TANAKA MOD 8.1: THANK YOU to players go_rascals and Edelweiss93 for your 8.0 feedback! You are in the credits!

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Re: SCACW TANAKA MOD 7.0! THE 1864 ELECTION: SAVE THE UNION!

Post by Tanaka »

TANAKA MOD 7.0: THE 1864 ELECTION! SAVE THE UNION!

A very big special thanks to mdsmall for his contribution to my mod! A new minor victory condition for the Confederacy the 1864 Election! Check out the wonderful SCWW1 mods he has created: https://forums.matrixgames.com/viewforum.php?f=10632

Confederates win an immediate Minor Victory if on November 9, 1864 they still control any three of the following cities: Richmond, VA, Charleston, SC, Atlanta, GA, Montgomery, AL, New Orleans, LA. Otherwise, victory is determined based on territory controlled on December 30, 1865.

"I decided to refer to the 1864 election Victory conditions for the Union from the Make Georgia Howl campaign. In that campaign, the Union wins if they control three of five Confederate capitals on November 9, 1864 (i.e. at the end of the Union turn on November 8, 1864). For this mod, I decided that if the Confederacy controls three of these same five cities, we could assume that would tip the election to the Democrats and that would force Lincoln to suspend the war and peace talks would start , giving the Confederates an immediate Minor Victory. If the Union controls three of those five cities on that turn, the game continues until the other victory conditions are met."

But wait there is more! A player request for the John C. Fremont Emancipation event in Missouri! And once again thanks to mdsmall this event is now also included! Keep those ideas coming!

Resource and MPP rework. Towns are now 5 supply.

Full Oklahoma/Indian Territory, and Texas town and road rework.

Fort Wayne and Old Fort Wayne added: https://en.wikipedia.org/wiki/Battle_of_Old_Fort_Wayne

Texarkana added.

Towson renamed Fort Towson.

"During the Civil War, ships running the Union blockade often crashed into things (ran aground) due to darkness, coastal hazards (reefs/islands), and temperamental steam engines, leading to shipwrecks, with many such vessels lost but also finding fortune until caught or sunk, highlighting the risky trade of smuggling goods for the Confederacy."

All ships are now strength 5. This is to improve the fort/ship combat mechanics all around and demonstrate the weakness of the various types of early model ships at this time and the difficulty of navigating blockades. Many were sunk from mechanical malfunctions, collisions, crashes, and running aground.

Brooklyn, NY port added and USS Monitor deploys there February 25 1862.

CSS Atlanta deploys in Savannah November 22 1862.

Savannah, GA is now a Fighting Spirit location.

All cavalry get defense penalties in forest/swamp/hill/mountain/urban terrain.

AI purchasing re-balancing and improvement.
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Re: SCACW TANAKA MOD 7.0: THE 1864 ELECTION! SAVE THE UNION!

Post by go_rascals »

I played an earlier version of the mod and found it very enjoyable. Looking forward to playing this version.
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suggestion

Post by go_rascals »

John Fremont issued an order of empacipation on Missouri in August, 1861, and was removed by Lincoln a couple of months later. Is a script possible that would force the Union player to remove Fremont or suffer diplomatic losses in the border states?
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Re: SCACW TANAKA MOD 7.0: THE 1864 ELECTION! SAVE THE UNION!

Post by Tanaka »

go_rascals wrote: Fri Dec 12, 2025 11:30 pm I played an earlier version of the mod and found it very enjoyable. Looking forward to playing this version.
Thank you for helping test earlier versions as I continue to add features and fix any errors! Most of the major changes have been made so now just small additions. Please do let me know any other feedback! That is great to hear you enjoyed it! Thank you!
Last edited by Tanaka on Sat Dec 13, 2025 6:52 am, edited 3 times in total.
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Re: suggestion

Post by Tanaka »

go_rascals wrote: Fri Dec 12, 2025 11:32 pm John Fremont issued an order of empacipation on Missouri in August, 1861, and was removed by Lincoln a couple of months later. Is a script possible that would force the Union player to remove Fremont or suffer diplomatic losses in the border states?
Great idea I will check and see!
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Re: SCACW TANAKA MOD 6.0: Gettysburg!

Post by Tanaka »

mdsmall wrote: Tue Dec 09, 2025 7:33 pm Hi Tanaka,

Great minds think alike, it seems! I will be happy to write out some scripts that you can paste into the mod covering the 1864 election. It's the sort of discrete modding project that I enjoy. It will also help you begin to get into writing new scripts for your mod.

Cheers,

Michael
I think I have finally found a good compromise for forts. All ships are now 5 strength as gunboats are. This makes sense for other reasons as well that I discuss in the patch notes. The issue was the 10 strength wooden and iron ships. Forts last longer now so I have reduced the strength back down to 5. I like the feel of things now. Let me know what you think!
Last edited by Tanaka on Tue Dec 16, 2025 5:15 am, edited 1 time in total.
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Re: suggestion

Post by Tanaka »

go_rascals wrote: Fri Dec 12, 2025 11:32 pm John Fremont issued an order of empacipation on Missouri in August, 1861, and was removed by Lincoln a couple of months later. Is a script possible that would force the Union player to remove Fremont or suffer diplomatic losses in the border states?
This event is now in the current version! Check out what happens in Missouri and let us know what you think! You are now in the credits! Keep those ideas coming! Cheers!
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Re: SCACW TANAKA MOD 7.0: THE 1864 ELECTION! SAVE THE UNION!

Post by Tanaka »

TANAKA MOD 8.0: ALABAMA TIDES, MISSISSIPPI BLUES, AND ROCKY TOP TENNESSEE!

Complete Alabama, Mississippi, and Tennessee town/river and rail/road network rework.

Tennessee:

Kingston TN added.

Smithsville TN added.

Tullahoma TN and battle added.

Jasper TN added.

Springfield, TN renamed Gallatin, TN.

Crossville, TN renamed Sparta, TN.

Paris, TN added.

Humboldt, TN added.

Somerville, TN added.

Bolivar, TN added.

Purdy, TN added.

Savanna, TN added.

Grand Junction, TN added.

Fort Wright added: https://en.wikipedia.org/wiki/Fort_Wright_(Tennessee)

Fort Harris added: https://fortwiki.com/Fort_Harris

Alabama:

Athens, AL added.

Tuscumbia, AL added. Port added.

Kentucky:

Full Kentucky town and road/rail rework:

Perryville, KY added with road network.

Camp Dick Robinson added.

Greenburg, KY removed and Campbellsville, KY added.

Georgetown, KY removed.

Falmouth, KY added.

Cynthiana, KY added.

Paris, KY added.

Nicolasville, KY added.

Mount Vernon, KY added.

Harrodsburg, KY added.

Maysville, KY renamed Washington KY.

Clarksburg, KY added.

Columbus, Kentucky added. Port added.

Hickman, Kentucky river location improved and port added.

Gideon Pillow HQ deploys at Dresden TN.

Henry Halleck HQ deploys at Cairo, IL.

Cairo, IL port adjusted to allow freer movement for both sides.

Cincinnati and some Ohio rails readjusted.
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Re: TANAKA MOD 8.0: ALABAMA TIDES, MISSISSIPPI BLUES, OLD KENTUCKY HOMES, AND ROCKY TOP TENNESSEE!

Post by go_rascals »

I have played through the 7.0 version of the mod to the end, v. CSA AI on Intermediate. Turned off the 1864 election VC (I would have lost, but I was on the outskirts of both Montgomery and Atlanta). Ended up with a Union major victory Feb. 65.

The mod does slow the game down some, which I like. Not quit the union blitzkreig that vanilla seems sometimes. The addition of artillery is a plus. So are regiments, I like the option of an inexpensive protection of far-flung objectives in the Far West and Trans-Mississippi. Capping research chits I like, navigable rivers also. Making non-navigable rivers harder to cross makes sense but severely limits movement options in some cases.

This is not unique to your mod, but the AI seems to love the Far West and Trans-Mississippi even at the expense of major objectives in the east. I took Richmond in spring 1863 while Lee and three corps were in Poplar Bluff MO.

I started the 8.0 version of the mod but only made it to the end of 1862 before I quit. Can I share a few observations?

I think the naval changes have made the game unbalanaced in favor of the CSA. Increased fort attack value ok, but ships have lower attack value vs. forts, with lower strength and vastly increased cost. In vanilla, gunboats give 10 SP for 100 MPP, changes give gunboats 5 SP for 200 MPP; breaking down that's 10 MPP/SP vanilla and 40 MPP/SP for mod and that doesn't address the increased losses. Can I suggest higher cost or lower strength, but not both? Or possibly lower cost with lower strength but the ability to upgrade some types of ships to strength 10? The CSA can win without ships, the Union cannot. The increased ship cost means less land units for the Union allowing the CSA parity or even superiority in troops, and less blockade effectiveness.

Both times I have played the CSA has run all over southern IN and OH. I think this was the result of the above issue. I know Morgan raided across the Ohio, but not with HQ and corps. Taking out all the PA and OH militia units may have been too much. Perhaps a % chance for each unit to appear when the conditions are met. I can't imagine Rebels threatening Columbus (IN or OH) without the locals reacting. This way while the Union mught get some help but they could not be certain where or how much.

One more issue. Lowering amphibious tech to one at start almost eliminates the chance of a successful early war Union invasion of New Orleans before mid-late 1862. Maybe increase to two?

Overall, I like the mod very much. The land portion is really well done. I'm sure the naval portion is a much greater challenge for you, as SC is not really built for naval warfare. I hope my comments are taken in the spirit they are made, and I look forward to seeing what comes next.

My Dear McClellan,
if you don't want to use the army I should like to borrow it for a while.
Yours respectfully.
Abraham Lincoln
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Re: TANAKA MOD 8.0: ALABAMA TIDES, MISSISSIPPI BLUES, OLD KENTUCKY HOMES, AND ROCKY TOP TENNESSEE!

Post by Tanaka »

go_rascals wrote: Sun Dec 28, 2025 12:15 am I have played through the 7.0 version of the mod to the end, v. CSA AI on Intermediate. Turned off the 1864 election VC (I would have lost, but I was on the outskirts of both Montgomery and Atlanta). Ended up with a Union major victory Feb. 65.

The mod does slow the game down some, which I like. Not quit the union blitzkreig that vanilla seems sometimes. The addition of artillery is a plus. So are regiments, I like the option of an inexpensive protection of far-flung objectives in the Far West and Trans-Mississippi. Capping research chits I like, navigable rivers also. Making non-navigable rivers harder to cross makes sense but severely limits movement options in some cases.

This is not unique to your mod, but the AI seems to love the Far West and Trans-Mississippi even at the expense of major objectives in the east. I took Richmond in spring 1863 while Lee and three corps were in Poplar Bluff MO.

I started the 8.0 version of the mod but only made it to the end of 1862 before I quit. Can I share a few observations?

I think the naval changes have made the game unbalanaced in favor of the CSA. Increased fort attack value ok, but ships have lower attack value vs. forts, with lower strength and vastly increased cost. In vanilla, gunboats give 10 SP for 100 MPP, changes give gunboats 5 SP for 200 MPP; breaking down that's 10 MPP/SP vanilla and 40 MPP/SP for mod and that doesn't address the increased losses. Can I suggest higher cost or lower strength, but not both? Or possibly lower cost with lower strength but the ability to upgrade some types of ships to strength 10? The CSA can win without ships, the Union cannot. The increased ship cost means less land units for the Union allowing the CSA parity or even superiority in troops, and less blockade effectiveness.

Both times I have played the CSA has run all over southern IN and OH. I think this was the result of the above issue. I know Morgan raided across the Ohio, but not with HQ and corps. Taking out all the PA and OH militia units may have been too much. Perhaps a % chance for each unit to appear when the conditions are met. I can't imagine Rebels threatening Columbus (IN or OH) without the locals reacting. This way while the Union mught get some help but they could not be certain where or how much.

One more issue. Lowering amphibious tech to one at start almost eliminates the chance of a successful early war Union invasion of New Orleans before mid-late 1862. Maybe increase to two?

Overall, I like the mod very much. The land portion is really well done. I'm sure the naval portion is a much greater challenge for you, as SC is not really built for naval warfare. I hope my comments are taken in the spirit they are made, and I look forward to seeing what comes next.

My Dear McClellan,
if you don't want to use the army I should like to borrow it for a while.
Yours respectfully.
Abraham Lincoln
First of all your observations are very welcome please do not think otherwise! I love it and encourage it!

I love to hear that the CSA Intermediate AI was challenging for you though! Yes you are right I probably cannot change that the AI focuses more out west but I will look into it!

So actually in vanilla gunboats are also 5 strength I did not change anything here. I only changed the rest of the ships to 5 because they would overpower the forts easily compared to gunboats. But I really like your observations this is what I like to hear. You make a good point that since there will be more losses with strength 5 it will cost more to buy more replacements so I will lower costs back as you have suggested.

Yes I can add back in the Ohio units but will keep out the PA ones for now as I am trying to encourage Gettysburg more.

Yes I will increase Union amphibious tech back to 2 as I was considering this as well.

Yes the naval part has been much more challenging especially regarding forts!

I am on holiday currently but will return after the new year and work on these changes! Thank you for the input it is very helpful!
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Re: TANAKA MOD 8.1: THANK YOU to player go_rascals for your feedback and here is your update! You are in the c

Post by Tanaka »

TANAKA MOD 8.1: THANK YOU to players go_rascals and Edelweiss93 for your 8.0 feedback! You are in the credits!


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

DE 506: Raise Ohio/Indiana Volunteers has been returned to Union decisions due to strong CSA Ohio invasions.

Union amphibious tech chits increased to 2 from 1 due to stronger forts and to make the New Orleans capture still possible.

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

Confederate fighting spirit has been lowered back down to even with Union.

Naval ship defense has been raised against forts.

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!
Last edited by Tanaka on Mon Jan 05, 2026 8:24 pm, edited 4 times in total.
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Re: TANAKA MOD 8.0: ALABAMA TIDES, MISSISSIPPI BLUES, OLD KENTUCKY HOMES, AND ROCKY TOP TENNESSEE!

Post by Tanaka »

go_rascals wrote: Sun Dec 28, 2025 12:15 am I have played through the 7.0 version of the mod to the end, v. CSA AI on Intermediate. Turned off the 1864 election VC (I would have lost, but I was on the outskirts of both Montgomery and Atlanta). Ended up with a Union major victory Feb. 65.

The mod does slow the game down some, which I like. Not quit the union blitzkreig that vanilla seems sometimes. The addition of artillery is a plus. So are regiments, I like the option of an inexpensive protection of far-flung objectives in the Far West and Trans-Mississippi. Capping research chits I like, navigable rivers also. Making non-navigable rivers harder to cross makes sense but severely limits movement options in some cases.

This is not unique to your mod, but the AI seems to love the Far West and Trans-Mississippi even at the expense of major objectives in the east. I took Richmond in spring 1863 while Lee and three corps were in Poplar Bluff MO.

I started the 8.0 version of the mod but only made it to the end of 1862 before I quit. Can I share a few observations?

I think the naval changes have made the game unbalanaced in favor of the CSA. Increased fort attack value ok, but ships have lower attack value vs. forts, with lower strength and vastly increased cost. In vanilla, gunboats give 10 SP for 100 MPP, changes give gunboats 5 SP for 200 MPP; breaking down that's 10 MPP/SP vanilla and 40 MPP/SP for mod and that doesn't address the increased losses. Can I suggest higher cost or lower strength, but not both? Or possibly lower cost with lower strength but the ability to upgrade some types of ships to strength 10? The CSA can win without ships, the Union cannot. The increased ship cost means less land units for the Union allowing the CSA parity or even superiority in troops, and less blockade effectiveness.

Both times I have played the CSA has run all over southern IN and OH. I think this was the result of the above issue. I know Morgan raided across the Ohio, but not with HQ and corps. Taking out all the PA and OH militia units may have been too much. Perhaps a % chance for each unit to appear when the conditions are met. I can't imagine Rebels threatening Columbus (IN or OH) without the locals reacting. This way while the Union mught get some help but they could not be certain where or how much.

One more issue. Lowering amphibious tech to one at start almost eliminates the chance of a successful early war Union invasion of New Orleans before mid-late 1862. Maybe increase to two?

Overall, I like the mod very much. The land portion is really well done. I'm sure the naval portion is a much greater challenge for you, as SC is not really built for naval warfare. I hope my comments are taken in the spirit they are made, and I look forward to seeing what comes next.

My Dear McClellan,
if you don't want to use the army I should like to borrow it for a while.
Yours respectfully.
Abraham Lincoln
The mod has been updated with your balance suggestions! Thanks again and I look forward to more feedback!
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Re: TANAKA MOD 8.0: ALABAMA TIDES, MISSISSIPPI BLUES, OLD KENTUCKY HOMES, AND ROCKY TOP TENNESSEE!

Post by Tanaka »

go_rascals wrote: Sun Dec 28, 2025 12:15 am I have played through the 7.0 version of the mod to the end, v. CSA AI on Intermediate. Turned off the 1864 election VC (I would have lost, but I was on the outskirts of both Montgomery and Atlanta). Ended up with a Union major victory Feb. 65.

The mod does slow the game down some, which I like. Not quit the union blitzkreig that vanilla seems sometimes. The addition of artillery is a plus. So are regiments, I like the option of an inexpensive protection of far-flung objectives in the Far West and Trans-Mississippi. Capping research chits I like, navigable rivers also. Making non-navigable rivers harder to cross makes sense but severely limits movement options in some cases.

This is not unique to your mod, but the AI seems to love the Far West and Trans-Mississippi even at the expense of major objectives in the east. I took Richmond in spring 1863 while Lee and three corps were in Poplar Bluff MO.

I started the 8.0 version of the mod but only made it to the end of 1862 before I quit. Can I share a few observations?

I think the naval changes have made the game unbalanaced in favor of the CSA. Increased fort attack value ok, but ships have lower attack value vs. forts, with lower strength and vastly increased cost. In vanilla, gunboats give 10 SP for 100 MPP, changes give gunboats 5 SP for 200 MPP; breaking down that's 10 MPP/SP vanilla and 40 MPP/SP for mod and that doesn't address the increased losses. Can I suggest higher cost or lower strength, but not both? Or possibly lower cost with lower strength but the ability to upgrade some types of ships to strength 10? The CSA can win without ships, the Union cannot. The increased ship cost means less land units for the Union allowing the CSA parity or even superiority in troops, and less blockade effectiveness.

Both times I have played the CSA has run all over southern IN and OH. I think this was the result of the above issue. I know Morgan raided across the Ohio, but not with HQ and corps. Taking out all the PA and OH militia units may have been too much. Perhaps a % chance for each unit to appear when the conditions are met. I can't imagine Rebels threatening Columbus (IN or OH) without the locals reacting. This way while the Union mught get some help but they could not be certain where or how much.

One more issue. Lowering amphibious tech to one at start almost eliminates the chance of a successful early war Union invasion of New Orleans before mid-late 1862. Maybe increase to two?

Overall, I like the mod very much. The land portion is really well done. I'm sure the naval portion is a much greater challenge for you, as SC is not really built for naval warfare. I hope my comments are taken in the spirit they are made, and I look forward to seeing what comes next.

My Dear McClellan,
if you don't want to use the army I should like to borrow it for a while.
Yours respectfully.
Abraham Lincoln
Also since you took Richmond in Spring 63 do you think there should be an event where the CSA gets reinforcements near Richmond when you approach like the Union gets reinforcements in Ohio/Indiana/Pennsylvania?
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Re: TANAKA MOD 8.1: THANK YOU to player go_rascals for your 8.0 feedback and here is your update! You are in the credits

Post by go_rascals »

Some militia units sound reasonable.

BTW I just started a game of 8.1 v. CSA AI, Intermediate level.
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Re: TANAKA MOD 8.1: THANK YOU to player go_rascals for your 8.0 feedback and here is your update! You are in the credits

Post by Tanaka »

go_rascals wrote: Sat Jan 03, 2026 3:47 pm Some militia units sound reasonable.

BTW I just started a game of 8.1 v. CSA AI, Intermediate level.
Cheers I look forward to your feedback!
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Re: TANAKA MOD 8.1: THANK YOU to player go_rascals for your 8.0 feedback and here is your update! You are in the credits

Post by go_rascals »

April, 1863. USA FS 42%, CSA 116%.

Union navy is still incredibly fragile. Took out Ft. Pulaski without a lot of effort, took New Orleans, which was very costly. Bombarded the fort south of Charleston SC with eight gunboats for a cost of 18 naval sp with only one point of damage to the fort. I have five times lost ships with a strength of three or four to rough seas and have yet to build an ironclad.

CSA AI is much more agressive than vanilla. A few units have moved into Ohio and Pa but not serious. Rebels have attacked Jefferson City MO, twice (unsuccessfully) and recaptured Fredericksburg. The only southern FS locations I control are New Orleans and Baton Rouge, knocking at the door of Nashville, took and lost Fredericksburg.

MPPs are running about 1200/turns for both sides, with total so far losses nearly equal at 51K-49K usa advantage. CSA has actually outspent the Union on research 1550-1100.

Maybe I just suck at this game.
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Re: TANAKA MOD 8.1: THANK YOU to player go_rascals for your 8.0 feedback and here is your update! You are in the credits

Post by Edelweiss93 »

Hello everyone.

I'm playing this mod for the first time.

It's currently July 5, 1861, and I'm playing as the Confederates.

In the last turn, the AI ​​passed the Emancipation Proclamation.

I'm standing on the Potomac River, and it's obviously much too early for that.
I don't have enough experience. I can find the event, of course, but I don't know exactly what the problem is. I definitely wanted to bring it up.

Edit: I started a new game and this time there was no declaration of the Emancipation Act. Not sure why it happens the first time.
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Re: TANAKA MOD 8.1: THANK YOU to player go_rascals for your 8.0 feedback and here is your update! You are in the credits

Post by Tanaka »

Edelweiss93 wrote: Sun Jan 04, 2026 7:16 pm Hello everyone.

I'm playing this mod for the first time.

It's currently July 5, 1861, and I'm playing as the Confederates.

In the last turn, the AI ​​passed the Emancipation Proclamation.

I'm standing on the Potomac River, and it's obviously much too early for that.
I don't have enough experience. I can find the event, of course, but I don't know exactly what the problem is. I definitely wanted to bring it up.

Edit: I started a new game and this time there was no declaration of the Emancipation Act. Not sure why it happens the first time.
Hello! Yes this can happen and is not part of my mod but part of the base game. Most likely because the Union AI accepted Garibaldi!

Emancipation Proclamation
This famous proclamation declaring all slaves in rebel-held territory free appears in the
game as the decision event DE 513, and if you say YES to the decision then European
mobilization will fall by 40-60%, enough to make their future entry almost impossible.
The Emancipation Proclamation will only be offered after September 1862, if there are no
Confederate units within five hexes of Washington DC.

Or another:

In the game, Garibaldi represents a great opportunity, but also a great risk for the Union
player. Inviting him means accepting his request for an immediate Emancipation
Proclamation (DE 525), and while this will improve your Fighting Spirit in the long run,
initially this will cause considerable shock to the Union Army, much of which volunteered
not to free the slaves, but to save the Union. Early Emancipation also risks the secession of
Missouri or Kentucky if these states are still neutral in June 1861. Missouri can be brought
into the Union fold by force through the crushing of the Missouri State Guard, but doing so
makes retaining the loyalty of Kentucky all the more difficult.
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Re: TANAKA MOD 8.1: THANK YOU to player go_rascals for your 8.0 feedback and here is your update! You are in the credits

Post by Edelweiss93 »

Tanaka wrote: Sun Jan 04, 2026 11:52 pm
Edelweiss93 wrote: Sun Jan 04, 2026 7:16 pm Hello everyone.

I'm playing this mod for the first time.

It's currently July 5, 1861, and I'm playing as the Confederates.

In the last turn, the AI ​​passed the Emancipation Proclamation.

I'm standing on the Potomac River, and it's obviously much too early for that.
I don't have enough experience. I can find the event, of course, but I don't know exactly what the problem is. I definitely wanted to bring it up.

Edit: I started a new game and this time there was no declaration of the Emancipation Act. Not sure why it happens the first time.
Hello! Yes this can happen and is not part of my mod but part of the base game. Most likely because the Union AI accepted Garibaldi!

Emancipation Proclamation
This famous proclamation declaring all slaves in rebel-held territory free appears in the
game as the decision event DE 513, and if you say YES to the decision then European
mobilization will fall by 40-60%, enough to make their future entry almost impossible.
The Emancipation Proclamation will only be offered after September 1862, if there are no
Confederate units within five hexes of Washington DC.

Or another:

In the game, Garibaldi represents a great opportunity, but also a great risk for the Union
player. Inviting him means accepting his request for an immediate Emancipation
Proclamation (DE 525), and while this will improve your Fighting Spirit in the long run,
initially this will cause considerable shock to the Union Army, much of which volunteered
not to free the slaves, but to save the Union. Early Emancipation also risks the secession of
Missouri or Kentucky if these states are still neutral in June 1861. Missouri can be brought
into the Union fold by force through the crushing of the Missouri State Guard, but doing so
makes retaining the loyalty of Kentucky all the more difficult.
Thanks for the quick response.
I see, i played some games without mods before, but never had this.

Im now in the end of 1861, i will write a full report about the game so far, but first i need a couple hours of sleep.
If you'd like, I could share my experiences here, say every six months ingame, or is that too long to be relevant?
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Tanaka
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Re: TANAKA MOD 8.1: THANK YOU to player go_rascals for your 8.0 feedback and here is your update! You are in the credits

Post by Tanaka »

go_rascals wrote: Sun Jan 04, 2026 6:40 pm April, 1863. USA FS 42%, CSA 116%.

Union navy is still incredibly fragile. Took out Ft. Pulaski without a lot of effort, took New Orleans, which was very costly. Bombarded the fort south of Charleston SC with eight gunboats for a cost of 18 naval sp with only one point of damage to the fort. I have five times lost ships with a strength of three or four to rough seas and have yet to build an ironclad.

CSA AI is much more agressive than vanilla. A few units have moved into Ohio and Pa but not serious. Rebels have attacked Jefferson City MO, twice (unsuccessfully) and recaptured Fredericksburg. The only southern FS locations I control are New Orleans and Baton Rouge, knocking at the door of Nashville, took and lost Fredericksburg.

MPPs are running about 1200/turns for both sides, with total so far losses nearly equal at 51K-49K usa advantage. CSA has actually outspent the Union on research 1550-1100.

Maybe I just suck at this game.
Hello! You do not suck at this game! The AI in my mod will be better than vanilla. I have worked on improving the AI opponent:

To improve upon historical order of battle and deployments.

To improve upon the AI offensive and defensive battle moves and staying in supply.

To re-balance and improve AI purchasing of units.


I am glad you posted FS results I might need to tweak this back!

I am glad you brought up the rough seas as I did increase this a bit and it might need to be lowered again with the strength 5 ships.

I would highly recommend using frigates against coastal forts not just gunboats.

Regarding research the Union usually builds more units early on than put into research while the CSA usually puts more into research early on than building units...

This is very helpful feedback thank you!
Last edited by Tanaka on Mon Jan 05, 2026 5:37 pm, edited 2 times in total.
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