Ageod Civil War II - Blood and Thunder Mod

Civil War 2 is the definitive grand strategy game of the period. It is a turn based regional game with an emphasis on playability and historical accuracy. It is built on the renowned AGE game engine, with a modern and intuitive interface that makes it easy to learn yet hard to master.
This historical operational strategy game with a simultaneous turn-based engine (WEGO system) that places players at the head of the USA or CSA during the American Civil War (1861-1865).

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BloodandThunderBrigade
Posts: 13
Joined: Sat Nov 02, 2019 5:04 am

Ageod Civil War II - Blood and Thunder Mod

Post by BloodandThunderBrigade »

Finally the moment that (very few) of you have been waiting for: The Ageod Civil War II Blood & Thunder Mod.
To install:
Download the file and extract it into your CW2 directory.,,
Type CW2_AltaroMod into your Modpath file. Don't forget to hit save!,,
Delete Models.Cached in the Models folder and Units.Cached in the Units folder.,,
Load the game!,
If installed correctly you'll see the following in the bottom right of your screen: CW2 Altaro 1.09.1 (August 21 2023). To revert back to the vanilla CW2 version simply delete the text in your Modpath file.

I truly hope you enjoy this mod as much as I do. It honestly looks and feels like a new version of CW2. So much so that I could never go back to playing the vanilla version. Before you get started, though, there are a few things you should know lest you be thrown for a loop.
1. A number of generals appear sooner or later, and with a lower rank, than what you're certainly accustomed to. Is General So-and-So hasn't appeared by such and such a date, don't freak out. He will appear, just later (and in some cases, much later) than what you're used to.,
2. The graphics units have been almost completely overhauled. When navigating through them don't stress out that something isn't there; they surely are, just, again, not as you are used to seeing them.,
3. I revised the seniority system completely. It now has some historical logic to it, which it lacked before. You'll find that relatively obscure and unknown generals are actually more senior than those we tend to prefer. This will take some getting used to.

Other than that, I hope you enjoy! :)

https://drive.google.com/file/d/1auZg_U ... sp=sharing
Emp_Palpatine
Posts: 67
Joined: Sun Jan 01, 2006 10:49 am

Re: Ageod Civil War II - Blood and Thunder Mod

Post by Emp_Palpatine »

What does this mod do exactly?
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BloodandThunderBrigade
Posts: 13
Joined: Sat Nov 02, 2019 5:04 am

Re: Ageod Civil War II - Blood and Thunder Mod

Post by BloodandThunderBrigade »

Emp_Palpatine wrote: Tue Jul 01, 2025 8:17 am What does this mod do exactly?
Hi mate! I apologise for the late reply.

In response to your question:
1. 7 day turns. Not exactly a novel idea when it comes to CW2 but implemented anyhow. I personally prefer 7 day turns a great deal. It makes the game feel faster paced.
2. We tweaked land movement speed in the hope it keeps up with the pace of the 7 day turns. I wouldn't say it's drastically quicker but it is noticeably so particularly after the player can form divisions and corps. Cavalry can now be especially menacing to railways, supply depots, etc. I'm still not satisfied that it's quick enough so this is subject to change but it's an adequate improvement for now.
3. We introduced a recurring 'seniority gain' which begins in January of 1862. In a nutshell it awards seniority points to random generals every turn or so as a sort of reward for 'experience in the field'. It's an experimental idea borne out of my frustration with having to do gimmicky bullshit just to get the generals I wanted promoted actually promoted.
4. I changed the entry dates of numerous generals so that it has some actual historical logic to it rather than generals appearing at seemingly odd times. I did the same with a number of elite brigades, too.
5. I completely revised the seniority system and introduced my own. Again, this was borne out of oft nonsensical and ahistorical seniority ratings for just too many generals. The result is that there is now a consistent historical flow to seniority and the player will see heretofore overlooked and seemingly insignificant generals take on new importance. Another idea behind this was to represent that transition from the early 'old guard' generals, oft incompetent, to the younger, combat tested and frequently more skilled generals that began to emerge in the second half of 1862.
6. I introduced a lot of new generals and a number of admirals - entirely too many to be sure but I wouldn't have it any other way. All of these generals and admirals have (98% of the time) colourised, real life portraits. This is a work in progress; I tinker with this constantly trying to achieve the best possible end presentation.
7. 98% of the generals are now promotable up to lieutenant general. I also looked at the stats and abilities of each individual general and revised said stats and abilities in numerous cases.
8. The units graphics have been almost completely overhauled. The only circumstances in which they remain are where I felt no real improvement could be made. Again, though, this is something I tinker with a lot and anything is subject to change.
9. The force pool has been seriously looked at with the end result being that many things have been tidied up and numerous units options/additions made. New England, for example, now has considerable unit depth, which was sorely lacking before.
10. Cavalry brigades have been introduced and consist of cavalry only. I also ditched mixed infantry brigades so that now only all-infantry brigades are an option.
11. I revised the regimental composition of pretty much all of those brigades that appear scripted events so that their make-up is now historically accurate. It was a chore but I got it done.
I'll leave it there but I think this gives you a pretty good idea of what this mod does. It's a work in progress but it's getting there :)
Emp_Palpatine
Posts: 67
Joined: Sun Jan 01, 2006 10:49 am

Re: Ageod Civil War II - Blood and Thunder Mod

Post by Emp_Palpatine »

Thanks for the details!
I am the Senate!
BloodandThunderBrigade
Posts: 13
Joined: Sat Nov 02, 2019 5:04 am

Re: Ageod Civil War II - Blood and Thunder Mod

Post by BloodandThunderBrigade »

You're welcome. And for anyone wishing to join us on Discord, which is much more active and engaging than here, sadly, here's the link: https://discord.gg/prYBHk4h
You're all more than welcome :)
BloodandThunderBrigade
Posts: 13
Joined: Sat Nov 02, 2019 5:04 am

Re: Ageod Civil War II - Blood and Thunder Mod

Post by BloodandThunderBrigade »

New Discord link: https://discord.gg/WDVRwfMk
BloodandThunderBrigade
Posts: 13
Joined: Sat Nov 02, 2019 5:04 am

Re: Ageod Civil War II - Blood and Thunder Mod

Post by BloodandThunderBrigade »

Here's the latest version of my mod which I've had to upload due to inadvertently deleting the old file. It only really features a lot of new Generals portraits and a few minor fixes as I've not yet got around to doing all that I want to do. That will be in the next version.
The Ageod Civil War II Blood & Thunder Mod.
To install:
1. Download the file and extract it into your CW2 directory.
2. Type CW2_AltaroMod into your Modpath file. Don't forget to hit save!
3. Delete Models.Cached in the Models folder and Units.Cached in the Units folder.
4. Load the game!
If installed correctly you'll see the following in the bottom right of your screen: CW2 Altaro 1.09.1 (August 21 2023). To revert back to the vanilla CW2 version simply delete the text in your Modpath file.

https://drive.google.com/file/d/19JMwnm ... sp=sharing
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