TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

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Tanaka
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Re: TANAKA MOD 8.1: BALANCING AND THANK YOU go_rascals and Edelweiss93 for your 8.0 feedback! You are in the credits!

Post by Tanaka »

Tanaka wrote: Sun Jan 25, 2026 8:09 pm
go_rascals wrote: Mon Jan 19, 2026 10:10 pm I've played the mod three times through, twice as Union and once as CSA. All three times CSA victory late 1863. Now, I haven't played since the lateset batch of updates so that's next.

One thing I noticed is that the CSA MPPs are nearly the same level as the Union. Union economic strength never really makes itself felt. After thinking about it, I think I figured part of it out: does the strength of a blockading ship affect the MPP losses to the South, or is it calculated per unit? If by SP that means that the MPP losses to the blockade would be half of what they are in vanilla. The Anaconda Plan becomes more like The Garter Snake Plan.
Have discovered what seems to be a bug that lets CSA fighting spirit go over the max of 100 set in the editor. Am consulting the Dev on this issue...
Not a bug and fixed the issue. Updated to 70% CSA fighting spirit.
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Re: TANAKA MOD 8.1: BALANCING!

Post by Tanaka »

8.1 Updated:

TANAKA MOD 8.1: BALANCING!

Selling the cotton event now costs 10,000 morale points for CSA and they gain 2000 MPP's over 10 turns.

Union given 100 more MPP at game start to be even with CSA at 500 MPP.

Submarine evasion for each level reduced to 20%.

All minimum date build requirements have been removed.

Terrain defense tweaked and balanced.

Gunboats ironclad attack reduced to minimum.

Union FS decay per turn lowered from -400 to -200. CSA FS bonus for holding Richmond decreased from +500 to +200. AI levels for Union and CSA adjusted appropriately.

Naval costs have been lowered back down due to the need for more replacements for strength 5 ships.

Union receives 1 regiment in Evansville, New Albany, and Cincinnati to guard the Ohio border.

Naval damage from rough seas has been lowered back down due to strength 5 ships.

Confederate fighting spirit has been lowered to 60%.

Naval ship defense has been raised against forts.

Naval ship defense has been raised against infantry, cavalry, and soft targets.

Sub costs have been doubled.

Due to stronger forts CSA and Union no longer start with chits in fort modernization.

All techs are now 4 levels except for mobility and scouting which have 2. Balloons have three levels and the last 4 techs have five levels.

European countries and Mexico balanced across the board to reflect all changes.

Union receives extra brigade in Lawrence, Kansas to invade Missouri.

Union receives extra regiment in Santa Fe, New Mexico.

CSA AI will focus more on defending Richmond!

All North Carolina gunboats deploy at Wilmington, NC to help CSA AI naval coordination.

Union AI naval landings improved across the board.

Union now deploys 3 Marines and Farragut HQ at New York, NY September 1861. Farragut removed from Marines and now HQ.

Added to Marine Units:

John Harris
Charles Heywood
William Butler Remey
Jacob Zeilin
John L. Broome
James Forney
Charles Grymes McCawley
Robert Leamy Meade
Norvel Nokes
Percival C. Pope
Last edited by Tanaka on Sat May 16, 2026 3:47 pm, edited 14 times in total.
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Re: TANAKA MOD 8.1 SCACW: BALANCING!

Post by Tanaka »

TANAKA MOD 9.0: TRAINS, INDIANS, RANGERS, AND RAIDERS!

Partisan location rework and additions. Georgia Partisans added.

Trains added to the Confederacy:

The General
Texas
William R. Smith
Yonah
Dry Land Merrimac

Trains added to the Union:

J.H. Devereux
Talisman
William Mason
The Dictator
Monitor

Rangers added to the Confederacy:

Anderson's Bandits
McNeill's Rangers
Moccasin Rangers
Morgan's Raiders
Mosby's Rangers
Phantom Raiders
Quantrill's Raiders

Rangers added to the Union:

Andrew's Raiders
Jennison Jayhawkers
Jessie Scouts
Loudoun Rangers
Snake Hunters

Ranger builds increased to 4 for CSA and Union.

Indian and Border State diplomacy slightly tweaked: Indians are not as strong and overwhelming all at once and take a little longer to come around. Indians must be bought and armed. You cannot buy two Indian units at once. Tribes that were less aligned to CSA historically have been lowered. Missouri leans a bit more to CSA and Kentucky a bit more to Union. Comanche can be interacted with now. Pueblo lean more towards Union. Osage lean a little less towards Union. Mainly things are slowed down a bit.

The Comanche can now be interacted with diplomatically.

Union and Confederacy can now build 3 armored trains and 3 siege trains.
Last edited by Tanaka on Sat May 16, 2026 5:03 am, edited 7 times in total.
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Re: TANAKA MOD 10.0: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by Tanaka »

TANAKA MOD 10.0: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Mud movement has been increased by 1 as it was causing too many on road off road issues.

Most CSA Arms Manufactures and Industries added: https://en.wikipedia.org/wiki/List_of_C ... ufacturers

Selling the cotton event now costs 35,000 morale points for CSA immediately and they gain 2000 MPP's over 10 turns. A further 5000 morale points will be lost when the price of cotton inevitably falls.

Traveling loop events adjusted and re-balanced. Return loop for CSA from Fort Worth TX to San Antonio TX added.

AI researching re-balancing and improvement.

Field Artillery and Siege Artillery can now attack naval units.

CSS Arkansas arrives: June 1862 Berwick, LA
CSS Palmetto State arrives: October 1862 Charleston, SC
CSS Chicora arrives: November 1862 Charleston, SC
CSS Atlanta arrives: November 1862 Savannah, GA
CSS Charleston arrives: September 1863 Charleston, SC
CSS Tennessee arrives: February 1864 Mobile, AL
CSS Columbia arrives: March 1864 Charleston, SC

Mobility tech added: Each new level of Mobility increases the horse and wagon transport which increases the Action Points of Field and Siege Artillery and HQ and Infantry by 1.

Confederate ships in port at Cape Hatteras NC or Beaufort SC are now sent to New Berne NC or Savannah GA when the Union takes over these ports by event instead of being deleted. Thank you once again mdsmall for your help with events!

Many event decisions and AI event decision choices have been re-balanced with some increased costs.

Infantry no longer have scouting only cavalry, rangers, Indians, and partisans. Partisans also now have 20% evasion.

Marines now have an attack and movement bonus over rivers representing the use of pontoons and barges.

Technology changes:

Submarines upgraded with Buoyancy Tanks have a 20% chance of diving to evade combat when attacked.
Each new level of Fort Modernization increases the Land and Naval Attack and Defense values of Forts by +0.5.
Each new level of Infantry Equipment increases the Land Attack by +0.5 and Defense values of Infantry units by +1.
Each new level of Skirmishers increases the Demoralization values of Infantry units by +5%.
Each new level of Scouts increases the Land Spotting range of all Cavalry, Ranger, Indian, and Partisan units by 1.
Each new level of Heavy Mortars improves Siege Artillery and Railroad Batteries, by increasing their Fort Attack values by +0.5, their resource attack values by +0.5, their naval attack values by +0.5, their De-entrenchment values by +0.5, and their Demoralization value by 5%.
Each new level of Corps Organization increases the Build Limit of Corps by 4.
Each new level of Leadership increases the Command Rating of HQs by 1.
Each new level of Infantry Tactics increases the Artillery Defense values of infantry units by +0.5. All infantry units receive +10% Unit Morale, and +0.5 De-entrenchment.
Each new level of Cavalry Tactics increases the Artillery Defense values of cavalry units by +0.5. All cavalry units also receive +10% Unit Morale, and +0.5 De-entrenchment.
Each new level of Experimental Submarines increases the Naval Attack values of Submarines by 1, and Build Limits of Submarines by 1.
Each new level of Armored Trains increases the Land Attack and Defense values of Armored Trains by +0.5, and their Action Points by 1.
Each new level of Naval Engines increases the Action Points of all naval units and all types of Transports by 1.
Ports upgraded with Lighthouses have their Naval Spotting Range increased by 1.
Each new level of Ironclads increases the Naval and Sub Defense values of ironclad warships by +0.5.
Each new level of Mobility increases the horse and wagon transport which increases the Action Points of Field and Siege Artillery and HQ and Infantry by 1.
Each new level of Naval Weapons increases the Naval and Fort Attack values of warships by +0.5. All ships also receive +0.5 Land Attack and +5% Demoralization.
Each new level of Amphibious Warfare increases the Amphibious Transport build limit by 1 (and Long Range by 1), and Action Points by 1 of both types of Amphibious Transport. Marines also receive +0.5 to their Land and Naval Attack and Defense values, and +3 Build Limit.
Each new level of Cavalry Equipment increases the Land Attack by 1 and Defense values of Cavalry Units by +0.5.
Each new level of Field Artillery improves Field Artillery, by increasing their Land Attack values by +0.5, their naval attack by +0.5, their De-entrenchment value by +0.5, and their Demoralization value by 5%.
Each new level of Logistics decreases the cost of Rail Movement and embarking units of all Transports by 10%. It also increases the Build Limit of Transports by 1, and the Action Points of Transports and Armored Trains and Railroad Batteries by 1. Additionally, the level of Logistics tech is equal to the Minimum Supply Distribution of HQs.
Each new level of Naval Tactics increases the MPP loss by 1 inflicted by raiding ships. All naval units also receive +10% Unit Morale. It also allows only the Confederacy to build defensive Naval Mines. Each level increases the Confederate defensive Naval Mine Build Limit by 1 per level.
Last edited by Tanaka on Sat May 09, 2026 3:42 pm, edited 23 times in total.
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by Emp_Palpatine »

Small question regarding infantry stat changes with equipment tech.

Couldn't the rationale be " attack +0.5/defense +1"?
It seems to me that this tech is mainly rifle, representing better ones and some entrenchment tools/habits, and this mainly favor defense.

And what this war showed, especially in 63-65, as others in Europe (1866/70 and 1877) that firepower was now favoring defense.
Even if doctrinal minds will have to go through the Great War to understand this.
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by Tanaka »

Emp_Palpatine wrote: Wed Apr 29, 2026 12:35 pm Small question regarding infantry stat changes with equipment tech.

Couldn't the rationale be " attack +0.5/defense +1"?
It seems to me that this tech is mainly rifle, representing better ones and some entrenchment tools/habits, and this mainly favor defense.

And what this war showed, especially in 63-65, as others in Europe (1866/70 and 1877) that firepower was now favoring defense.
Even if doctrinal minds will have to go through the Great War to understand this.
You make a very good point I like it! Most of the battles were won on the defense not the offense. Consider it done in the next update! You are now in the credits!
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by Emp_Palpatine »

Wow, thanks.

I must say it's just out of my mind, so no test or whatever. It may upset the balance! :D

Or force the Union player to really rely on crushing numerical superiority. ;)
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by Tanaka »

Emp_Palpatine wrote: Fri May 01, 2026 8:18 am Wow, thanks.

I must say it's just out of my mind, so no test or whatever. It may upset the balance! :D

Or force the Union player to really rely on crushing numerical superiority. ;)
It's included now so give the new version a try and let me know what you think and how it works out!
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