(Finally got a taker for the Rebel side.)
The cowardly Rebs fire on Fort Sumter. This means WAR.
Virginia secedes.
Union gets for ten turns an extra 200 MPP from foreign weapon deliveries.
Event Decisions:
Send troops into Missouri under Fremont? Yes
This lowers Kentucky's liking the Union by 10 to 20% but in makes taking Missouri much easier. Plus, you get Fremont's HQ and a cavalry and infantry brigade.
Second decision is whether to evacuate troops from Indian territory. If you don't, they have to fight their way out but it slightly increases the chance the tribes will go Union rather than Rebel. Not really worth the risk so I have the troops go to Ft Leavenworth.
Reinforcements for the turn include three Brigades. I put 2 in DC and 1 in Cairo.
Reports: Ky 10%, UK 0%, Fr 0%, Sp 0% Land: 13/1 Navy: 5/2
No convoys yet. FS (Fighting Spirit) 100%/80%.
None of that means much this early. Takes a few turns for all the automatic events to fire and preset reinforcements to show up.
Movements are rather limited. Fremont takes St. Louis and starts his advance to Jefferson City.
I only have 185 MPP so I just buy one chit into Corps Organization in Research.
End of Turn
Arkansas Secedes along with Tennessee and North Carolina.
Lyons joins Fremont with Missouri volunteers.
MPP: 666 base raised to 911 by other factors like the weapon deliveries.
I'll use some abbreviations though out to keep things shorter.
FS for Fighting Spirit
UK for UK

Fr for France
Sp for Spain
Ky for Kentucky
Con for Convoy results
ET sometimes for End of Turn (this usually triggers events)
Inf for Infantry
Cav for Cavalry
RI for River Ironclad