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

Strategic Command: American Civil War gives you the opportunity to battle for the future of the United States in this grand strategy game. Command the Confederacy in a desperate struggle for independence, or lead the Union armies in a march on Richmond.

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Tanaka
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Re: TANAKA MOD 9.0: TRAINS, RANGERS, AND RAIDERS!

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

Trains added to the Union:

J.H. Devereux
Talisman
William Mason
The Dictator
Monitor
Dry Land Merrimac

Rangers added to the Confederacy:

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

Raiders 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 Mon May 11, 2026 3:42 pm, edited 8 times in total.
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Emp_Palpatine
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Re: TANAKA MOD 9.0 SCACW: TRAINS, INDIANS, RANGERS, AND RAIDERS!

Post by Emp_Palpatine »

What are the tweaks regarding diplomacy?
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Tanaka
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Re: TANAKA MOD 9.0 SCACW: TRAINS, INDIANS, RANGERS, AND RAIDERS!

Post by Tanaka »

Emp_Palpatine wrote: Tue Apr 07, 2026 8:43 am What are the tweaks regarding diplomacy?
Hi if you load up the first turn and look in the diplomacy tab you can see the starting differences. Mainly Indians are not as strong all at once now and take a little longer to come around. Tribes that were less aligned to CSA historically have been lowered. Also you can not buy two Indian units at once now. 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 a little less. Just small tweaks to more align with my mod to slow things down a bit...
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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 3:43 pm, edited 14 times in total.
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seanp
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by seanp »

Hi Tanaka
Enjoying your mod with the exception of how to deal with naval mines. The CSA laid mines in front of Nashville and New Orleans and the USA has been stymied for over a year since is no way of removing them. Naval units can't enter the hexes and the USA can't construct mine sweepers. Any suggestions as to how to get rid of the naval mines as the manual and searches of the board don't really have any guidance ...
Thanks
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by Tanaka »

seanp wrote: Sun May 03, 2026 4:56 pm Hi Tanaka
Enjoying your mod with the exception of how to deal with naval mines. The CSA laid mines in front of Nashville and New Orleans and the USA has been stymied for over a year since is no way of removing them. Naval units can't enter the hexes and the USA can't construct mine sweepers. Any suggestions as to how to get rid of the naval mines as the manual and searches of the board don't really have any guidance ...
Thanks
Hmm the CSA should only be able to lay one mine at a time. As far as clearing them you are supposed to be able to ram them with your ships by moving into them...but you are saying you cannot so thanks for reporting I will look into it! I have sent you a PM if you could provide screenshots thanks

Also they are only in the SCWW1 manual and game. I added them in my mod.
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by seanp »

See attached. Apparently I have not posted enough messages to respond to your PM.

https://forums.matrixgames.com/download ... id=1260718


https://forums.matrixgames.com/download ... id=1260717
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by Tanaka »

seanp wrote: Mon May 04, 2026 3:33 am See attached. Apparently I have not posted enough messages to respond to your PM.

https://forums.matrixgames.com/download ... id=1260718


https://forums.matrixgames.com/download ... id=1260717
Thank you so you are not able to run your ships through the mines? Can you run your land units through them? Looks like the build limit of one mine is not working either. Looks like I will probably need to remove naval mines from the mod then if neither of those are working correctly...

Is this a SP or MP game? Would like to get your save game if possible...
Last edited by Tanaka on Mon May 04, 2026 7:37 pm, edited 2 times in total.
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by Tanaka »

Tanaka wrote: Mon May 04, 2026 3:38 pm
seanp wrote: Mon May 04, 2026 3:33 am See attached. Apparently I have not posted enough messages to respond to your PM.

https://forums.matrixgames.com/download ... id=1260718


https://forums.matrixgames.com/download ... id=1260717
Thank you so you are not able to run your ships into the mines? Can you run your land units through them? Looks like the build limit of one mine is not working either. Looks like I will probably need to remove naval mines from the mod then if neither of those are working correctly...

Is this a SP or MP game? Would like to get your save game if possible...
Ok I believe I have figured out the issues after speaking with the Devs. The build limit issue has been fixed. Each level of Naval Tactics will now allow 1 naval mine each for the CSA so only a total of 4 for the entire game at very slow and costly levels. The problem with mine movement is that in order to take them out you need to be able to move through them into the next hex. By setting them to 100% weather destruction chance now if you move next to or into the mine it should always explode. This issue should be mostly solved now with the new limits and percentage explosion change. Thanks for reporting! Mod updated!
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seanp
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by seanp »

SP game. I can't move land or naval units through the naval mine hexes. My .02 naval mines or torpedoes as they were called then are ahistorical as to the effect in your mod. At no point in the American Civil War did naval mines completely prevent ships from moving through the mined areas. I would suggest they be removed unless some unit is available for purchase that can remove them. Regardless I thank you for your hard work on your mod.
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by BillRunacre »

seanp wrote: Wed May 06, 2026 5:13 am SP game. I can't move land or naval units through the naval mine hexes. My .02 naval mines or torpedoes as they were called then are ahistorical as to the effect in your mod. At no point in the American Civil War did naval mines completely prevent ships from moving through the mined areas. I would suggest they be removed unless some unit is available for purchase that can remove them. Regardless I thank you for your hard work on your mod.
If you email me a save file then I can remove them from the river in your game if you like.

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

Post by seanp »

Billrunacre thank you for the offer to remove the naval mines. At this point my game is toast as it's nearly 1864 and because of the naval mines and my own ineptitude I have not really progressed to a point where the game is salvageable. So at this point I won't waste your time.
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Re: TANAKA MOD 10.0 SCACW: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!

Post by Tanaka »

seanp wrote: Wed May 06, 2026 5:13 am SP game. I can't move land or naval units through the naval mine hexes. My .02 naval mines or torpedoes as they were called then are ahistorical as to the effect in your mod. At no point in the American Civil War did naval mines completely prevent ships from moving through the mined areas. I would suggest they be removed unless some unit is available for purchase that can remove them. Regardless I thank you for your hard work on your mod.
In the new update each level of Naval Tactics will now only allow 1 naval mine each for the CSA so only a total of 4 for the entire game at very slow and costly levels. Mines will now 100% explode if you move next to them, into them, or past them. This issue is solved now. Thanks for reporting! Mod updated!
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