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

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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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Check out my mod for Strategic Command American Civil War!

https://forums.matrixgames.com/viewtopic.php?t=413785
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Tanaka
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Re: TANAKA MOD 8.1: BALANCING!

Post by Tanaka »

8.1 Updated:

TANAKA MOD 8.1: BALANCING!

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.

Union now starts with 1 Amphibious Warfare already researched.

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 subs.

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.

Due to decreased spotting ranges scouts research has been given two more levels.

Skirmishers given another level.

Field artillery given another level.

Mortars given another level.

Naval weapons given another level.

Naval engines given another level.

Naval tactics given another level.

Armored trains given another level.

Field telegraphs given another level.

Leadership given another level.

Infantry tactics given another level.

Cavalry tactics given another level.

Industrial technology given another level.

Buoyancy tanks for subs given another level.

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 Sun Apr 12, 2026 6:42 pm, edited 8 times in total.
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Check out my mod for Strategic Command American Civil War!

https://forums.matrixgames.com/viewtopic.php?t=413785
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Re: TANAKA MOD 8.1 SCACW: BALANCING!

Post by Tanaka »

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

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:

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. 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.

All Indian Tribes can only build one Indian unit at a time.

Union and Confederacy can now build 3 armored trains.
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Check out my mod for Strategic Command American Civil War!

https://forums.matrixgames.com/viewtopic.php?t=413785
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