that it can use.
Convoy routes can be defined by setting Waypoints. Convoys start at a
Source Port, pass through each Waypoint in the order specified, and end at
a Destination Port. A path of valid Sea or Land/Sea hexes between Waypoints
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is required. The game code will calculate the most direct path between
Waypoints, and the Convoy will be marked with arrows to show its direction.
Waypoints can be set to include hexes on the edge of the map, with the
next Waypoint being a sea hex also on the edge. This enables a convoy to
“sail” beyond the edge of the map for a portion of its journey, e.g. sailing
around Africa from the Atlantic to the Red Sea, where only Northern Africa
is represented on the map. When doing so, Waypoints along the bottom most
hexes need to be set to an “odd” x position in order to function properly.
If the Convoy route passes through a friendly Port while en route to its
destination, and the Port is either damaged to below strength 5 or captured,
then the Convoy will be disrupted.
For Convoys between Major powers, players have the option to decide how
much will be transferred each turn. The transfer amount remains locked in
until changed by the player via the Convoy Map, where an up and down arrow
for the selected Convoy can be used to adjust the transfer value.
3.1.7. Resource
This event is used to mobilize resources. Resource positions included in these
scripts will be inactive at the start of the campaign, with supply and MPP values
of zero. Only when the Resource script’s trigger condition is satisfied will they
commence production, with their strength values and MPP values relative to
their strength, rising by 1 point per turn.
3.1.8. Supply
This event causes resource positions to suffer strength reductions. Among
other potential triggers, supply events can be set to be seasonal.
3.1.9. Strength
This event can be used to generate Strength and Morale losses for units within
a specified range. For example, this event can be used to simulate the effect of
yellow fever epidemics on American forces in the Caribbean, or due to large
scale desertions.
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3.1.10. Unit
This event causes new units to appear in destination resource positions, either
in response to a Decision or when a trigger condition is satisfied. Note that the
new units will arrive with either no research if #FULL_RESEARCH= 0, or their
current maximum research levels already applied if #FULL_RESEARCH= 1.
Unit scripts set to fire when a country reaches 100% Mobilization will
immediately deploy if the relevant country is declared war upon and all other
triggers are met.
There is a Private setting that can be used to make it so that only the owner’s
side will see any mention of a unit deploying. This is to avoid giving the enemy
information that they shouldn’t have.
Defenses are the only unit type that can be set to arrive at any friendly hex.
All others have to arrive at friendly Resources. Note that units can be set to
deploy at ANY resource via script, not just cities or capitals as is the case when
they are purchased.
Multiple #DESTINATION_POSITION= are supported, simply add further
ones beneath so that they will be alternatives if the first one isn’t available
when the units are due to deploy.
All units need to be able to be placed at a desired #DESTINATION_
POSITION and if not the engine will move on to the next one on the list, if
there is one. If they all fail, i.e. not all units can be placed at at least one of the
#DESTINATION_POSITION=, then the event fails.
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3.1.12. Partisan
This event triggers partisan activity at specified map locations. These locations
can be either resources, including Mine and Oil hexes, or terrain elements.
Partisans cannot trigger in clear hexes.
Partisan activity can either be simply disruptive, whereby resources receive
strength losses due to their activity, or actual Partisan units can appear on the map.
The field #ADD_UNIT= can accept the following values:
(values range [0, 2]; False= 0; True= 1; True (if <= build limit)= 2
If True= 0 then no unit will be deployed, if True = 1 then a unit will deploy,
and if True= 2 then a unit will only deploy if the Partisan Build Limit has not
already been reached. This means that you can prevent excessive Partisan
units being deployed if you feel that such a circumstance could arise.
3.1.13. Territory
This event causes territory to be transferred from one country to another when
triggered, and it can also be used to have new states appear on the map.
The first #MAP_POSITION= will be chosen as the new Capital if this is used
to form a new state.
The #REMOVE field allows you to specify if you would like to remove enemy
units from within the territory when the event fires.
If the #COUNTRY_ID and #RECIPIENT_ID are the same, TERRITORY
scripts can be used to move a nation’s capital (for example, the Confederacy
moving its capital from Montgomery AL to Richmond VA). To do this, the first
#MAP_POSITION should be the location of the new capital, and the second
#MAP_POSITION the current capital. Note that this will set the old capital to
be an alternate capital.
3.1.14. Annexation
This event causes a whole country’s territory to be annexed by another. The
annexed country will not produce any partisans to fight the country that
annexes them. The annexed country’s former Capital will be transformed into
a Primary Supply Center for its new owner, while Primary Supply Centers and
Industrial Centers will retain their former status.
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3.1.15. Surrender #1
This event causes a country’s territory to be transferred to another country
when the country losing the territory surrenders.
The transfer of territory may be to a newly created country with a new
Capital, or to the conquering country. This is different than a normal surrender
where the conquering country merely occupies the conquered territory, which
can potentially be liberated at a later date. This event makes the territory an
inherent part of the country that receives it.
This script type can also be used to transfer territory to the surrendering
country itself, and the use of this feature would be to form an active
“Government in exile”, e.g. the British transferring their Capital to Canada in
WWII.
3.1.16. Surrender #2
This event can be used to force the surrender of a given country on a specified
date. An example would be the ability to simulate the defeat of the Apaches in
the Battle of the Apache Pass, to make way for the California Column’s arrival
in New Mexico.
3.1.18. Mobilization #1
This event allows Declarations of War to trigger neutral countries to have their
Mobilization Values moved towards either the Union or Confederates.
3.1.19. Mobilization #2
This event allows a neutral country to have its Mobilization Value moved
towards either the Union or Confederates when a specified condition is
satisfied. This Mobilization script type is ideally suited for mobilizing countries
in response to the presence, or absence, of units in a given location, or within
a specified range of a given location.
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3.1.20. Mobilization #3
This event allows a neutral country to have its Mobilization Value moved
towards either the Union or Confederates, either on a set date, when certain
political conditions have been met, or in response to a Decision Event.
3.1.21. Mobilization #4
This event allows penalties or bonuses to be applied to countries when
Declarations of War are made. Essentially, the purpose of this script is to
punish ahistoric declarations of war, and it can be used to directly punish
or boost a Major’s Fighting Spirit, or to trigger events in the same way that
Decision Events do.
If the #DECISION field has been completed, i.e. with a Decision Number,
then providing the #COUNTRY_ID= is a fully mobilized country when the
Declaration of War is made, any Events that are set to be triggered by the
Decision Number can now fire.
3.1.22. Belligerence
This event is used to set countries at war with each other in certain
circumstances, such as ensuring the UK and Union are at war after the British
recognize the Confederacy.
3.1.23. Loop
This event allows a country’s units to move off-map between start and finish
positions with a specified number of turns to delay completion of the Loop. If
the Loop fails due to the presence of enemy units at the finish positions, then
units will be returned to their start positions. The Loop script will only initiate
on a moving unit’s turn. Units in a Loop will be lost if the parent country
surrenders.
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§ If COUNTRY_ID is not equal to 0, then only that country can use the
LOOP, and only if that COUNTRY_ID has the matching alignment value
as specified in ALIGNMENT_ID.
Use the Symbol Layer to place a suitable symbol on the map to indicate where
Loops start and finish. These do not have any other effect on play, they are just
there to inform players of the hexes where a Loop starts.
You should also use the Text Layer to add a brief description on the map of
all Loops’ destination and its Delay value, so that players know how long their
units will be off-map when using Loops.
It is best practice to ensure that every Loop has at least 2 finish locations,
unless it is inappropriate in a specific case for there to be more than one.
Note: Starting hexes at sea are not defined as part of any Weather Zone, to
prevent weather effects from interfering with movements.
3.1.24. Victory
This event defines Union and Confederate Victory Conditions based on the
control of map positions, as well as any that might be triggered by Decision
Events. For instance, Decision Events can be used for negotiations to see if one
side has the will to continue the fight, triggering a relevant Victory Condition
if it hasn’t.
3.1.25. Popup
This event displays a text message based on specific trigger conditions or on
or after a specified date. The message is for information only and has no effect
on game play.
The #MESSAGE= field can support the following special characters:
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§ %N = newline or carriage return
§ %T = horizontal tab
§ %R = right align text, must be applied at the beginning of a newline,
otherwise ignored
§ %C = center align text, must be applied at the beginning of a newline,
otherwise ignored
§ %B = bold text, must be applied for each word you wish to bold
§ %V = italic text, must be applied for each word you wish to italicize
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scripts are used to display symbols on a single hex, only the one associated with
the latest script in the Popup script file will be visible.
3.1.27. Decision
This event provides the player with a choice, the consequences of which can be
used to trigger other scripts.
The details of the Decision should be spelled out in the #MESSAGE field,
though to avoid having too much text in that area, some details can also be put
in the #NOTES field.
You can select coordinates on the map by filling in the #NOTES_POSITION=
field. When a player is presented with the Decision and they click on the ‘View
Map’ button, they will then be taken to the location designated in that field.
This allows players to view the location most relevant to that Decision. This
field can be left empty if there isn’t a specific location relevant to the Decision.
Decision Events that do not contain a #MESSAGE entry are treated as an
automatic ‘YES’ decision selection. This can be useful in campaign design as
a trigger for events when it would be inappropriate to offer players an actual
decision. They can also be used to either add or deduct MPPs from a country,
e.g. to represent a temporary increase or decrease in the military budget.
To assist with the fine tuning of Decision Events, multiple #ALIGNMENT_
POSITION= can be set, or this field can be left empty if it isn’t applicable.
With the #TYPE=field, the engine works through events in the following
sequence:
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§ When this process has been completed, any Decisions that were TYPE=2
will be reset to a null state, waiting to be triggered again on each and
every subsequent turn when their conditions are met.
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The default AI script templates are located in the game’s Templates\AI
directory. The AI scripts for individual campaigns are saved in the Scripts\AI
sub-directory created for each campaign in the Campaigns directory.
A general description of the different types of AI events found in the game
is provided below.
3.2.1. Guard
This event handles AI requirements for guarding places on the map.
3.2.2. Fortification
This event handles the AI’s construction of Fortifications.
3.2.3. Offensive
This event handles AI requirements for preparing and executing operations
such as launching a Union offensive into neutral Kentucky.
Generally the AI can manage offensives without requiring scripts once it
is at war with a country, providing it has built up the necessary units and any
resources of lesser importance are added to the AI’s Exclusion Lists.
To view and amend the AI’s Exclusion Lists, click on Campaign γ Edit AI
Scripts and then click on the Advanced button in the bottom right. Resources
can then be excluded or included from each side’s lists, and it is recommended
to start by excluding everything, and then when you run your tests, study the
results as you selectively remove important resources from the Exclusion List.
Info: The AI will not declare war on neutral countries when the weather in
the region is Rain, Snow or Sandstorms.
3.2.4. Amphibious
This event handles the AI’s launching of amphibious landings, and the AI will
automatically try to assign a HQ to this script.
3.2.5. Transport
This event handles the AI’s transporting of units from Port to Port on the map,
and the AI will automatically try to assign a HQ to this script.
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3.2.6. Amphibious Minor
This event handles the AI’s launching of amphibious landings, but without
using a HQ.
3.2.8. Fleet
This event handles the AI’s naval movements and offensives.
3.2.9. Purchases
This event handles AI purchases on a turn-by-turn basis.
Units that have been destroyed will only be rebuilt if there is a matching
Purchase script entry for this unit type. However, if there are no Purchase
scripts for the country whose unit has been destroyed, then this rule doesn’t
apply, for instance you don’t need to create Purchase scripts for all Minors
in the game, as the AI can attempt to rebuild their destroyed units without a
script being in place for that Minor.
3.2.10. Diplomacy
This event handles AI diplomacy allocation on a turn-by-turn basis.
3.2.11. Research
This event handles AI research allocation on a turn-by-turn basis.
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allow a significant amount of customization for other time periods, and for
virtually any scale and scope.
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custom files and localization that you add to it. Changing any to = 0 means
that the campaign would not use any custom settings for the relevant field.
#CUSTOM_BITMAPS= 1
To use custom bitmaps you will need to create a Bitmaps sub-directory
within your custom campaign directory for your customized items. Then copy
the original default Bitmaps file(s) that you wish to amend, pasting them into
your campaign’s own Bitmaps sub-directory, and amend the new file. The
game will then use these customized items instead of the default image files.
Caution: Be very careful when editing image files, as you do not want to
amend the original files that come with this game. Make sure that you are
editing copies, rather than the originals themselves. Making backups as you
work is also recommended.
#CUSTOM_INTERFACE= 1
You can customize the images used in the game interface, such as having
alternate flag_sprites for the Major countries involved in your campaign or just
changing the appearance of the interface. You will need to create an Interface
sub-directory within your custom campaign directory for your customized
items. Copy over the original files that you wish to amend from the game’s
interface folder and paste them into this new sub-directory. The game will
then use these customized items instead of the default ones.
#CUSTOM_SOUND= 1
To use custom sound files you will need to create a Sound sub-directory
within your custom campaign directory for your customized items. Place your
edited .ogg files there. The game will then use these customized items instead
of the default .ogg files.
#CUSTOM_MUSIC= 1
To use custom music you will need to create a Music sub-directory within
your custom campaign directory for your customized items. Place your edited
.ogg files there. The game will then use these customized items instead of the
default .ogg files.
#CUSTOM_FONTS= 1
To use custom fonts you will need to create a Fonts sub-directory within
your custom campaign directory for your customized items. Place your custom
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.ttf or .otf files there. You may need to right click and install these fonts onto
your system and then the Editor will list these customized items when editing
the text layer of the campaign. The customized fonts will then show in game
when you load the campaign.
Note: A warning message will let you know if you have done something
wrong when attempting to load a campaign using any of the above
customizations.
#CUSTOM_LOCALIZATION= 1
Custom localization means that you will be able to rename many of the
game’s elements, including the names of countries, unit types, research
categories, etc.
To do this you will need to create a new localization.txt file within the custom
campaign sub-directory for your customized items.
You can do this by copying some or all of the original localization.txt file
from the game’s main directory into your custom campaign sub-directory. The
“#NAME=” items are all names used by the game engine code itself and cannot
be edited, but any or all of the text names to the right of the “=” sign can be
edited.
It is strongly recommended to only include entries in your localization.txt
file where you are using an edited entry, as otherwise the load time for turns
could increase unnecessarily if more entries are included than are needed. The
game will then use these customized items instead of the default text names.
Example: Consider a Roman game with Rome instead of the Union, and
Legions instead of Cavalry. In the combat target dialog and properties dialog
sections of the localization.txt file, change Cavalry Attack to Legion Attack. In
the terrain dialog, change Cavalry Defense to Legion Defense. In the Country
IDs, change Union to Rome. In the Unit IDs, change Cavalry to Legion. In the
Research IDs, change Cavalry Equipment to Legion Equipment, and so on.
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§ Save all image files as .png files
§ The size of the image should be 732 x 412 pixels
§ Save them in a Media folder inside the subfolder for your campaign
§ Type the name of the image you wish to use, including the file extension
(i.e. .png) into the relevant script’s row #IMAGE= . More than one image
name can be typed here, separating them with a comma, and the engine
will choose at random an image to show whenever the script fires.
Use the images within the default Media folder, found within the installation
folder, as a guide. Any suitable images can be re-used in your own campaign.
Adding sound to the campaign can also be useful, and the sound guidelines
are as follows:
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testing ground to check that things like the map scale, the unit density you
have in mind and the essential combat values of those units are in line with
your desired result.
Once your game is running smoothly and you have had time to evaluate its
strengths and weaknesses, further adjustments for play balance and variability
can be made. Take your time and have some fun with the game design process!
If there are any special instructions or information a player will need to
know about your campaign, it will be best to include a separate readme.txt file
containing these in your Campaign’s folder.
§ The minimum map size is 10x10 hexes. The maximum map size is
512x256 hexes.
§ As a minimum requirement, there MUST be at least one fully activated
Union or Confederate Major country. Also, all Minor countries MUST
have both a Union and Confederate parent defined.
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§ The game will support a maximum of 120 countries, of which 10 can be
Majors, the rest being Minors, and their names can be defined in the
localization.txt file.
§ All countries represented on the map MUST have a Capital, and they can
only have one active Capital at a time during a game.
§ Campaigns may be set to run through any dates from year 0 to 9999, and
the campaign end date must be greater than the start date.
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4. BEYOND THE CIVIL WAR
Due to the less advanced technology available to the combatants, warfare
during the 19th century requires less variety in units when compared to the
conflicts of the 20th century.
Strategic Command American Civil War was developed from the same engine
used to create the earlier titles in the Strategic Command 3 series, and players
familiar with the previous games will notice that there are a number of
mechanics used in those games that have not been used in the default content
for American Civil War: there’s not much use for Fighters or Tanks when neither
would be invented until half a century later. Fortunately, we have sought to
keep as many of these mechanics in the game engine as possible in case they
prove useful to other scenario designers who would like to take advantage of
the new features offered in American Civil War.
Note that all of the leftover mechanics in this section have been carried
over directly from WWII: War in Europe and will behave exactly as in that game
except where otherwise noted. To keep this manual focused on the mechanics
seen in American Civil War specifically, ‘leftovers’ such as air units will not
be described in this manual, and you are encouraged to read the manual for
WWII: War in Europe for further information on these.
In the script files for 1861 Blue and Gray and the other default campaigns,
there may be occasional references to ‘Axis’ and ‘Allied’ nations. This is merely
a consequence of Strategic Command’s origins as a WWII game, and will not
adversely affect gameplay or scenario design in any way. In 1861 Blue and Gray,
we have used the ‘Axis’ (that is, blue or “1”) side to represent the Union, and the
‘Allied’ (red/”2”) side for the Confederacy.
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§ 15= Anti-Air
§ 16= Rocket Artillery
§ 21= Rockets
§ 22= Reconnaissance
§ 24= Anti-Tank
§ 25= Light Tanks
§ 26= Tanks
§ 27= Heavy Tanks
§ 29= Fighters
§ 30= Tactical Bombers
§ 31= Medium Bombers
§ 32= Strategic Bombers
American Civil War also introduced new Target Type categories, as well as
rendering some unnecessary for this game, which have been renamed as ‘-’.
Around line 2050 in the game’s localization file, those unused categories can
be reintroduced to the game with the following names:
§ #TARGET_TYPE_TANK= Tank
§ #TARGET_TYPE_FIGHTER= Fighter
§ #TARGET_TYPE_BOMBER= Bomber
§ …
§ #TARGET_TYPE_ANTI-AIR= Anti-Air
The Anti-Air category will be used by Unit ID 15, the Tank category by 21, 22, 24,
25, 26 and 27, the Fighter category by 29, and the Bomber category by 30, 31 and
32. Note that Unit ID 16 uses the Artillery category (which it shares with some
default American Civil War units).
Note that the former aircraft carrier category is also referenced in the
localization file, however there are no units associated to this category and the
American Civil War engine does not allow for aircraft carrier units. Similarly,
Unit ID 9, which represented Paratroops in War in Europe, and Unit ID 34,
which represented Kamikazes, cannot be used in this way in American Civil
War as they have been replaced with the Indian and Cruiser units respectively
and the associated functionality removed.
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4.2. Convoy Raiders
In both WWII: War in Europe and American Civil War, some types of naval units
can be used to raid convoy routes. In American Civil War, all naval units have
this functionality, although some (such as Submarines) do not take advantage
of this by default, it is possible to enable raiding for any of the naval units
included in American Civil War by adjusting their Raid Multiplier (MPPs),
which can be found in the Combat Target Data menu, which is accessed
through Country Data. This is also true for those naval unit types whose Unit
IDs did not correspond to naval units in previous games, such as Battleships
and Cruisers.
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5. CREDITS
Fury software
Game Design
Hubert Cater
Associate Game Design
Bill Runacre, Ryan O’Shea
Programmer
Hubert Cater
Assistant Programmer
Bill Macon
Campaign and Scenario Design
Ryan O’Shea
Development Testers
Dan Fenton, Michael Kollmann, Beriand, Old Crow Balthazor, JWW, Parat,
redrum68, The Land, lionel1957, Fafnir, gwgardner
User Manual and Layout
Ryan O’Shea, Bill Runacre, Myriam Bell
Editing
Bill Runacre
Sounds
Matt Faller
Music
Daniel Sadowski
Artwork and Graphic Design
Jean-Vincent Roy, Wastelands Interactive, Adriana Bienati
Special Thanks
Coral Bliss, Eddie Cater, Sophia Cater, Claudia Petracca
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Matrix Games
CEO
Iain McNeil
CFO
JD McNeil
CMO
Marco A. Minoli
Technical Director
Philip Veale
Creative Director
Richard Evans
CEO, Matrix Games LLC
Erik Rutins
Executive Producer
David Sharrock
Producers
Mark Hardisty, Neil McKenna
Project Manager
Josh Fan
Associate Producers
Jenny Zsibrita, Sam O’Neill
Assistant Producer
Anny Sims
Senior Brand Manager
Giulia Sellitto, Alberto Casulini
Brand Manager
Roberto Neri
Junior Brand Manager
Marco Tonello
Social Media Strategist
Vincenzo Fallara
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E-commerce Manager
Giulia Costa
Media Relations
Paolo Paglianti
Production Design
Adriana Bienati
Lead Artist
Pat Ward
Artist
Koen Bekkema
Manual Layout
Myriam Bell
Operations Lead
Matthew Ravenwood
Operations Team
Joseph Stephenson, Callum Morris
Head of Accounts
Dean Walker
Admin Assistant
Richard Baker
HR Manager
Kayleigh Lawrence
Customer Support Staff
Paulo Costa, Joseph Miller
Web Development
Valery Vidershpan, Andrea Nicola, Fernando Turi, Yurri Shmeloyv
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