That would be very helpful please do and thanks!Edelweiss93 wrote: Sun Jan 04, 2026 11:59 pmThanks for the quick response.Tanaka wrote: Sun Jan 04, 2026 11:52 pmHello! 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!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.
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.
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?
TANAKA MOD 8.1: THANK YOU to players go_rascals and Edelweiss93 for your 8.0 feedback! You are in the credits!
Moderator: Saint Ruth
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

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go_rascals
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Re: TANAKA MOD 8.1: different issue
You mentioned earlier that you have made rivers harder to cross. Makes sense but tends to REALLY limit some avenues of advance.
This may be part of the vanilla game, but I'm not able to cross a river into an enemy ZOC even if the hex across the river is unoccupied. I would suggest allowing crossing into an unoccupied enemy ZOC if at a road or railroad.
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
This may be part of the vanilla game, but I'm not able to cross a river into an enemy ZOC even if the hex across the river is unoccupied. I would suggest allowing crossing into an unoccupied enemy ZOC if at a road or railroad.
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
Re: TANAKA MOD 8.1: different issue
Not a part of the vanilla game this is my mod. Railroad will not speed things up but a road will. You may need to do a forced march to move further. This is also affected by weather and mud...go_rascals wrote: Mon Jan 05, 2026 12:34 am You mentioned earlier that you have made rivers harder to cross. Makes sense but tends to REALLY limit some avenues of advance.
This may be part of the vanilla game, but I'm not able to cross a river into an enemy ZOC even if the hex across the river is unoccupied. I would suggest allowing crossing into an unoccupied enemy ZOC if at a road or railroad.
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
Is there a specific place this is a bigger issue for you?
I do not believe you can make roads/railroads affect zone of control unfortunately.

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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
Mod updated with these changes: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.
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.
Are you not using frigates against forts? This helps a lot!

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go_rascals
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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
I've been using gunboats but I'll try using frigates and see what happens.
BTW I started a new game but don't expect to finish as Kentucky joined the Rebels on turn three.
BTW I started a new game but don't expect to finish as Kentucky joined the Rebels on turn three.
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Edelweiss93
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- Joined: Sun Jan 04, 2026 3:55 pm
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
That would be very helpful please do and thanks!
[/quote]
Data and Frontline Analysis End of 1861:
Side: Confederate
Difficulty: Intermediate
Game Options: Default
Strategic Overview:
Troop Numbers:
Land Units: 89 CSA vs. 99 Union
Forts: 54 CSA vs. 17 Union
Naval Units: 6 CSA vs. 21 Union
Losses:
1 CSA (1 fort lost southwest of Fort Monroe by ships)
12 Union (9 land units, mostly infantry, and 3 ships)
Additional note: I was lucky with my infantry and had retreated twice. That's why I haven't suffered any losses yet.
Different graphs:
Convoy:
CSA income of 3441 and losses of 105
Union income of 2635 and 0 losses
Raiders: Union with 660 surface fleet losses
Research and Diplomacy:
CSA 1300 vs Union 1100
no diplomacy by both
Plunder: zero for both (Brigade left after holding out in Missouri)
MPPS:
CSA:
Collected 13315
Units 10320
Lost 3268
Union:
Collected 16110
Units 10511
Lost 8247
Fighting Spirit:
CSA 117%
Union 86%
European Powers:
England 50% I've been lucky and have triggered the blockade breaker event 4 or 5 times so far.
France 22% and Spain 21%
Player decisions:
Keep cotton, England as a partner.
Virginia commissioned and every headquarters accepted so far.
I bought all regiments before investing anything in research. I think nine. This gives me more units at my disposal. (Before event units spawn i can use the production limit, tryed the same with Divisions and Cavalry Brigades as best as possible and build them before everything else but after research.)
Research is all within the normal range.
All ports were garrisoned with brigades or divisions in larger ports that have blockade runners.
The three gunboats from North Carolina are circling Florida and broke through to Mobile at a good moment. There, they are assisting against the Union Navy.
Tactical Overview of the Fronts:
Eastern Front:
The line is currently at the Potomac River, or one tile behind it. The Union and I are fighting a war of attrition there, with my defensive position giving me the advantage. The Union is suffering more losses. Since September, the Union has been using artillery. Divisions have been deployed on all fronts since October by the union, but especially in the east. Since mid-November, the Union has had Infantry Equipment 1 and Cavalry Equipment 1.
The troop balance is slightly in favor of the Union.
Half of Western Virginia is occupied by the Union, and I hold the east with two divisions. No activity at the moment.
Central Front:
Kentucky has been with the Union since November, so I launched a preemptive strike. The front is static, with the south occupied by me. The Union has a slight troop advantage.
Western Front:
Missouri sector. The front is static along the Mississippi.
The central part of Missouri has collapsed. I have 17 units without headquarters.
I bought all the Native American troops as early as possible and sent an additional brigade and division.
The Union only has six units left. They can't hold the front and are having supply problems. So far, they've only lost three units here, so their overall position was quite weak.
Far West Front:
I sent all possible units there via events, including the Ranger unit from Texas. I also bought two more Rangers and sent them there.
The Union is fighting a rearguard action around Santa Barbara.
Currently, I have the upper hand here with 8 units (no HQ) against 3 Union units.
Naval Warfare:
Sporadic Union attacks against forts. These usually result in more losses for the Union troops. The Union is not repairing enough ships. South of Mobile, my three gunboats have already sunk two ships that attempted a blockade with strength 3.
Invasions:
So far, none except for two divisions near Pensacola. Since they lacked a headquarters, they had no supplies. They were destroyed by my security brigade.
One unit landed at Fort Monroe but is currently unknown and not active.
That's all for now; I'm available for further questions.
[/quote]
Data and Frontline Analysis End of 1861:
Side: Confederate
Difficulty: Intermediate
Game Options: Default
Strategic Overview:
Troop Numbers:
Land Units: 89 CSA vs. 99 Union
Forts: 54 CSA vs. 17 Union
Naval Units: 6 CSA vs. 21 Union
Losses:
1 CSA (1 fort lost southwest of Fort Monroe by ships)
12 Union (9 land units, mostly infantry, and 3 ships)
Additional note: I was lucky with my infantry and had retreated twice. That's why I haven't suffered any losses yet.
Different graphs:
Convoy:
CSA income of 3441 and losses of 105
Union income of 2635 and 0 losses
Raiders: Union with 660 surface fleet losses
Research and Diplomacy:
CSA 1300 vs Union 1100
no diplomacy by both
Plunder: zero for both (Brigade left after holding out in Missouri)
MPPS:
CSA:
Collected 13315
Units 10320
Lost 3268
Union:
Collected 16110
Units 10511
Lost 8247
Fighting Spirit:
CSA 117%
Union 86%
European Powers:
England 50% I've been lucky and have triggered the blockade breaker event 4 or 5 times so far.
France 22% and Spain 21%
Player decisions:
Keep cotton, England as a partner.
Virginia commissioned and every headquarters accepted so far.
I bought all regiments before investing anything in research. I think nine. This gives me more units at my disposal. (Before event units spawn i can use the production limit, tryed the same with Divisions and Cavalry Brigades as best as possible and build them before everything else but after research.)
Research is all within the normal range.
All ports were garrisoned with brigades or divisions in larger ports that have blockade runners.
The three gunboats from North Carolina are circling Florida and broke through to Mobile at a good moment. There, they are assisting against the Union Navy.
Tactical Overview of the Fronts:
Eastern Front:
The line is currently at the Potomac River, or one tile behind it. The Union and I are fighting a war of attrition there, with my defensive position giving me the advantage. The Union is suffering more losses. Since September, the Union has been using artillery. Divisions have been deployed on all fronts since October by the union, but especially in the east. Since mid-November, the Union has had Infantry Equipment 1 and Cavalry Equipment 1.
The troop balance is slightly in favor of the Union.
Half of Western Virginia is occupied by the Union, and I hold the east with two divisions. No activity at the moment.
Central Front:
Kentucky has been with the Union since November, so I launched a preemptive strike. The front is static, with the south occupied by me. The Union has a slight troop advantage.
Western Front:
Missouri sector. The front is static along the Mississippi.
The central part of Missouri has collapsed. I have 17 units without headquarters.
I bought all the Native American troops as early as possible and sent an additional brigade and division.
The Union only has six units left. They can't hold the front and are having supply problems. So far, they've only lost three units here, so their overall position was quite weak.
Far West Front:
I sent all possible units there via events, including the Ranger unit from Texas. I also bought two more Rangers and sent them there.
The Union is fighting a rearguard action around Santa Barbara.
Currently, I have the upper hand here with 8 units (no HQ) against 3 Union units.
Naval Warfare:
Sporadic Union attacks against forts. These usually result in more losses for the Union troops. The Union is not repairing enough ships. South of Mobile, my three gunboats have already sunk two ships that attempted a blockade with strength 3.
Invasions:
So far, none except for two divisions near Pensacola. Since they lacked a headquarters, they had no supplies. They were destroyed by my security brigade.
One unit landed at Fort Monroe but is currently unknown and not active.
That's all for now; I'm available for further questions.
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
Yes this can happen very rarely even in the vanilla game and it all depends on different factors...go_rascals wrote: Mon Jan 05, 2026 4:10 am I've been using gunboats but I'll try using frigates and see what happens.
BTW I started a new game but don't expect to finish as Kentucky joined the Rebels on turn three.
Use diplomacy to prevent, do not pick Garibaldi, etc...
Kentucky begins the game 25% mobilized in favor of the Union. If it is influenced by
Confederate diplomatic investment to be at least 0% pro-Confederate, it will immediately
secede and join the Confederacy (which will allow the Confederacy to deploy new units at
Louisville and Frankfort). From July 1861, Kentucky will drift up to 10% per turn towards
the Union provided it is at least 10% pro-Union. This will accelerate after November 1861,
at which point the drift will occur if Kentucky is at least 0% pro-Union.
Kentucky is both extremely valuable (in terms of MPPs and strategic position), and
among the most easily influenced of all the neutral powers. If you are feeling bold, it is a
great diplomatic investment at the beginning of the game!
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.
Kentucky, like Missouri, can be convinced to secede by Confederate diplomacy
(and the odds of this occurring increase should you invade Missouri), so it is advisable to
watch the diplomatic reports for Confederate investments, and be ready to counter with your
own.
In late June 1861, you will be presented with the choice to make an immediate
Emancipation Proclamation and invite General Garibaldi to fight as a Union general. As
described in the ‘General Garibaldi’ chapter above, both the risks and rewards of doing so can
be great, with the consequences of your decision likely to have considerable impact
throughout the entire war. One of the most significant is the risk that any remaining neutral
border states will shift towards the Confederacy in the event of an 1861 Emancipation
Proclamation, possibly triggering the secession of those states. To reduce the chance of this
occurring, it may be worthwhile to consider investing in diplomacy on turn one, especially in
Kentucky, if you intend to invite Garibaldi.
Note: Kentucky and Missouri will immediately secede from the Union should their
mobilization ever be greater than 0% pro-Confederate. You are also warned that some of the
later events relating to General Garibaldi bring with them a significant risk of European
intervention.

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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
Fantastic report! Nice to have a player testing the Union and another testing the CSA! From your two reports it sounds like I need to increase gunboat attack stats on forts back up.Data and Frontline Analysis End of 1861:
Side: Confederate
Difficulty: Intermediate
Game Options: Default
Strategic Overview:
Troop Numbers:
Land Units: 89 CSA vs. 99 Union
Forts: 54 CSA vs. 17 Union
Naval Units: 6 CSA vs. 21 Union
Losses:
1 CSA (1 fort lost southwest of Fort Monroe by ships)
12 Union (9 land units, mostly infantry, and 3 ships)
Additional note: I was lucky with my infantry and had retreated twice. That's why I haven't suffered any losses yet.
Different graphs:
Convoy:
CSA income of 3441 and losses of 105
Union income of 2635 and 0 losses
Raiders: Union with 660 surface fleet losses
Research and Diplomacy:
CSA 1300 vs Union 1100
no diplomacy by both
Plunder: zero for both (Brigade left after holding out in Missouri)
MPPS:
CSA:
Collected 13315
Units 10320
Lost 3268
Union:
Collected 16110
Units 10511
Lost 8247
Fighting Spirit:
CSA 117%
Union 86%
European Powers:
England 50% I've been lucky and have triggered the blockade breaker event 4 or 5 times so far.
France 22% and Spain 21%
Player decisions:
Keep cotton, England as a partner.
Virginia commissioned and every headquarters accepted so far.
I bought all regiments before investing anything in research. I think nine. This gives me more units at my disposal. (Before event units spawn i can use the production limit, tryed the same with Divisions and Cavalry Brigades as best as possible and build them before everything else but after research.)
Research is all within the normal range.
All ports were garrisoned with brigades or divisions in larger ports that have blockade runners.
The three gunboats from North Carolina are circling Florida and broke through to Mobile at a good moment. There, they are assisting against the Union Navy.
Tactical Overview of the Fronts:
Eastern Front:
The line is currently at the Potomac River, or one tile behind it. The Union and I are fighting a war of attrition there, with my defensive position giving me the advantage. The Union is suffering more losses. Since September, the Union has been using artillery. Divisions have been deployed on all fronts since October by the union, but especially in the east. Since mid-November, the Union has had Infantry Equipment 1 and Cavalry Equipment 1.
The troop balance is slightly in favor of the Union.
Half of Western Virginia is occupied by the Union, and I hold the east with two divisions. No activity at the moment.
Central Front:
Kentucky has been with the Union since November, so I launched a preemptive strike. The front is static, with the south occupied by me. The Union has a slight troop advantage.
Western Front:
Missouri sector. The front is static along the Mississippi.
The central part of Missouri has collapsed. I have 17 units without headquarters.
I bought all the Native American troops as early as possible and sent an additional brigade and division.
The Union only has six units left. They can't hold the front and are having supply problems. So far, they've only lost three units here, so their overall position was quite weak.
Far West Front:
I sent all possible units there via events, including the Ranger unit from Texas. I also bought two more Rangers and sent them there.
The Union is fighting a rearguard action around Santa Barbara.
Currently, I have the upper hand here with 8 units (no HQ) against 3 Union units.
Naval Warfare:
Sporadic Union attacks against forts. These usually result in more losses for the Union troops. The Union is not repairing enough ships. South of Mobile, my three gunboats have already sunk two ships that attempted a blockade with strength 3.
Invasions:
So far, none except for two divisions near Pensacola. Since they lacked a headquarters, they had no supplies. They were destroyed by my security brigade.
One unit landed at Fort Monroe but is currently unknown and not active.
That's all for now; I'm available for further questions.
Sounds like things need to be improved for the Union in Missouri and New Mexico?
Any other recommendations? Thanks!

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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
Patch updated on feedback:go_rascals wrote: Mon Jan 05, 2026 4:10 am I've been using gunboats but I'll try using frigates and see what happens.
BTW I started a new game but don't expect to finish as Kentucky joined the Rebels on turn three.
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 8:25 pm, edited 2 times in total.

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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
Patch updated on feedback:
Data and Frontline Analysis End of 1861:
Side: Confederate
Difficulty: Intermediate
Game Options: Default
Strategic Overview:
Troop Numbers:
Land Units: 89 CSA vs. 99 Union
Forts: 54 CSA vs. 17 Union
Naval Units: 6 CSA vs. 21 Union
Losses:
1 CSA (1 fort lost southwest of Fort Monroe by ships)
12 Union (9 land units, mostly infantry, and 3 ships)
Additional note: I was lucky with my infantry and had retreated twice. That's why I haven't suffered any losses yet.
Different graphs:
Convoy:
CSA income of 3441 and losses of 105
Union income of 2635 and 0 losses
Raiders: Union with 660 surface fleet losses
Research and Diplomacy:
CSA 1300 vs Union 1100
no diplomacy by both
Plunder: zero for both (Brigade left after holding out in Missouri)
MPPS:
CSA:
Collected 13315
Units 10320
Lost 3268
Union:
Collected 16110
Units 10511
Lost 8247
Fighting Spirit:
CSA 117%
Union 86%
European Powers:
England 50% I've been lucky and have triggered the blockade breaker event 4 or 5 times so far.
France 22% and Spain 21%
Player decisions:
Keep cotton, England as a partner.
Virginia commissioned and every headquarters accepted so far.
I bought all regiments before investing anything in research. I think nine. This gives me more units at my disposal. (Before event units spawn i can use the production limit, tryed the same with Divisions and Cavalry Brigades as best as possible and build them before everything else but after research.)
Research is all within the normal range.
All ports were garrisoned with brigades or divisions in larger ports that have blockade runners.
The three gunboats from North Carolina are circling Florida and broke through to Mobile at a good moment. There, they are assisting against the Union Navy.
Tactical Overview of the Fronts:
Eastern Front:
The line is currently at the Potomac River, or one tile behind it. The Union and I are fighting a war of attrition there, with my defensive position giving me the advantage. The Union is suffering more losses. Since September, the Union has been using artillery. Divisions have been deployed on all fronts since October by the union, but especially in the east. Since mid-November, the Union has had Infantry Equipment 1 and Cavalry Equipment 1.
The troop balance is slightly in favor of the Union.
Half of Western Virginia is occupied by the Union, and I hold the east with two divisions. No activity at the moment.
Central Front:
Kentucky has been with the Union since November, so I launched a preemptive strike. The front is static, with the south occupied by me. The Union has a slight troop advantage.
Western Front:
Missouri sector. The front is static along the Mississippi.
The central part of Missouri has collapsed. I have 17 units without headquarters.
I bought all the Native American troops as early as possible and sent an additional brigade and division.
The Union only has six units left. They can't hold the front and are having supply problems. So far, they've only lost three units here, so their overall position was quite weak.
Far West Front:
I sent all possible units there via events, including the Ranger unit from Texas. I also bought two more Rangers and sent them there.
The Union is fighting a rearguard action around Santa Barbara.
Currently, I have the upper hand here with 8 units (no HQ) against 3 Union units.
Naval Warfare:
Sporadic Union attacks against forts. These usually result in more losses for the Union troops. The Union is not repairing enough ships. South of Mobile, my three gunboats have already sunk two ships that attempted a blockade with strength 3.
Invasions:
So far, none except for two divisions near Pensacola. Since they lacked a headquarters, they had no supplies. They were destroyed by my security brigade.
One unit landed at Fort Monroe but is currently unknown and not active.
That's all for now; I'm available for further questions.
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!

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Edelweiss93
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Re: TANAKA MOD 8.1: THANK YOU to players go_rascals and Edelweiss93 for your 8.0 feedback! You are in the credits!
May 23, 1862
Losses: 1 to 44 (32 on land and 12 on see)
108 CSA units vs. 99 Union units on land and 13 CSA ships vs 12 Union ships.
Fighting spirit: 130 CSA vs 68 Union
We both have approximately 1100 MPP per turn.
The problem is this: In the next turn, the British will enter the war. They are at 86%.
The AI remains the main problem. It constantly walks into ambushes. It is sometimes ridiculously aggressive. And above all, it builds too few ships, or rather, it doesn't attempt to establish an effective blockade. That's why I have enough MPP and so much European support.
A quick note about Missouri. What saved the Union there was the winter and the bad weather. It was no longer possible to advance further. So, in that sense, the Union only has a problem at the beginning if, as the CSA, you immediately buy all the Native Americans.
Losses: 1 to 44 (32 on land and 12 on see)
108 CSA units vs. 99 Union units on land and 13 CSA ships vs 12 Union ships.
Fighting spirit: 130 CSA vs 68 Union
We both have approximately 1100 MPP per turn.
The problem is this: In the next turn, the British will enter the war. They are at 86%.
The AI remains the main problem. It constantly walks into ambushes. It is sometimes ridiculously aggressive. And above all, it builds too few ships, or rather, it doesn't attempt to establish an effective blockade. That's why I have enough MPP and so much European support.
A quick note about Missouri. What saved the Union there was the winter and the bad weather. It was no longer possible to advance further. So, in that sense, the Union only has a problem at the beginning if, as the CSA, you immediately buy all the Native Americans.
Re: TANAKA MOD 8.1: THANK YOU to players go_rascals and Edelweiss93 for your 8.0 feedback! You are in the credits!
Thank you for your continued feedback! Are you playing 8.0? In newer 8.1 updates naval costs have been reduced and I have just increased AI naval builds so hopefully this will help. Also CSA FS has been reduced to even with the Union. Unfortunately not much I can do about AI aggressively walking into ambushes or not blockading effectively that is a vanilla problem...Edelweiss93 wrote: Tue Jan 06, 2026 8:57 pm May 23, 1862
Losses: 1 to 44 (32 on land and 12 on see)
108 CSA units vs. 99 Union units on land and 13 CSA ships vs 12 Union ships.
Fighting spirit: 130 CSA vs 68 Union
We both have approximately 1100 MPP per turn.
The problem is this: In the next turn, the British will enter the war. They are at 86%.
The AI remains the main problem. It constantly walks into ambushes. It is sometimes ridiculously aggressive. And above all, it builds too few ships, or rather, it doesn't attempt to establish an effective blockade. That's why I have enough MPP and so much European support.
A quick note about Missouri. What saved the Union there was the winter and the bad weather. It was no longer possible to advance further. So, in that sense, the Union only has a problem at the beginning if, as the CSA, you immediately buy all the Native Americans.
Yes usually only human players go all out on Indian builds so that can be tricky which is why I only gave the Union one extra unit in each theater. I would love to see a human vs human test as well! Maybe you guys could play each other when done with your AI games? I am also testing against the AI but do want to test against a human opponent when I feel the AI game balancing is finished...

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