metabagel wrote: Sat Jul 16, 2022 1:20 am
Is there a difference money-wise for the south in the grand campaign?
This change applies to the 1861 Mannassass to Appomattox Campaign:
1861/7
- Increased Confederate starting MPPs to 1000 (was 700)
The formatting of the pinned post isn't great, hopefully this list is clearer for you:
https://www.matrixgames.com/forums/view ... 8&t=386127
The extra MPPs in 1861/7 is there because in 1.01 Longstreet was in the production queue in 1861/7 but not in 1861, whereas in v1.02 he is in the queue in both - those extra MPPs are really just there to remove the cost of paying for him under the old rules.
Money-wise the addition of DEs 125 and 126 for the Confederacy are going to be the most significant change. These are present in all campaigns in v1.02.
DE 125: Pass the Tithe Act?
Event Fires: On or after April 24, 1863, if Confederate Fighting Spirit is below 85%.
Cost of Accepting: Nothing
YES: Confederacy will receive 150 MPPs each turn until the end of the game.
Confederate Fighting Spirit will immediately fall by 5000 points.
NO: Nothing.
DE 126: Abandon Cotton Strategy?
Event Fires: On or after February 1, 1864, if the Confederacy said NO to DE 109, and no
European power has entered the war nor recognized the Confederacy, and one Confederate
unit is located in any of (Galveston TX, New Orleans LA, Mobile AL, Charleston SC or
Wilmington NC)
Cost of Accepting: Nothing
YES: Confederacy will receive 200 MPPs for the next ten turns. European mobilization
will be locked at 0% for the remainder of the game.
NO: Nothing
- BNC