Advanced civil war project - Major uppdate, playable
Posted: Wed Jun 25, 2008 8:12 pm
I like the idea of a Civil War scenario and i looked at the adaption Tom Weber did. Some things i really like, for example the map and the events. However i didnt like the production system at all, and also i didnt like the thought of doing away with the research. So i started making some adaptations.
So far this is what i have done.
Map changes- I more or less kept the map but did do some small changes.
- Added some hexes to the bottom of the map to be able to go around Florida for the union player.
- Made some of the towns into producing cities. All CSA cities produce 1000, Washington D.C, Philadelpia, Baltimore, Pittsburgh produce 2000.
- Bowling green in Border states is production city 1000.
- Made some of the "fts" real fortresses.
- Fortresses works as harbour
- Implemented the "realist mod" (although still might have some small problems with it)
Production changes
- Kept the PP-grant and ability to produce corps in certain citys. The corpsproduction will remain at lvl1 soldiers even if you research better though.
- kept the supply grant
- Removed the automatic reinforcements each turn.
- added in total 11 000 production to the US and 9 000 in CSA.
Unit changes
Added and changed the following units
- Irregular infantery (cross between SMG and scout) cost 120. Has high hide and recon value fights better
in rugged terrain, worse in plains and urban.
- Sharpshooter (based on the mortar, but less powerfull with only 2 attacks but still rear and high kill%) cost 600
- Engineers added cost 400
- Added som leaders (nonproducable Staff IV units with exceptionally high staff point and morale bonus modifiers.
(Lee, Longstreet, Stuart, Jackson, Hill, Meade, Mclellan, Grant, Sherman, Sheridan, Pope,Hooker, Burnside, Ewell)
- Cavalry (horse moving units whom gets high recon points has bonus when attacking on defence, negative bonus on defence. No entrenchment but High initiative) cost 200
- Field artillery/artillery (artillery has high weight and higher kill%) 1000/2000
- Naval units now: Frigate, Gunboat, Man o War and cargoship.
- Naval speed doubled
Research changes
- Made awailable research into lvl 3 except for staff which goes into IV
- CSA start with staffIII all other lvl 1
- HQ system changes
- HQ power goes down after 1 hex. Keep HQ close
- Unit cost 2PP HQ 10PP
Mobilization
- Train has 6000 Land CAP
- Horse has 0 LAND CAP
- Cargo ships have default sea cap
- Supply action range changed to 500ap
OOB
- CSA port defences are no longer HQ.
- Added corp commands to army of potomac & northern Virginia
- Drasticly reduced sizes of both navies.
Event changes
-Disabled british intervention
- Disabled reinforcements
Miscellanious
- Reinstated Concentric attack bonus.
- Regular infantry, engineers and field and other artillery now has no recon points. Recon value to see complete unit changed to 200
- Some AI behaviour changes (bowling green hex VP10, took away AI mobilize armour, changed front cover to 10%.
Planned features
-Fixing the realmod completely
-Fixing the british intervention event if possible.
-Adding dates and placement of the leaders
-Writups, nice pictures on units/leaders and so on
-fixing SFT type symbols on those that use default
- Cavalry seem to be a carried unit, investigate
So far this is what i have done.
Map changes- I more or less kept the map but did do some small changes.
- Added some hexes to the bottom of the map to be able to go around Florida for the union player.
- Made some of the towns into producing cities. All CSA cities produce 1000, Washington D.C, Philadelpia, Baltimore, Pittsburgh produce 2000.
- Bowling green in Border states is production city 1000.
- Made some of the "fts" real fortresses.
- Fortresses works as harbour
- Implemented the "realist mod" (although still might have some small problems with it)
Production changes
- Kept the PP-grant and ability to produce corps in certain citys. The corpsproduction will remain at lvl1 soldiers even if you research better though.
- kept the supply grant
- Removed the automatic reinforcements each turn.
- added in total 11 000 production to the US and 9 000 in CSA.
Unit changes
Added and changed the following units
- Irregular infantery (cross between SMG and scout) cost 120. Has high hide and recon value fights better
in rugged terrain, worse in plains and urban.
- Sharpshooter (based on the mortar, but less powerfull with only 2 attacks but still rear and high kill%) cost 600
- Engineers added cost 400
- Added som leaders (nonproducable Staff IV units with exceptionally high staff point and morale bonus modifiers.
(Lee, Longstreet, Stuart, Jackson, Hill, Meade, Mclellan, Grant, Sherman, Sheridan, Pope,Hooker, Burnside, Ewell)
- Cavalry (horse moving units whom gets high recon points has bonus when attacking on defence, negative bonus on defence. No entrenchment but High initiative) cost 200
- Field artillery/artillery (artillery has high weight and higher kill%) 1000/2000
- Naval units now: Frigate, Gunboat, Man o War and cargoship.
- Naval speed doubled
Research changes
- Made awailable research into lvl 3 except for staff which goes into IV
- CSA start with staffIII all other lvl 1
- HQ system changes
- HQ power goes down after 1 hex. Keep HQ close
- Unit cost 2PP HQ 10PP
Mobilization
- Train has 6000 Land CAP
- Horse has 0 LAND CAP
- Cargo ships have default sea cap
- Supply action range changed to 500ap
OOB
- CSA port defences are no longer HQ.
- Added corp commands to army of potomac & northern Virginia
- Drasticly reduced sizes of both navies.
Event changes
-Disabled british intervention
- Disabled reinforcements
Miscellanious
- Reinstated Concentric attack bonus.
- Regular infantry, engineers and field and other artillery now has no recon points. Recon value to see complete unit changed to 200
- Some AI behaviour changes (bowling green hex VP10, took away AI mobilize armour, changed front cover to 10%.
Planned features
-Fixing the realmod completely
-Fixing the british intervention event if possible.
-Adding dates and placement of the leaders
-Writups, nice pictures on units/leaders and so on
-fixing SFT type symbols on those that use default
- Cavalry seem to be a carried unit, investigate