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
TANAKA MOD 8.1: THANK YOU to players go_rascals and Edelweiss93 for your 8.0 feedback! You are in the credits!
DOWNLOAD AT THE BOTTOM OF THIS FIRST POST! I encourage all questions and feedback! Most major changes have been completed and just small additions, tweaks, and any error fixing left as I continue to update. Thank you for your participation!
This began with my interest in recreating the Battle of Mobile Bay and as I learned to use the editor this led to more changes that I studied on and off the forums that interested me. I have put a TON of research and testing into this mod! I have tested and enjoyed these changes against the AI and it plays well. I am interested in improving any aspects of this wonderful game (Thank you SC Devs!) so if you have any other suggestions, critiques, or interests you would like to see included in this mod please feel free to discuss and I may add/change and will include you in the credits!
What are the highlights and goals of this mod?
To slow down the game pace in every way and make the game feel epic!
To try and recreate history as much as possible that refreshes the game in a new and fun way!
A much more historically and topographically detailed game map!
To differentiate each sides strengths and weaknesses as much as historically possible through their respective economies, technologies, and generals.
To start the Civil War with clashes in Missouri and West Virginia and First Bull Run/First Manassas with increased possibility of Antietam/Sharpsburg and Gettysburg battles.
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.
More durable forts. Most historical forts are in the game and it will take more than 1 or 2 ships to destroy them in one turn. You may also need Marines!
All navigable rivers are in the game!
Most historical battle sites are now in the game.
You start out with your first generals but from there you must make the difficult decisions to keep or replace and promote! No freebie generals!
Ship attrition rates are higher and Confederate defensive sea mines can be laid!
Regiments and artillery can be recruited!
And so much more!
These mods have been incorporated into my mod:
Flag Mod by jimimadrid: https://forums.matrixgames.com/viewtopic.php?t=386484
Sound Mod by hvypetals: https://forums.matrixgames.com/viewtopic.php?t=385980
War Map Mod by unfortunateson: https://forums.matrixgames.com/viewtopic.php?t=385940
Even bigger brighter unit strength upgrade numbers mod by epower: https://forums.matrixgames.com/viewtopic.php?t=405570
Blue Max Mod by IronX: I use the experience gold stars. https://forums.matrixgames.com/viewtopic.php?t=342658
Fog of War mod by BiteNibbleChomp: https://forums.matrixgames.com/viewtopic.php?t=364274
Set in game mods: Alternate Map Set Classic, 3D Unit Flags
Set in game options: Nation colors off.
I highly recommend using the unit sprites over the counters so you can see the flags!
Other mods I use:
(Counters and Graphics Mod.) (I do not use counters but I do use graphics and art from this mod) The Blue and Grey Mod by gillesthib: https://forums.matrixgames.com/viewtopic.php?t=388639
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!
TANAKA MOD 8.0: ALABAMA TIDES, MISSISSIPPI BLUES, OLD KENTUCKY HOMES, AND ROCKY TOP TENNESSEE!
Full Alabama, Mississippi, Tennessee, and Kentucky 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 and a safer harbor from land attacks coming from Kentucky.
Cincinnati and some Ohio rails readjusted.
New Albany, Indiana port added.
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.
Confederate starting fighting spirit and max fighting spirit have been raised by 5000 each.
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.
SCACW TANAKA MOD 6.0: Gettysburg!
Full Maryland and Pennsylvania town and road rework.
Pennsylvania:
McPherson Ridge, Seminary Ridge, Cemetery Ridge, and Big and Little Round Top battle added.
Gettysburg, PA road network rework.
Chambersburg, PA added.
Shippensburg, PA added.
Maryland:
Hancock, MD added.
Union now gets two brigades at Cumberland, MD since J. Johnston now deploys in the Valley.
Union loses armored train from Baltimore riot event. Not very historical offensively so early and just too powerful too early. They can still buy them later.
Lookout Mountain TN and Kennesaw Mountain GA battles are now actually mountains and not hills.
Naval soft attack and naval/land fort attack reduced across the board.
McClellan and his brigades now deploy at Cambridge Ohio to invade West Virginia.
McClellan starts with an experience star. This has been removed.
DE 506: Raise Ohio/Indiana Volunteers and DE 507: Raise Pennsylvanian Volunteers have been removed to encourage not discourage a Southern invasion of the north as this rarely happens in games.
SCACW TANAKA MOD 5.0: Bushwackers!
Full Missouri and Kansas town and road rework:
Bushwackers placed in historical locations in Missouri and Kentucky.
"Nevada City," as it was called until 1869, was the capital for Bushwhackers, who were pro-southern guerillas. Vernon County sent more solders to the southern armies than any other county in Missouri in proportion to its population. On May 23, 1863, Union Solders gave Nevada residents 20 minutes to gather their belongings before setting fire to the town. One of the few structures that did not burn was the old Vernon County Jail, which is now part of the Bushwhacker Museum."
Nevada renamed Nevada City.
Forsyth MO added.
West Plains MO added.
Yellville, AR added.
Marion, AR added.
Lebanon MO, removed.
Warsaw, MO added.
Houston, MO added.
West Plains, MO added.
Forsyth, MO added.
Cave Spring, MO added.
Athens, MO added
Clinton, MO added.
Neosho, MO added.
Bloomfield, MO added.
Lamar, MO added.
Greenfield, MO added.
Belmont, MO added.
Charleston, MO added.
Pea Ridge is now Bentonville, AR. Pea Ridge battle added.
New Madrid, Missouri river location and historical terrain improved. Port added.
Sterling Price HQ now appears at Carrollton, AR not Springfield MO to prevent him from being cut off and improve AI. Gains 2 brigades that represent the state militia he begins forming in southern Missouri. This also improves the AI defense as the Union gains brigades. Brigades deploy at Bentonville AR, Carrollton, AR, Yellville, AR, and Athens, AR.
AS Johnston deploys in Nashville TN and gains 1 brigade in Dresden TN.
Leonidas Polk deploys in Gainesville AR as the AI HQ gets stuck in Memphis and tries to go up the river. Brigades deploy at Gainesville AR, and Pocahontas AR. Regiment at New Madrid MO. Regiment at Belmont MO (Camp Johnston). https://armyhistory.org/general-grants- ... mber-1861/
Union forces invading Missouri have regiments replaced with brigades. This allows better assault on Jefferson city. Union cavalry now full strength for the same reason. Regiment removed from Fort Baxter as this fort was not built until 1863. Regiment at Fort Scott does not appear until the Union took command August 1861.
Confederate forces invading New Mexico have regiments replaced with brigades. This allows them to get as far as they did historically.
Movement points and spotting have been reduced across the board. Balloons gain increased spotting and movement to make them more useful.
All seasons are 7 day turns not just Summer.
Forts, artillery, and trains only have one shell. This also compensates for the AI only using one shell. All artillery and trains have only 5 strength points.
All train movement has been doubled.
Rivers are now harder to cross.
SCACW TANAKA MOD 4.0: Gone with the Wind
Georgia:
Augusta: The site of the Confederate Powder Works, a massive facility organized for the efficient production of gunpowder.
Atlanta: Home to a large arsenal that was a primary ordnance supplier for the Army of Tennessee.
Columbus: Became one of the most important industrial centers in the Confederacy, ranked second to Richmond in manufacturing supplies for the army.
Macon: Confederate States Armory: This was the world's largest armory during the war and a centerpiece of Macon's industrial contribution.
Savannah: Savannah Arsenal (This was moved to Macon GA after the fall of Fort Pulaski)
"Wilson's next target was the manufacturing city of Columbus, Georgia, the largest-surviving supply city in the South. Columbus was second only to Richmond in providing the industrial support for the war, and Richmond had been taken. Columbus was located on the Chattahoochee River, where there was a major naval construction facility. A new ironclad, the CSS Muscogee, was docked at Columbus waiting to be completed."
https://en.wikipedia.org/wiki/Battle_of_Columbus_(1865)
Columbus GA now an Industrial Center. Naval port added.
Savannah GA now an Industrial Center. (Savannah Arsenal)
Alabama:
Mobile: Mount Vernon Arsenal (This was moved to Selma, AL after the fall of New Orleans)
Mobile, AL now an Industrial Center (Mount Vernon Arsenal)
Primary Supply Centers are now only the Capital, Atlanta, Charleston, Savannah, Mobile, New Orleans, El Paso, Denver.
Secondary Supply Centers now include: Augusta, Macon, Selma, Columbus, Evansville, New Albany.
Battle of Resaca added.
Pittsburg Landing added. Wilderness added to Shiloh battle.
To further reduce MPP bloat both the Union and Confederate Industrial Modifier % have been cut to 30%.
Starting MPP's for Confederacy 350 to 500.
Starting MPP's for Union increased from 200 to 400.
SCACW TANAKA MOD 3.0 Gods and Generals
Units can now gain up to 5 stars in experience to represent the huge gap in veterans vs raw recruits.
Units can now only retreat 1 hex. Retreats have been lowered by 10% across the board. In the age of marching this is much more realistic.
Generals Rework:
https://www.youtube.com/watch?v=0zC348OgYCg&t=2s
https://www.youtube.com/watch?v=fjdxwJalgXQ
https://www.youtube.com/watch?v=-Ut3NNPqzQ0
Confederacy:
James Longstreet from 6 to 7.
Sterling Price from 3 to 4.
Pemberton from 4 to 3.
GW Smith from 4 to 2.
Removed from Divisions and added to Generals.
Jubal Early 5
Patrick Cleburne 5
Richard Ewell 4
Edmund Kirby Smith 4
George Picket 3
Gideon Pillow 3
John B. Floyd 3
Thomas C. Hindman 3
AP Stewart 3.
Removed from Generals and added to Divisions:
John Gordon 5
Union:
Philip Sheridan from 7 to 6.
WT Sherman from 7 to 6.
Rosecrans from 4 to 5.
Howard from 5 to 3.
Hancock from 5 to 4.
Hooker from 4 to 5.
Halleck from 4 to 3.
Curtis from 4 to 5.
Canby from 3 to 4.
Pope from 4 to 3.
Fremont from 3 to 2.
Hunter from 3 to 2.
Banks from 3 to 2.
Butler from 3 to 2.
Generals added to Union:
John Logan 5 and removed from Divisions.
John Sedgwick 4 and removed from Divisions.
James McPherson 3 and removed from Divisions.
Edward Ord 3 and removed from Divisions.
Fritz John Porter 3 and removed from Divisions.
Edwin Sumner 3 and removed from Divisions.
Thomas Crittenden 3 and removed from Divisions.
Samuel Heintzelman 2 and removed from Divisions.
Dan Sickles 2 and removed from Divisions.
Robert Patterson 2.
Quincy Gillmore 2.
Nathaniel Lyon added to Divisions.
John Buford added to Divisions.
Beauregard deploys in Manassas Junction VA. J Johnston deploys in New Market VA.
Burnside takes Union command November 9th, 1862.
Lee, Jackson, and Longstreet must be purchased.
Reynolds, Hancock, Howard, Meade, Grant, Thomas, Sherman, and Sheridan must be purchased.
Naval Rework:
The Southern coast was thousands of miles long, and took much time and resources to conquer along the coast. The blockade required steamships, which required coal, which required coaling stations. Thus, the U.S. Navy proceeded to execute a series of hammer blows landing on southern ports: Hatteras and North Carolina Sounds (1861); Port Royal, South Carolina(1861); New Bern, North Carolina (1862); Norfolk (1862); New Orleans (1862); and so on:
Confederate and Union naval builds rebalanced. Ship costs raised due to rarity of Monitors and Ironclads and Ships of the Line.
Union gunboat Water Witch moved from Fort Pickens to Florida Keys where she started.
USS Brooklyn frigate added to Florida Keys force.
USS Niagra gunboat added to Florida Keys force.
CSS Alabama and CSS Florida added to frigates. https://en.wikipedia.org/wiki/CSS_Alabama
CSS Alabama and CSS Florida added to frigates. https://en.wikipedia.org/wiki/CSS_Alabama
CSS Florida removed from Ships of the Line.
https://en.wikipedia.org/wiki/CSS_Florida_(cruiser)
CSS Alabama and CSS Florida deploy in Mobile, Alabama in August 1862.
CSS Hunley arrives in Charleston in August 1863. https://en.wikipedia.org/wiki/H._L._Hunley
Union naval engines reduced to 0.
Union naval tactics reduced to 0.
Union amphibious tech reduced from 3 to 1.
Confederacy can now lay defensive coastal mines.
Confederacy Experimental Submarines tech reduced to 0. They still deploy the submarine Pioneer.
Tech Rework:
Can now build Regiments.
Field Artillery available for Confederacy and Union.
Confederacy 1 chit assigned to scouting and skirmishers due to better scouting and marksmanship.
Confederate Cavalry Tactics reduced to 1 starting chit.
Union starts with 1 chit in infantry equipment, cavalry equipment, and naval weapons to represent their superior weapons and numbers.
Confederacy starts with 1 chit in infantry tactics and cavalry tactics to represent higher morale and fighting spirit.
Spying and Intelligence for Union reduced to 0 to represent the superior spy network the South had in the southern and border states.
Union starts with 1 chit in logistics and field telegraphs to represent their superior transportation network.
Confederacy and Union start with 1 chit in fort modernization due to the immediate need to improve them and how weak forts start in game.
Confederate and Union land builds rebalanced. Most costs raised. For example: Armored Train cost increased to 300 to reflect the rarity of these and their significant boost to morale and readiness reduction. Confederacy gets 2 slots as Union does.
Rangers damage evasion reduced to 20%.
Indians now have damage evasion 20%.
To reduce MPP and tech bloat both Confederate and Union Production and Industrial tech have been reduced to 0. Union starts with one chit in both Confederacy starts with none.
Max Chits reduced to 1 across the board.
Chickamauga Battle added. https://en.wikipedia.org/wiki/Battle_of_Chickamauga
Navigable Chattahoochee River added.
Navigable Savannah River added.
Fort Tyler added: https://en.wikipedia.org/wiki/Battle_of_West_Point
Nathan Bedford Forrest Cavalry deploys in Nashville October 1 1861 to begin his wild ride.
Jeb Stuart Calvary deploys in Richmond July 4 1861.
SCACW TANAKA MOD 2.0: There stands Jackson like a stone wall! Rally behind the Virginians!
Full Virginia Rework:
Virginia:
Alexandria, VA location improved.
Leesburg, VA added.
Manassas Junction added and full rail rework.
Warrenton, VA connected by rail.
Gordonsville, VA added.
Shenandoah, Valley rework and location improved. Full rail rework.
Front Royal, VA added.
Luray, VA added.
Winchester, VA location improved.
Strasburg, VA location improved.
New Market, VA added.
Woodstock, VA removed.
Harrisonburg, VA location improved.
Port Republic, VA added.
Covington, VA added and rail connected.
Monterey, VA added.
Port Royal, VA added.
West Point, VA added.
Marye's Heights added to Fredericksburg.
Tappahannock location improved.
Fort Lowry added to Tappahannock. https://www.hmdb.org/m.asp?m=25231
Aquia Landing defenses added: https://spirit61.info/2025/01/29/fire-o ... ding-1861/
Fort Hood added to Fredericksburg. https://mercersquare.wordpress.com/2022 ... t-hood-va/
Fort Harrison added to Richmond: https://en.wikipedia.org/wiki/Fort_Harrison
Navigable York River added.
Navigable Rappahannock River added.
7 Pines battle added.
Cedar Mountain and Clarks Mountain and battles added.
April 18, 1861: Virginia militia march on Harpers Ferry, VA: Army of Shenandoah Regiment captures Harpers Ferry Arsenal.
June 3rd, 1861: A skirmish near Philippi in West Virginia is the first clash of Union and Confederate forces in the east. Army of Shenandoah Brigade begins West Virginia campaign in Staunton, VA.
AI scripts updated to reflect changes.
West Virginia:
Camp Bartow, WV added. https://en.wikipedia.org/wiki/Camp_Bart ... c_District
Clarksburg, WV added.
Grafton, WV added.
Phillippi, WV removed and battle added.
Lewisburg, WV connected to Covington, VA by road.
Beverly, WV added.
Beckley, WV location improved.
Sutton, WV location improved.
Franklin, WV added.
Moorefield, WV added.
Romney, WV added.
Gauley Bridge, WV added.
Improved Union AI no longer dying from no supply trying to get to Staunton, VA and mines.
AI scripts updated to reflect changes.
North Carolina:
Fort Anderson added: https://en.wikipedia.org/wiki/Fort_Ande ... arolina%29
Fort Fisher added: https://en.wikipedia.org/wiki/Fort_Fisher
Fort Caswell added: https://en.wikipedia.org/wiki/Fort_Casw ... c_District
Pennsylvania:
Gettysburg, PA road network rework.
SCACW TANAKA MOD 1.0: Damn the Torpedoes! Full Speed Ahead!
EASTERN THEATER:
Fort Moultrie and Fort Johnson added to Charleston Harbor. (This includes Fort Sumter defenses)
https://en.wikipedia.org/wiki/Fort_John ... arolina%29
https://en.wikipedia.org/wiki/Fort_Moultrie
Fort Walker added to Hilton Head Island, SC. https://en.wikipedia.org/wiki/Fort_Walker_(Hilton_Head)
Fort James Jackson added to Savannah GA. https://en.wikipedia.org/wiki/Fort_James_Jackson
Beaufort, SC location improved. (Port could be fired upon by Forts)
Fort Clinch added: https://en.wikipedia.org/wiki/Fort_Clinch
Fernandina, Florida location improved and port added.
St. Augustine, Florida location improved and port added. https://en.wikipedia.org/wiki/
St._Augustine_in_the_American_Civil_War
Town and Battle of Olustee, Florida added.
Town and Battle of Gainesville, Florida added.
Pilatka, Florida renamed Palatka, Florida.
St. Augustine connected to Palatka, Florida.
Fort Harilee renamed Fort Harllee
New Smyrna, Florida added. Port added.
Cedar Key, Florida port added: https://en.wikipedia.org/wiki/Cedar_Key,_Florida
Fort Myers and port added. https://en.wikipedia.org/wiki/Fort_Myers,_Florida
AI scripts updated to reflect changes.
WESTERN THEATER:
Fort Morgan and Fort Gaines (Battle of Mobile Bay) added. Moved blockade runner one hex south due to these new forts. Spanish Fort added. https://en.wikipedia.org/wiki/Battle_of_Mobile_Bay
Pensacola, Florida location improved. Connected to Blakely, AL by rail.
Fort Barrancas added. https://en.wikipedia.org/wiki/Fort_Barrancas
New Orleans: Fort St. Philip added. https://en.wikipedia.org/wiki/Capture_of_New_Orleans
Lake Pontchartrain opened to Gulf of Mexico. Fort Pike to guard entrance added. https://en.wikipedia.org/wiki/Fort_Pike
Remnants of Fort St Leon added. https://fortwiki.com/Fort_St._Leon
Ships in New Orleans Levee Hex can now be attacked by land forces as per any river hex.
Fort Berwick LA with port added and connected by railroad: https://fortwiki.com/Fort_Berwick
AI Scripts updated to reflect changes.
Union AI fleet scripts improved in Gulf of Mexico. (Wandered aimlessly around southwest of Louisiana.)
Union AI fleet scripts improved in Atlantic. (Wandered aimlessly around Chesapeake Bay.)
NEW MEXICO THEATER:
Town of Valverde replaces battle.
Fort Union added. https://en.wikipedia.org/wiki/Fort_Unio ... l_Monument
Canadian River Settlement removed.
Fort Fillmore added. https://en.wikipedia.org/wiki/Fort_Fillmore
Bentley's Fort renamed Fort Wise. https://en.wikipedia.org/wiki/Treaty_of_Fort_Wise
Some mountain and hill rework to improve supply and movement for AI.
DOWNLOAD: https://drive.google.com/file/d/1dJQoJg ... sp=sharing
Click on the download button top right.
INSTALLATION: Unzip to your documents/mygames/scacwcampaigns folder. You may need to create a campaigns folder here. This is where the editor campaigns are stored. Inside the unzipped folder are two files these must be moved to inside your documents/mygames/scacwcampaigns folder. You can then delete the main unzipped folder. This is a brand new campaign selected in the game campaigns not mods option.
CREDITS: Many thanks to DarkHorse2 and Mithrilotter for their forum suggestions. Please see the main Matrix forum and tech support forum discussions.
Many thanks to mdsmall for his 1864 Election Decision and Fremont Emancipation Decision contributions and forum suggestions! Please see the mod forum discussions.
Thank you to go_rascals for his Fremont Emancipation Decision suggestion and 8.0 balance feedback!
Thank you to Edelweiss93 for your 8.0 balance feedback!
This began with my interest in recreating the Battle of Mobile Bay and as I learned to use the editor this led to more changes that I studied on and off the forums that interested me. I have put a TON of research and testing into this mod! I have tested and enjoyed these changes against the AI and it plays well. I am interested in improving any aspects of this wonderful game (Thank you SC Devs!) so if you have any other suggestions, critiques, or interests you would like to see included in this mod please feel free to discuss and I may add/change and will include you in the credits!
What are the highlights and goals of this mod?
To slow down the game pace in every way and make the game feel epic!
To try and recreate history as much as possible that refreshes the game in a new and fun way!
A much more historically and topographically detailed game map!
To differentiate each sides strengths and weaknesses as much as historically possible through their respective economies, technologies, and generals.
To start the Civil War with clashes in Missouri and West Virginia and First Bull Run/First Manassas with increased possibility of Antietam/Sharpsburg and Gettysburg battles.
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.
More durable forts. Most historical forts are in the game and it will take more than 1 or 2 ships to destroy them in one turn. You may also need Marines!
All navigable rivers are in the game!
Most historical battle sites are now in the game.
You start out with your first generals but from there you must make the difficult decisions to keep or replace and promote! No freebie generals!
Ship attrition rates are higher and Confederate defensive sea mines can be laid!
Regiments and artillery can be recruited!
And so much more!
These mods have been incorporated into my mod:
Flag Mod by jimimadrid: https://forums.matrixgames.com/viewtopic.php?t=386484
Sound Mod by hvypetals: https://forums.matrixgames.com/viewtopic.php?t=385980
War Map Mod by unfortunateson: https://forums.matrixgames.com/viewtopic.php?t=385940
Even bigger brighter unit strength upgrade numbers mod by epower: https://forums.matrixgames.com/viewtopic.php?t=405570
Blue Max Mod by IronX: I use the experience gold stars. https://forums.matrixgames.com/viewtopic.php?t=342658
Fog of War mod by BiteNibbleChomp: https://forums.matrixgames.com/viewtopic.php?t=364274
Set in game mods: Alternate Map Set Classic, 3D Unit Flags
Set in game options: Nation colors off.
I highly recommend using the unit sprites over the counters so you can see the flags!
Other mods I use:
(Counters and Graphics Mod.) (I do not use counters but I do use graphics and art from this mod) The Blue and Grey Mod by gillesthib: https://forums.matrixgames.com/viewtopic.php?t=388639
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!
TANAKA MOD 8.0: ALABAMA TIDES, MISSISSIPPI BLUES, OLD KENTUCKY HOMES, AND ROCKY TOP TENNESSEE!
Full Alabama, Mississippi, Tennessee, and Kentucky 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 and a safer harbor from land attacks coming from Kentucky.
Cincinnati and some Ohio rails readjusted.
New Albany, Indiana port added.
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.
Confederate starting fighting spirit and max fighting spirit have been raised by 5000 each.
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.
SCACW TANAKA MOD 6.0: Gettysburg!
Full Maryland and Pennsylvania town and road rework.
Pennsylvania:
McPherson Ridge, Seminary Ridge, Cemetery Ridge, and Big and Little Round Top battle added.
Gettysburg, PA road network rework.
Chambersburg, PA added.
Shippensburg, PA added.
Maryland:
Hancock, MD added.
Union now gets two brigades at Cumberland, MD since J. Johnston now deploys in the Valley.
Union loses armored train from Baltimore riot event. Not very historical offensively so early and just too powerful too early. They can still buy them later.
Lookout Mountain TN and Kennesaw Mountain GA battles are now actually mountains and not hills.
Naval soft attack and naval/land fort attack reduced across the board.
McClellan and his brigades now deploy at Cambridge Ohio to invade West Virginia.
McClellan starts with an experience star. This has been removed.
DE 506: Raise Ohio/Indiana Volunteers and DE 507: Raise Pennsylvanian Volunteers have been removed to encourage not discourage a Southern invasion of the north as this rarely happens in games.
SCACW TANAKA MOD 5.0: Bushwackers!
Full Missouri and Kansas town and road rework:
Bushwackers placed in historical locations in Missouri and Kentucky.
"Nevada City," as it was called until 1869, was the capital for Bushwhackers, who were pro-southern guerillas. Vernon County sent more solders to the southern armies than any other county in Missouri in proportion to its population. On May 23, 1863, Union Solders gave Nevada residents 20 minutes to gather their belongings before setting fire to the town. One of the few structures that did not burn was the old Vernon County Jail, which is now part of the Bushwhacker Museum."
Nevada renamed Nevada City.
Forsyth MO added.
West Plains MO added.
Yellville, AR added.
Marion, AR added.
Lebanon MO, removed.
Warsaw, MO added.
Houston, MO added.
West Plains, MO added.
Forsyth, MO added.
Cave Spring, MO added.
Athens, MO added
Clinton, MO added.
Neosho, MO added.
Bloomfield, MO added.
Lamar, MO added.
Greenfield, MO added.
Belmont, MO added.
Charleston, MO added.
Pea Ridge is now Bentonville, AR. Pea Ridge battle added.
New Madrid, Missouri river location and historical terrain improved. Port added.
Sterling Price HQ now appears at Carrollton, AR not Springfield MO to prevent him from being cut off and improve AI. Gains 2 brigades that represent the state militia he begins forming in southern Missouri. This also improves the AI defense as the Union gains brigades. Brigades deploy at Bentonville AR, Carrollton, AR, Yellville, AR, and Athens, AR.
AS Johnston deploys in Nashville TN and gains 1 brigade in Dresden TN.
Leonidas Polk deploys in Gainesville AR as the AI HQ gets stuck in Memphis and tries to go up the river. Brigades deploy at Gainesville AR, and Pocahontas AR. Regiment at New Madrid MO. Regiment at Belmont MO (Camp Johnston). https://armyhistory.org/general-grants- ... mber-1861/
Union forces invading Missouri have regiments replaced with brigades. This allows better assault on Jefferson city. Union cavalry now full strength for the same reason. Regiment removed from Fort Baxter as this fort was not built until 1863. Regiment at Fort Scott does not appear until the Union took command August 1861.
Confederate forces invading New Mexico have regiments replaced with brigades. This allows them to get as far as they did historically.
Movement points and spotting have been reduced across the board. Balloons gain increased spotting and movement to make them more useful.
All seasons are 7 day turns not just Summer.
Forts, artillery, and trains only have one shell. This also compensates for the AI only using one shell. All artillery and trains have only 5 strength points.
All train movement has been doubled.
Rivers are now harder to cross.
SCACW TANAKA MOD 4.0: Gone with the Wind
Georgia:
Augusta: The site of the Confederate Powder Works, a massive facility organized for the efficient production of gunpowder.
Atlanta: Home to a large arsenal that was a primary ordnance supplier for the Army of Tennessee.
Columbus: Became one of the most important industrial centers in the Confederacy, ranked second to Richmond in manufacturing supplies for the army.
Macon: Confederate States Armory: This was the world's largest armory during the war and a centerpiece of Macon's industrial contribution.
Savannah: Savannah Arsenal (This was moved to Macon GA after the fall of Fort Pulaski)
"Wilson's next target was the manufacturing city of Columbus, Georgia, the largest-surviving supply city in the South. Columbus was second only to Richmond in providing the industrial support for the war, and Richmond had been taken. Columbus was located on the Chattahoochee River, where there was a major naval construction facility. A new ironclad, the CSS Muscogee, was docked at Columbus waiting to be completed."
https://en.wikipedia.org/wiki/Battle_of_Columbus_(1865)
Columbus GA now an Industrial Center. Naval port added.
Savannah GA now an Industrial Center. (Savannah Arsenal)
Alabama:
Mobile: Mount Vernon Arsenal (This was moved to Selma, AL after the fall of New Orleans)
Mobile, AL now an Industrial Center (Mount Vernon Arsenal)
Primary Supply Centers are now only the Capital, Atlanta, Charleston, Savannah, Mobile, New Orleans, El Paso, Denver.
Secondary Supply Centers now include: Augusta, Macon, Selma, Columbus, Evansville, New Albany.
Battle of Resaca added.
Pittsburg Landing added. Wilderness added to Shiloh battle.
To further reduce MPP bloat both the Union and Confederate Industrial Modifier % have been cut to 30%.
Starting MPP's for Confederacy 350 to 500.
Starting MPP's for Union increased from 200 to 400.
SCACW TANAKA MOD 3.0 Gods and Generals
Units can now gain up to 5 stars in experience to represent the huge gap in veterans vs raw recruits.
Units can now only retreat 1 hex. Retreats have been lowered by 10% across the board. In the age of marching this is much more realistic.
Generals Rework:
https://www.youtube.com/watch?v=0zC348OgYCg&t=2s
https://www.youtube.com/watch?v=fjdxwJalgXQ
https://www.youtube.com/watch?v=-Ut3NNPqzQ0
Confederacy:
James Longstreet from 6 to 7.
Sterling Price from 3 to 4.
Pemberton from 4 to 3.
GW Smith from 4 to 2.
Removed from Divisions and added to Generals.
Jubal Early 5
Patrick Cleburne 5
Richard Ewell 4
Edmund Kirby Smith 4
George Picket 3
Gideon Pillow 3
John B. Floyd 3
Thomas C. Hindman 3
AP Stewart 3.
Removed from Generals and added to Divisions:
John Gordon 5
Union:
Philip Sheridan from 7 to 6.
WT Sherman from 7 to 6.
Rosecrans from 4 to 5.
Howard from 5 to 3.
Hancock from 5 to 4.
Hooker from 4 to 5.
Halleck from 4 to 3.
Curtis from 4 to 5.
Canby from 3 to 4.
Pope from 4 to 3.
Fremont from 3 to 2.
Hunter from 3 to 2.
Banks from 3 to 2.
Butler from 3 to 2.
Generals added to Union:
John Logan 5 and removed from Divisions.
John Sedgwick 4 and removed from Divisions.
James McPherson 3 and removed from Divisions.
Edward Ord 3 and removed from Divisions.
Fritz John Porter 3 and removed from Divisions.
Edwin Sumner 3 and removed from Divisions.
Thomas Crittenden 3 and removed from Divisions.
Samuel Heintzelman 2 and removed from Divisions.
Dan Sickles 2 and removed from Divisions.
Robert Patterson 2.
Quincy Gillmore 2.
Nathaniel Lyon added to Divisions.
John Buford added to Divisions.
Beauregard deploys in Manassas Junction VA. J Johnston deploys in New Market VA.
Burnside takes Union command November 9th, 1862.
Lee, Jackson, and Longstreet must be purchased.
Reynolds, Hancock, Howard, Meade, Grant, Thomas, Sherman, and Sheridan must be purchased.
Naval Rework:
The Southern coast was thousands of miles long, and took much time and resources to conquer along the coast. The blockade required steamships, which required coal, which required coaling stations. Thus, the U.S. Navy proceeded to execute a series of hammer blows landing on southern ports: Hatteras and North Carolina Sounds (1861); Port Royal, South Carolina(1861); New Bern, North Carolina (1862); Norfolk (1862); New Orleans (1862); and so on:
Confederate and Union naval builds rebalanced. Ship costs raised due to rarity of Monitors and Ironclads and Ships of the Line.
Union gunboat Water Witch moved from Fort Pickens to Florida Keys where she started.
USS Brooklyn frigate added to Florida Keys force.
USS Niagra gunboat added to Florida Keys force.
CSS Alabama and CSS Florida added to frigates. https://en.wikipedia.org/wiki/CSS_Alabama
CSS Alabama and CSS Florida added to frigates. https://en.wikipedia.org/wiki/CSS_Alabama
CSS Florida removed from Ships of the Line.
https://en.wikipedia.org/wiki/CSS_Florida_(cruiser)
CSS Alabama and CSS Florida deploy in Mobile, Alabama in August 1862.
CSS Hunley arrives in Charleston in August 1863. https://en.wikipedia.org/wiki/H._L._Hunley
Union naval engines reduced to 0.
Union naval tactics reduced to 0.
Union amphibious tech reduced from 3 to 1.
Confederacy can now lay defensive coastal mines.
Confederacy Experimental Submarines tech reduced to 0. They still deploy the submarine Pioneer.
Tech Rework:
Can now build Regiments.
Field Artillery available for Confederacy and Union.
Confederacy 1 chit assigned to scouting and skirmishers due to better scouting and marksmanship.
Confederate Cavalry Tactics reduced to 1 starting chit.
Union starts with 1 chit in infantry equipment, cavalry equipment, and naval weapons to represent their superior weapons and numbers.
Confederacy starts with 1 chit in infantry tactics and cavalry tactics to represent higher morale and fighting spirit.
Spying and Intelligence for Union reduced to 0 to represent the superior spy network the South had in the southern and border states.
Union starts with 1 chit in logistics and field telegraphs to represent their superior transportation network.
Confederacy and Union start with 1 chit in fort modernization due to the immediate need to improve them and how weak forts start in game.
Confederate and Union land builds rebalanced. Most costs raised. For example: Armored Train cost increased to 300 to reflect the rarity of these and their significant boost to morale and readiness reduction. Confederacy gets 2 slots as Union does.
Rangers damage evasion reduced to 20%.
Indians now have damage evasion 20%.
To reduce MPP and tech bloat both Confederate and Union Production and Industrial tech have been reduced to 0. Union starts with one chit in both Confederacy starts with none.
Max Chits reduced to 1 across the board.
Chickamauga Battle added. https://en.wikipedia.org/wiki/Battle_of_Chickamauga
Navigable Chattahoochee River added.
Navigable Savannah River added.
Fort Tyler added: https://en.wikipedia.org/wiki/Battle_of_West_Point
Nathan Bedford Forrest Cavalry deploys in Nashville October 1 1861 to begin his wild ride.
Jeb Stuart Calvary deploys in Richmond July 4 1861.
SCACW TANAKA MOD 2.0: There stands Jackson like a stone wall! Rally behind the Virginians!
Full Virginia Rework:
Virginia:
Alexandria, VA location improved.
Leesburg, VA added.
Manassas Junction added and full rail rework.
Warrenton, VA connected by rail.
Gordonsville, VA added.
Shenandoah, Valley rework and location improved. Full rail rework.
Front Royal, VA added.
Luray, VA added.
Winchester, VA location improved.
Strasburg, VA location improved.
New Market, VA added.
Woodstock, VA removed.
Harrisonburg, VA location improved.
Port Republic, VA added.
Covington, VA added and rail connected.
Monterey, VA added.
Port Royal, VA added.
West Point, VA added.
Marye's Heights added to Fredericksburg.
Tappahannock location improved.
Fort Lowry added to Tappahannock. https://www.hmdb.org/m.asp?m=25231
Aquia Landing defenses added: https://spirit61.info/2025/01/29/fire-o ... ding-1861/
Fort Hood added to Fredericksburg. https://mercersquare.wordpress.com/2022 ... t-hood-va/
Fort Harrison added to Richmond: https://en.wikipedia.org/wiki/Fort_Harrison
Navigable York River added.
Navigable Rappahannock River added.
7 Pines battle added.
Cedar Mountain and Clarks Mountain and battles added.
April 18, 1861: Virginia militia march on Harpers Ferry, VA: Army of Shenandoah Regiment captures Harpers Ferry Arsenal.
June 3rd, 1861: A skirmish near Philippi in West Virginia is the first clash of Union and Confederate forces in the east. Army of Shenandoah Brigade begins West Virginia campaign in Staunton, VA.
AI scripts updated to reflect changes.
West Virginia:
Camp Bartow, WV added. https://en.wikipedia.org/wiki/Camp_Bart ... c_District
Clarksburg, WV added.
Grafton, WV added.
Phillippi, WV removed and battle added.
Lewisburg, WV connected to Covington, VA by road.
Beverly, WV added.
Beckley, WV location improved.
Sutton, WV location improved.
Franklin, WV added.
Moorefield, WV added.
Romney, WV added.
Gauley Bridge, WV added.
Improved Union AI no longer dying from no supply trying to get to Staunton, VA and mines.
AI scripts updated to reflect changes.
North Carolina:
Fort Anderson added: https://en.wikipedia.org/wiki/Fort_Ande ... arolina%29
Fort Fisher added: https://en.wikipedia.org/wiki/Fort_Fisher
Fort Caswell added: https://en.wikipedia.org/wiki/Fort_Casw ... c_District
Pennsylvania:
Gettysburg, PA road network rework.
SCACW TANAKA MOD 1.0: Damn the Torpedoes! Full Speed Ahead!
EASTERN THEATER:
Fort Moultrie and Fort Johnson added to Charleston Harbor. (This includes Fort Sumter defenses)
https://en.wikipedia.org/wiki/Fort_John ... arolina%29
https://en.wikipedia.org/wiki/Fort_Moultrie
Fort Walker added to Hilton Head Island, SC. https://en.wikipedia.org/wiki/Fort_Walker_(Hilton_Head)
Fort James Jackson added to Savannah GA. https://en.wikipedia.org/wiki/Fort_James_Jackson
Beaufort, SC location improved. (Port could be fired upon by Forts)
Fort Clinch added: https://en.wikipedia.org/wiki/Fort_Clinch
Fernandina, Florida location improved and port added.
St. Augustine, Florida location improved and port added. https://en.wikipedia.org/wiki/
St._Augustine_in_the_American_Civil_War
Town and Battle of Olustee, Florida added.
Town and Battle of Gainesville, Florida added.
Pilatka, Florida renamed Palatka, Florida.
St. Augustine connected to Palatka, Florida.
Fort Harilee renamed Fort Harllee
New Smyrna, Florida added. Port added.
Cedar Key, Florida port added: https://en.wikipedia.org/wiki/Cedar_Key,_Florida
Fort Myers and port added. https://en.wikipedia.org/wiki/Fort_Myers,_Florida
AI scripts updated to reflect changes.
WESTERN THEATER:
Fort Morgan and Fort Gaines (Battle of Mobile Bay) added. Moved blockade runner one hex south due to these new forts. Spanish Fort added. https://en.wikipedia.org/wiki/Battle_of_Mobile_Bay
Pensacola, Florida location improved. Connected to Blakely, AL by rail.
Fort Barrancas added. https://en.wikipedia.org/wiki/Fort_Barrancas
New Orleans: Fort St. Philip added. https://en.wikipedia.org/wiki/Capture_of_New_Orleans
Lake Pontchartrain opened to Gulf of Mexico. Fort Pike to guard entrance added. https://en.wikipedia.org/wiki/Fort_Pike
Remnants of Fort St Leon added. https://fortwiki.com/Fort_St._Leon
Ships in New Orleans Levee Hex can now be attacked by land forces as per any river hex.
Fort Berwick LA with port added and connected by railroad: https://fortwiki.com/Fort_Berwick
AI Scripts updated to reflect changes.
Union AI fleet scripts improved in Gulf of Mexico. (Wandered aimlessly around southwest of Louisiana.)
Union AI fleet scripts improved in Atlantic. (Wandered aimlessly around Chesapeake Bay.)
NEW MEXICO THEATER:
Town of Valverde replaces battle.
Fort Union added. https://en.wikipedia.org/wiki/Fort_Unio ... l_Monument
Canadian River Settlement removed.
Fort Fillmore added. https://en.wikipedia.org/wiki/Fort_Fillmore
Bentley's Fort renamed Fort Wise. https://en.wikipedia.org/wiki/Treaty_of_Fort_Wise
Some mountain and hill rework to improve supply and movement for AI.
DOWNLOAD: https://drive.google.com/file/d/1dJQoJg ... sp=sharing
Click on the download button top right.
INSTALLATION: Unzip to your documents/mygames/scacwcampaigns folder. You may need to create a campaigns folder here. This is where the editor campaigns are stored. Inside the unzipped folder are two files these must be moved to inside your documents/mygames/scacwcampaigns folder. You can then delete the main unzipped folder. This is a brand new campaign selected in the game campaigns not mods option.
CREDITS: Many thanks to DarkHorse2 and Mithrilotter for their forum suggestions. Please see the main Matrix forum and tech support forum discussions.
Many thanks to mdsmall for his 1864 Election Decision and Fremont Emancipation Decision contributions and forum suggestions! Please see the mod forum discussions.
Thank you to go_rascals for his Fremont Emancipation Decision suggestion and 8.0 balance feedback!
Thank you to Edelweiss93 for your 8.0 balance feedback!
Last edited by Tanaka on Wed Jan 07, 2026 8:12 pm, edited 462 times in total.

Check out my mod for Strategic Command American Civil War!
https://forums.matrixgames.com/viewtopi ... 9f17441266
Re: SCACW TANAKA MOD 2.0: There stands Jackson like a stone wall! Rally to the Virginians!
SCACW TANAKA MOD 2.0: There stands Jackson like a stone wall! Rally behind the Virginians!
Full Virginia Rework:
Alexandria, VA location improved.
Leesburg, VA added.
Manassas Junction added and full rail rework.
Warrenton, VA connected by rail.
Gordonsville, VA added.
Shenandoah, Valley rework and location improved. Full rail rework.
Front Royal, VA added.
Luray, VA added.
Winchester, VA location improved.
Strasburg, VA location improved.
New Market, VA added.
Woodstock, VA removed.
Harrisonburg, VA location improved.
Port Republic, VA added.
Covington, VA added and rail connected.
Monterey, VA added.
Port Royal, VA added.
West Point, VA added.
Marye's Heights added to Fredericksburg.
Tappahannock location improved.
Fort Lowry added to Tappahannock. https://www.hmdb.org/m.asp?m=25231
Aquia Landing defenses added: https://spirit61.info/2025/01/29/fire-o ... ding-1861/
Fort Hood added to Fredericksburg. https://mercersquare.wordpress.com/2022 ... t-hood-va/
Fort Harrison added to Richmond: https://en.wikipedia.org/wiki/Fort_Harrison
Navigable York River added.
Navigable Rappahannock River added.
7 Pines battle added.
Cedar Mountain and Clarks Mountain and battles added.
April 18, 1861: Virginia militia march on Harpers Ferry, VA: Army of Shenandoah Regiment captures Harpers Ferry Arsenal.
June 3rd, 1861: A skirmish near Philippi in West Virginia is the first clash of Union and Confederate forces in the east. Army of Shenandoah Brigade begins West Virginia campaign in Staunton, VA.
AI scripts updated to reflect changes.
West Virginia:
Camp Bartow, WV added. https://en.wikipedia.org/wiki/Camp_Bart ... c_District
Clarksburg, WV added.
Grafton, WV added.
Phillippi, WV removed and battle added.
Lewisburg, WV connected to Covington, VA by road.
Beverly, WV added.
Beckley, WV location improved.
Sutton, WV location improved.
Franklin, WV added.
Moorefield, WV added.
Romney, WV added.
Improved Union AI no longer dying from no supply trying to get to Staunton, VA and mines.
AI scripts updated to reflect changes.
North Carolina:
Fort Anderson added: https://en.wikipedia.org/wiki/Fort_Ande ... arolina%29
Fort Fisher added: https://en.wikipedia.org/wiki/Fort_Fisher
Fort Caswell added: https://en.wikipedia.org/wiki/Fort_Casw ... c_District
Full Virginia Rework:
Alexandria, VA location improved.
Leesburg, VA added.
Manassas Junction added and full rail rework.
Warrenton, VA connected by rail.
Gordonsville, VA added.
Shenandoah, Valley rework and location improved. Full rail rework.
Front Royal, VA added.
Luray, VA added.
Winchester, VA location improved.
Strasburg, VA location improved.
New Market, VA added.
Woodstock, VA removed.
Harrisonburg, VA location improved.
Port Republic, VA added.
Covington, VA added and rail connected.
Monterey, VA added.
Port Royal, VA added.
West Point, VA added.
Marye's Heights added to Fredericksburg.
Tappahannock location improved.
Fort Lowry added to Tappahannock. https://www.hmdb.org/m.asp?m=25231
Aquia Landing defenses added: https://spirit61.info/2025/01/29/fire-o ... ding-1861/
Fort Hood added to Fredericksburg. https://mercersquare.wordpress.com/2022 ... t-hood-va/
Fort Harrison added to Richmond: https://en.wikipedia.org/wiki/Fort_Harrison
Navigable York River added.
Navigable Rappahannock River added.
7 Pines battle added.
Cedar Mountain and Clarks Mountain and battles added.
April 18, 1861: Virginia militia march on Harpers Ferry, VA: Army of Shenandoah Regiment captures Harpers Ferry Arsenal.
June 3rd, 1861: A skirmish near Philippi in West Virginia is the first clash of Union and Confederate forces in the east. Army of Shenandoah Brigade begins West Virginia campaign in Staunton, VA.
AI scripts updated to reflect changes.
West Virginia:
Camp Bartow, WV added. https://en.wikipedia.org/wiki/Camp_Bart ... c_District
Clarksburg, WV added.
Grafton, WV added.
Phillippi, WV removed and battle added.
Lewisburg, WV connected to Covington, VA by road.
Beverly, WV added.
Beckley, WV location improved.
Sutton, WV location improved.
Franklin, WV added.
Moorefield, WV added.
Romney, WV added.
Improved Union AI no longer dying from no supply trying to get to Staunton, VA and mines.
AI scripts updated to reflect changes.
North Carolina:
Fort Anderson added: https://en.wikipedia.org/wiki/Fort_Ande ... arolina%29
Fort Fisher added: https://en.wikipedia.org/wiki/Fort_Fisher
Fort Caswell added: https://en.wikipedia.org/wiki/Fort_Casw ... c_District
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Last edited by Tanaka on Tue Dec 16, 2025 7:46 am, edited 6 times in total.

Check out my mod for Strategic Command American Civil War!
https://forums.matrixgames.com/viewtopi ... 9f17441266
Re: SCACW TANAKA MOD 2.0: There stands Jackson like a stone wall! Rally behind the Virginians!
SCACW TANAKA MOD 3.0 Gods and Generals
Units can now gain up to 5 stars in experience to represent the huge gap in veterans vs raw recruits.
Units can now only retreat 1 hex. Retreats have been lowered by 10% across the board. In the age of marching this is much more realistic.
Generals Rework:
https://www.youtube.com/watch?v=0zC348OgYCg&t=2s
https://www.youtube.com/watch?v=fjdxwJalgXQ
https://www.youtube.com/watch?v=-Ut3NNPqzQ0
Confederacy:
James Longstreet from 6 to 7.
Sterling Price from 3 to 4.
Pemberton from 4 to 3.
GW Smith from 4 to 2.
Removed from Divisions and added to Generals.
Jubal Early 5
Patrick Cleburne 5
Richard Ewell 4
Edmund Kirby Smith 4
George Picket 3
Gideon Pillow 3
John B. Floyd 3
Thomas C. Hindman 3
AP Stewart 3.
Removed from Generals and added to Divisions:
John Gordon 5
Union:
Philip Sheridan from 7 to 6.
WT Sherman from 7 to 6.
Rosecrans from 4 to 5.
Howard from 5 to 3.
Hancock from 5 to 4.
Hooker from 4 to 5.
Halleck from 4 to 3.
Curtis from 4 to 5.
Canby from 3 to 4.
Pope from 4 to 3.
Fremont from 3 to 2.
Hunter from 3 to 2.
Banks from 3 to 2.
Butler from 3 to 2.
Generals added to Union:
John Logan 5 and removed from Divisions.
John Sedgwick 4 and removed from Divisions.
James McPherson 3 and removed from Divisions.
Edward Ord 3 and removed from Divisions.
Fritz John Porter 3 and removed from Divisions.
Edwin Sumner 3 and removed from Divisions.
Thomas Crittenden 3 and removed from Divisions.
Samuel Heintzelman 2 and removed from Divisions.
Dan Sickles 2 and removed from Divisions.
Robert Patterson 2.
Quincy Gillmore 2.
Nathaniel Lyon added to Divisions.
John Buford added to Divisions.
Beauregard deploys in Manassas Junction VA. J Johnston deploys in New Market VA.
Burnside takes Union command November 9th, 1862.
Lee, Jackson, and Longstreet must be purchased.
Reynolds, Hancock, Howard, Meade, Grant, Thomas, Sherman, and Sheridan must be purchased.
Naval Rework:
The Southern coast was thousands of miles long, and took much time and resources to conquer along the coast. The blockade required steamships, which required coal, which required coaling stations. Thus, the U.S. Navy proceeded to execute a series of hammer blows landing on southern ports: Hatteras and North Carolina Sounds (1861); Port Royal, South Carolina(1861); New Bern, North Carolina (1862); Norfolk (1862); New Orleans (1862); and so on:
Confederate and Union naval builds rebalanced. Ship costs raised due to rarity of Monitors and Ironclads and Ships of the Line.
Union gunboat Water Witch moved from Fort Pickens to Florida Keys where she started.
USS Brooklyn frigate added to Florida Keys force.
USS Niagra gunboat added to Florida Keys force.
CSS Alabama and CSS Florida added to frigates. https://en.wikipedia.org/wiki/CSS_Alabama
CSS Florida removed from Ships of the Line.
https://en.wikipedia.org/wiki/CSS_Florida_(cruiser)
CSS Alabama and CSS Florida deploy in Mobile, Alabama in August 1862.
CSS Hunley arrives in Charleston in August 1863. https://en.wikipedia.org/wiki/H._L._Hunley
Union naval engines reduced to 0.
Union naval tactics reduced to 0.
Union amphibious tech reduced from 3 to 1.
Confederacy can now lay defensive coastal mines.
Confederacy Experimental Submarines tech reduced to 0. They still deploy the submarine Pioneer.
Tech Rework:
Can now build Regiments.
Field Artillery available for Confederacy and Union.
Confederacy 1 chit assigned to scouting and skirmishers due to better scouting and marksmanship.
Confederate Cavalry Tactics reduced to 1 starting chit.
Union starts with 1 chit in infantry equipment, cavalry equipment, and naval weapons to represent their superior weapons and numbers.
Confederacy starts with 1 chit in infantry tactics and cavalry tactics to represent higher morale and fighting spirit.
Spying and Intelligence for Union reduced to 0 to represent the superior spy network the South had in the southern and border states.
Union starts with 1 chit in logistics and field telegraphs to represent their superior transportation network.
Confederacy and Union start with 1 chit in fort modernization due to the immediate need to improve them and how weak forts start in game.
Confederate and Union land builds rebalanced. Most costs raised. For example: Armored Train cost increased to 300 to reflect the rarity of these and their significant boost to morale and readiness reduction. Confederacy gets 2 slots as Union does.
Rangers damage evasion reduced to 20%.
Indians now have damage evasion 20%.
To reduce MPP and tech bloat both Confederate and Union Production and Industrial tech have been reduced to 0. Union starts with one chit in both Confederacy starts with none.
Max Chits reduced to 1 across the board.
Chickamauga Battle added. https://en.wikipedia.org/wiki/Battle_of_Chickamauga
Navigable Chattahoochee River added.
Navigable Savannah River added.
Fort Tyler added: https://en.wikipedia.org/wiki/Battle_of_West_Point
Nathan Bedford Forrest Cavalry deploys in Nashville October 1 1861 to begin his wild ride.
Jeb Stuart Calvary deploys in Richmond July 4 1861.
Units can now gain up to 5 stars in experience to represent the huge gap in veterans vs raw recruits.
Units can now only retreat 1 hex. Retreats have been lowered by 10% across the board. In the age of marching this is much more realistic.
Generals Rework:
https://www.youtube.com/watch?v=0zC348OgYCg&t=2s
https://www.youtube.com/watch?v=fjdxwJalgXQ
https://www.youtube.com/watch?v=-Ut3NNPqzQ0
Confederacy:
James Longstreet from 6 to 7.
Sterling Price from 3 to 4.
Pemberton from 4 to 3.
GW Smith from 4 to 2.
Removed from Divisions and added to Generals.
Jubal Early 5
Patrick Cleburne 5
Richard Ewell 4
Edmund Kirby Smith 4
George Picket 3
Gideon Pillow 3
John B. Floyd 3
Thomas C. Hindman 3
AP Stewart 3.
Removed from Generals and added to Divisions:
John Gordon 5
Union:
Philip Sheridan from 7 to 6.
WT Sherman from 7 to 6.
Rosecrans from 4 to 5.
Howard from 5 to 3.
Hancock from 5 to 4.
Hooker from 4 to 5.
Halleck from 4 to 3.
Curtis from 4 to 5.
Canby from 3 to 4.
Pope from 4 to 3.
Fremont from 3 to 2.
Hunter from 3 to 2.
Banks from 3 to 2.
Butler from 3 to 2.
Generals added to Union:
John Logan 5 and removed from Divisions.
John Sedgwick 4 and removed from Divisions.
James McPherson 3 and removed from Divisions.
Edward Ord 3 and removed from Divisions.
Fritz John Porter 3 and removed from Divisions.
Edwin Sumner 3 and removed from Divisions.
Thomas Crittenden 3 and removed from Divisions.
Samuel Heintzelman 2 and removed from Divisions.
Dan Sickles 2 and removed from Divisions.
Robert Patterson 2.
Quincy Gillmore 2.
Nathaniel Lyon added to Divisions.
John Buford added to Divisions.
Beauregard deploys in Manassas Junction VA. J Johnston deploys in New Market VA.
Burnside takes Union command November 9th, 1862.
Lee, Jackson, and Longstreet must be purchased.
Reynolds, Hancock, Howard, Meade, Grant, Thomas, Sherman, and Sheridan must be purchased.
Naval Rework:
The Southern coast was thousands of miles long, and took much time and resources to conquer along the coast. The blockade required steamships, which required coal, which required coaling stations. Thus, the U.S. Navy proceeded to execute a series of hammer blows landing on southern ports: Hatteras and North Carolina Sounds (1861); Port Royal, South Carolina(1861); New Bern, North Carolina (1862); Norfolk (1862); New Orleans (1862); and so on:
Confederate and Union naval builds rebalanced. Ship costs raised due to rarity of Monitors and Ironclads and Ships of the Line.
Union gunboat Water Witch moved from Fort Pickens to Florida Keys where she started.
USS Brooklyn frigate added to Florida Keys force.
USS Niagra gunboat added to Florida Keys force.
CSS Alabama and CSS Florida added to frigates. https://en.wikipedia.org/wiki/CSS_Alabama
CSS Florida removed from Ships of the Line.
https://en.wikipedia.org/wiki/CSS_Florida_(cruiser)
CSS Alabama and CSS Florida deploy in Mobile, Alabama in August 1862.
CSS Hunley arrives in Charleston in August 1863. https://en.wikipedia.org/wiki/H._L._Hunley
Union naval engines reduced to 0.
Union naval tactics reduced to 0.
Union amphibious tech reduced from 3 to 1.
Confederacy can now lay defensive coastal mines.
Confederacy Experimental Submarines tech reduced to 0. They still deploy the submarine Pioneer.
Tech Rework:
Can now build Regiments.
Field Artillery available for Confederacy and Union.
Confederacy 1 chit assigned to scouting and skirmishers due to better scouting and marksmanship.
Confederate Cavalry Tactics reduced to 1 starting chit.
Union starts with 1 chit in infantry equipment, cavalry equipment, and naval weapons to represent their superior weapons and numbers.
Confederacy starts with 1 chit in infantry tactics and cavalry tactics to represent higher morale and fighting spirit.
Spying and Intelligence for Union reduced to 0 to represent the superior spy network the South had in the southern and border states.
Union starts with 1 chit in logistics and field telegraphs to represent their superior transportation network.
Confederacy and Union start with 1 chit in fort modernization due to the immediate need to improve them and how weak forts start in game.
Confederate and Union land builds rebalanced. Most costs raised. For example: Armored Train cost increased to 300 to reflect the rarity of these and their significant boost to morale and readiness reduction. Confederacy gets 2 slots as Union does.
Rangers damage evasion reduced to 20%.
Indians now have damage evasion 20%.
To reduce MPP and tech bloat both Confederate and Union Production and Industrial tech have been reduced to 0. Union starts with one chit in both Confederacy starts with none.
Max Chits reduced to 1 across the board.
Chickamauga Battle added. https://en.wikipedia.org/wiki/Battle_of_Chickamauga
Navigable Chattahoochee River added.
Navigable Savannah River added.
Fort Tyler added: https://en.wikipedia.org/wiki/Battle_of_West_Point
Nathan Bedford Forrest Cavalry deploys in Nashville October 1 1861 to begin his wild ride.
Jeb Stuart Calvary deploys in Richmond July 4 1861.
Last edited by Tanaka on Tue Dec 23, 2025 4:26 am, edited 32 times in total.

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Re: SCACW TANAKA MOD 3.0: Gods and Generals
Hi Tanaka,
Congratulations on producing this mod, which I have now downloaded and installed. I am especially interested to see what you think is important to change in the base game. Your proposed changes to tech levels and maximums seem persuasive.
Two issues that were extensively discussed in this Forum when the game first came out in 2022 are a) how weak forts are and b) how much damage river or ocean gunboats can do to units on land. Did you consider modding either of these aspects of the regular game? Might you do so in an update to this mod?
And two small suggestions: you've given the mod the subtitle of "Gods and Generals". You might want to give that name to the mod files and to the opening splash screen, rather than the working title of TANAKA MOD. You might also want to add your name to the game credits. As the mod designer, I think you are entitled to do so!
Cheers,
Michael
Congratulations on producing this mod, which I have now downloaded and installed. I am especially interested to see what you think is important to change in the base game. Your proposed changes to tech levels and maximums seem persuasive.
Two issues that were extensively discussed in this Forum when the game first came out in 2022 are a) how weak forts are and b) how much damage river or ocean gunboats can do to units on land. Did you consider modding either of these aspects of the regular game? Might you do so in an update to this mod?
And two small suggestions: you've given the mod the subtitle of "Gods and Generals". You might want to give that name to the mod files and to the opening splash screen, rather than the working title of TANAKA MOD. You might also want to add your name to the game credits. As the mod designer, I think you are entitled to do so!
Cheers,
Michael
Re: SCACW TANAKA MOD 3.0: Gods and Generals
I cannot figure out where to put the MOD.
I have placed it into the Campaigns Folder, but nothing shows up in the game.
I have placed it in Community Pack, But I can't select it in the Mods options.
Any help would be appreciated.
Thanks.
I have placed it into the Campaigns Folder, but nothing shows up in the game.
I have placed it in Community Pack, But I can't select it in the Mods options.
Any help would be appreciated.
Thanks.
Re: SCACW TANAKA MOD 3.0: Gods and Generals
Hi Michael thanks for the suggestions! Yes there are definitely fort changes most notable most historical forts are in the game now and the North and South starts out with research in fort improvement to give them a quicker route to improving them if they so wish. I have not changed anything about gunboat damage to land units but can look into it! I plan on continuing to update the mod as I get suggestions and think of more to add!mdsmall wrote: Sun Nov 23, 2025 9:26 pm Hi Tanaka,
Congratulations on producing this mod, which I have now downloaded and installed. I am especially interested to see what you think is important to change in the base game. Your proposed changes to tech levels and maximums seem persuasive.
Two issues that were extensively discussed in this Forum when the game first came out in 2022 are a) how weak forts are and b) how much damage river or ocean gunboats can do to units on land. Did you consider modding either of these aspects of the regular game? Might you do so in an update to this mod?
And two small suggestions: you've given the mod the subtitle of "Gods and Generals". You might want to give that name to the mod files and to the opening splash screen, rather than the working title of TANAKA MOD. You might also want to add your name to the game credits. As the mod designer, I think you are entitled to do so!
Cheers,
Michael
Also I love what you have done with your SCWW1 Icarus Mod! I hope it is ok if I use you as a mod guru as I have had questions pop up from time to time as I am learning to mod this game!
Last edited by Tanaka on Tue Dec 02, 2025 5:14 pm, edited 4 times in total.

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Re: SCACW TANAKA MOD 3.0: Gods and Generals
Hi it needs to go in your games/documents/campaigns folder not your Steam campaigns folder or community pack. Also it will not show up as a mod but as a campaign! Hope this helps!Oxybeles wrote: Tue Nov 25, 2025 10:58 pm I cannot figure out where to put the MOD.
I have placed it into the Campaigns Folder, but nothing shows up in the game.
I have placed it in Community Pack, But I can't select it in the Mods options.
Any help would be appreciated.
Thanks.

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Re: SCACW TANAKA MOD 3.0: Gods and Generals
I had to take the Folder and files out of the TANAKA MOD 3 Folder.Tanaka wrote: Tue Nov 25, 2025 11:14 pm Hi it needs to go in your games/documents/campaigns folder not your Steam campaigns folder or community pack. Also it will not show up as a mod but as a campaign! Hope this helps!
And it worked perfectly.
Thanks
Re: SCACW TANAKA MOD 3.0: Gods and Generals
Great thanks I will make a note for this to be done in the instructions! Please do give me your feedback of the mod and what you think!Oxybeles wrote: Wed Nov 26, 2025 12:52 amI had to take the Folder and files out of the TANAKA MOD 3 Folder.Tanaka wrote: Tue Nov 25, 2025 11:14 pm Hi it needs to go in your games/documents/campaigns folder not your Steam campaigns folder or community pack. Also it will not show up as a mod but as a campaign! Hope this helps!
And it worked perfectly.
Thanks
INSTALLATION: Unzip to your documents/mygames/scacwcampaigns folder. You may need to create a campaigns folder here. This is where the editor campaigns are stored. Inside the unzipped folder are two files these must be moved to inside your documents/mygames/scacwcampaigns folder. You can then delete the main unzipped folder. This is a brand new campaign selected in the game campaigns not mods option.

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Re: SCACW TANAKA MOD 4.0: Gone with the Wind
SCACW TANAKA MOD 4.0: Gone with the Wind
Georgia:
https://www.georgiaencyclopedia.org/art ... facturing/
Augusta: The site of the Confederate Powder Works, a massive facility organized for the efficient production of gunpowder.
Atlanta: Home to a large arsenal that was a primary ordnance supplier for the Army of Tennessee.
Columbus: Became one of the most important industrial centers in the Confederacy, ranked second to Richmond in manufacturing supplies for the army.
Macon: Confederate States Armory: This was the world's largest armory during the war and a centerpiece of Macon's industrial contribution.
Savannah: Savannah Arsenal (This was moved to Macon GA after the fall of Fort Pulaski)
"Wilson's next target was the manufacturing city of Columbus, Georgia, the largest-surviving supply city in the South. Columbus was second only to Richmond in providing the industrial support for the war, and Richmond had been taken. Columbus was located on the Chattahoochee River, where there was a major naval construction facility. A new ironclad, the CSS Muscogee, was docked at Columbus waiting to be completed."
https://en.wikipedia.org/wiki/Battle_of_Columbus_(1865)
Columbus GA now an Industrial Center. Naval port added.
Savannah GA now an Industrial Center. (Savannah Arsenal)
Alabama:
Mobile: Mount Vernon Arsenal (This was moved to Selma, AL after the fall of New Orleans)
Mobile, AL now an Industrial Center (Mount Vernon Arsenal)
Primary Supply Centers are now only the Capital, Atlanta, Charleston, Savannah, Mobile, New Orleans, El Paso, Denver.
Secondary Supply Centers now include: Augusta, Macon, Selma, Columbus, Evansville, New Albany.
Union gunboat moved from Fort Pickens to Mississippi River port for better AI naval coordination.
Battle of Resaca added.
Pittsburg Landing added. Wilderness added to Shiloh battle.
To further reduce MPP bloat both the Union and Confederate Industrial Modifier % have been cut to 30%.
Starting MPP's for Confederacy 350 to 500.
Starting MPP's for Union increased from 200 to 400.
Georgia:
https://www.georgiaencyclopedia.org/art ... facturing/
Augusta: The site of the Confederate Powder Works, a massive facility organized for the efficient production of gunpowder.
Atlanta: Home to a large arsenal that was a primary ordnance supplier for the Army of Tennessee.
Columbus: Became one of the most important industrial centers in the Confederacy, ranked second to Richmond in manufacturing supplies for the army.
Macon: Confederate States Armory: This was the world's largest armory during the war and a centerpiece of Macon's industrial contribution.
Savannah: Savannah Arsenal (This was moved to Macon GA after the fall of Fort Pulaski)
"Wilson's next target was the manufacturing city of Columbus, Georgia, the largest-surviving supply city in the South. Columbus was second only to Richmond in providing the industrial support for the war, and Richmond had been taken. Columbus was located on the Chattahoochee River, where there was a major naval construction facility. A new ironclad, the CSS Muscogee, was docked at Columbus waiting to be completed."
https://en.wikipedia.org/wiki/Battle_of_Columbus_(1865)
Columbus GA now an Industrial Center. Naval port added.
Savannah GA now an Industrial Center. (Savannah Arsenal)
Alabama:
Mobile: Mount Vernon Arsenal (This was moved to Selma, AL after the fall of New Orleans)
Mobile, AL now an Industrial Center (Mount Vernon Arsenal)
Primary Supply Centers are now only the Capital, Atlanta, Charleston, Savannah, Mobile, New Orleans, El Paso, Denver.
Secondary Supply Centers now include: Augusta, Macon, Selma, Columbus, Evansville, New Albany.
Union gunboat moved from Fort Pickens to Mississippi River port for better AI naval coordination.
Battle of Resaca added.
Pittsburg Landing added. Wilderness added to Shiloh battle.
To further reduce MPP bloat both the Union and Confederate Industrial Modifier % have been cut to 30%.
Starting MPP's for Confederacy 350 to 500.
Starting MPP's for Union increased from 200 to 400.
Last edited by Tanaka on Tue Dec 16, 2025 7:21 pm, edited 12 times in total.

Check out my mod for Strategic Command American Civil War!
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Re: SCACW TANAKA MOD 4.0: Gone with the Wind
Looks a great mod, but where is the download link for the files? I can not seem to be able to find it on this thread
UPDATE - I have found the mod as a Google Drive, but it will not let me in - says that I need Access to the files (!?)
UPDATE - I have found the mod as a Google Drive, but it will not let me in - says that I need Access to the files (!?)
Re: SCACW TANAKA MOD 4.0: Gone with the Wind
Hi thanks for letting me know just fixed this to be public again!xj900uk wrote: Sat Nov 29, 2025 6:10 pm Looks a great mod, but where is the download link for the files? I can not seem to be able to find it on this thread
UPDATE - I have found the mod as a Google Drive, but it will not let me in - says that I need Access to the files (!?)

Check out my mod for Strategic Command American Civil War!
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Re: SCACW TANAKA MOD 5.0: Bushwackers!
SCACW TANAKA MOD 5.0: Bushwackers!
Full Missouri and Kansas town and road rework:
Bushwackers placed in historical locations in Missouri and Kentucky.
"Nevada City," as it was called until 1869, was the capital for Bushwhackers, who were pro-southern guerillas. Vernon County sent more solders to the southern armies than any other county in Missouri in proportion to its population. On May 23, 1863, Union Solders gave Nevada residents 20 minutes to gather their belongings before setting fire to the town. One of the few structures that did not burn was the old Vernon County Jail, which is now part of the Bushwhacker Museum."
Nevada renamed Nevada City.
Forsyth MO added.
West Plains MO added.
Yellville, AR added.
Marion, AR added.
Lebanon MO, removed.
Warsaw, MO added.
Houston, MO added.
West Plains, MO added.
Forsyth, MO added.
Cave Spring, MO added.
Athens, MO added
Clinton, MO added.
Neosho, MO added.
Bloomfield, MO added.
Lamar, MO added.
Greenfield, MO added.
Belmont, MO added.
Charleston, MO added.
Pea Ridge is now Bentonville, AR. Pea Ridge battle added.
New Madrid, Missouri river location and historical terrain improved. Port added.
Sterling Price HQ now appears at Carrollton, AR not Springfield MO to prevent him from being cut off and improve AI. Gains 2 brigades that represent the state militia he begins forming in southern Missouri. This also improves the AI defense as the Union gains brigades. Brigades deploy at Bentonville AR, Carrollton, AR, Yellville, AR, and Athens, AR.
AS Johnston deploys in Nashville TN and gains 1 brigade in Dresden TN.
Leonidas Polk deploys in Gainesville AR as the AI HQ gets stuck in Memphis and tries to go up the river. Brigades deploy at Gainesville AR, and Pocahontas AR. Regiment at New Madrid MO. Regiment at Belmont MO (Camp Johnston). https://armyhistory.org/general-grants- ... mber-1861/
Union forces invading Missouri have regiments replaced with brigades. This allows better assault on Jefferson city. Union cavalry now full strength for the same reason. Regiment removed from Fort Baxter as this fort was not built until 1863. Regiment at Fort Scott does not appear until the Union took command August 1861.
Confederate forces invading New Mexico have regiments replaced with brigades. This allows them to get as far as they did historically.
Movement points and spotting have been reduced across the board. Balloons gain increased spotting and movement to make them more useful.
All seasons are 7 day turns not just Summer.
Forts, artillery, and trains only have one shell. This also compensates for the AI only using one shell. All artillery and trains have only 5 strength points.
All train movement has been doubled.
Rivers are now harder to cross.
Full Missouri and Kansas town and road rework:
Bushwackers placed in historical locations in Missouri and Kentucky.
"Nevada City," as it was called until 1869, was the capital for Bushwhackers, who were pro-southern guerillas. Vernon County sent more solders to the southern armies than any other county in Missouri in proportion to its population. On May 23, 1863, Union Solders gave Nevada residents 20 minutes to gather their belongings before setting fire to the town. One of the few structures that did not burn was the old Vernon County Jail, which is now part of the Bushwhacker Museum."
Nevada renamed Nevada City.
Forsyth MO added.
West Plains MO added.
Yellville, AR added.
Marion, AR added.
Lebanon MO, removed.
Warsaw, MO added.
Houston, MO added.
West Plains, MO added.
Forsyth, MO added.
Cave Spring, MO added.
Athens, MO added
Clinton, MO added.
Neosho, MO added.
Bloomfield, MO added.
Lamar, MO added.
Greenfield, MO added.
Belmont, MO added.
Charleston, MO added.
Pea Ridge is now Bentonville, AR. Pea Ridge battle added.
New Madrid, Missouri river location and historical terrain improved. Port added.
Sterling Price HQ now appears at Carrollton, AR not Springfield MO to prevent him from being cut off and improve AI. Gains 2 brigades that represent the state militia he begins forming in southern Missouri. This also improves the AI defense as the Union gains brigades. Brigades deploy at Bentonville AR, Carrollton, AR, Yellville, AR, and Athens, AR.
AS Johnston deploys in Nashville TN and gains 1 brigade in Dresden TN.
Leonidas Polk deploys in Gainesville AR as the AI HQ gets stuck in Memphis and tries to go up the river. Brigades deploy at Gainesville AR, and Pocahontas AR. Regiment at New Madrid MO. Regiment at Belmont MO (Camp Johnston). https://armyhistory.org/general-grants- ... mber-1861/
Union forces invading Missouri have regiments replaced with brigades. This allows better assault on Jefferson city. Union cavalry now full strength for the same reason. Regiment removed from Fort Baxter as this fort was not built until 1863. Regiment at Fort Scott does not appear until the Union took command August 1861.
Confederate forces invading New Mexico have regiments replaced with brigades. This allows them to get as far as they did historically.
Movement points and spotting have been reduced across the board. Balloons gain increased spotting and movement to make them more useful.
All seasons are 7 day turns not just Summer.
Forts, artillery, and trains only have one shell. This also compensates for the AI only using one shell. All artillery and trains have only 5 strength points.
All train movement has been doubled.
Rivers are now harder to cross.
- Attachments
-
- 2dtxiw6ncfpb1.jpg (7.23 MiB) Viewed 1401 times
Last edited by Tanaka on Wed Jan 07, 2026 8:15 pm, edited 44 times in total.

Check out my mod for Strategic Command American Civil War!
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Re: SCACW TANAKA MOD 3.0: Gods and Generals
Hi Michael they may have improved things with the gunboats since the game came out. Right now they give about 1 or 2 points of damage per bombardment and I am ok with that for now. Their bombardment attack is 1 so can't get much lower than that. As for fort changes most notable is most historical forts are in the game now and the North and South starts out with research in fort improvement to give them a quicker route to improving them if they so wish. Also Forts: Upping the force points to 6 which you can upgrade to from 5 and increasing the attack and defense from 2 to 3. I've made the other changes you suggested and always happy to consider more! Also I am going to reach out to you via PM about some modding questions if that is ok!mdsmall wrote: Sun Nov 23, 2025 9:26 pm Hi Tanaka,
Congratulations on producing this mod, which I have now downloaded and installed. I am especially interested to see what you think is important to change in the base game. Your proposed changes to tech levels and maximums seem persuasive.
Two issues that were extensively discussed in this Forum when the game first came out in 2022 are a) how weak forts are and b) how much damage river or ocean gunboats can do to units on land. Did you consider modding either of these aspects of the regular game? Might you do so in an update to this mod?
And two small suggestions: you've given the mod the subtitle of "Gods and Generals". You might want to give that name to the mod files and to the opening splash screen, rather than the working title of TANAKA MOD. You might also want to add your name to the game credits. As the mod designer, I think you are entitled to do so!
Cheers,
Michael
Also Tanaka Mod is the name of the mod and I just give each update a fun little name to match the theme...

Check out my mod for Strategic Command American Civil War!
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Re: SCACW TANAKA MOD 6.0: Gettysburg!
SCACW TANAKA MOD 6.0: Gettysburg!
Full Maryland and Pennsylvania town and road rework.
Pennsylvania:
McPherson Ridge, Seminary Ridge, Cemetery Ridge, and Big and Little Round Top battle added.
Gettysburg, PA road network rework.
Chambersburg, PA added.
Shippensburg, PA added.
Maryland:
Hancock, MD added.
Union now gets two brigades at Cumberland, MD since J. Johnston now deploys in the Valley.
Union loses armored train from Baltimore riot event. Not very historical offensively so early and just too powerful too early. They can still buy them later.
Lookout Mountain TN and Kennesaw Mountain GA battles are now actually mountains and not hills.
Naval soft attack and naval/land fort attack reduced across the board.
McClellan and his brigades now deploy at Cambridge Ohio to invade West Virginia.
McClellan starts with an experience star. This has been removed.
DE 506: Raise Ohio/Indiana Volunteers and DE 507: Raise Pennsylvanian Volunteers have been removed to encourage not discourage a Southern invasion of the north as this rarely happens in games.
Full Maryland and Pennsylvania town and road rework.
Pennsylvania:
McPherson Ridge, Seminary Ridge, Cemetery Ridge, and Big and Little Round Top battle added.
Gettysburg, PA road network rework.
Chambersburg, PA added.
Shippensburg, PA added.
Maryland:
Hancock, MD added.
Union now gets two brigades at Cumberland, MD since J. Johnston now deploys in the Valley.
Union loses armored train from Baltimore riot event. Not very historical offensively so early and just too powerful too early. They can still buy them later.
Lookout Mountain TN and Kennesaw Mountain GA battles are now actually mountains and not hills.
Naval soft attack and naval/land fort attack reduced across the board.
McClellan and his brigades now deploy at Cambridge Ohio to invade West Virginia.
McClellan starts with an experience star. This has been removed.
DE 506: Raise Ohio/Indiana Volunteers and DE 507: Raise Pennsylvanian Volunteers have been removed to encourage not discourage a Southern invasion of the north as this rarely happens in games.
- Attachments
-
- SeatWarVirginia-colton-1862.jpg (256.42 KiB) Viewed 1234 times
Last edited by Tanaka on Sun Dec 14, 2025 6:16 am, edited 6 times in total.

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Re: SCACW TANAKA MOD 3.0: Gods and Generals
After testing this did not improve forts much. I am now upping the force points to 6 which you can upgrade to from 5 and increasing the attack and defense from 2 to 3. Gunboat and River Gunboat soft attack has been reduced.Tanaka wrote: Tue Dec 02, 2025 5:17 pmHi Michael they may have improved things with the gunboats since the game came out. Right now they give about 1 or 2 points of damage per bombardment and I am ok with that for now. Their bombardment attack is 1 so can't get much lower than that. As for fort changes most notable is most historical forts are in the game now and the North and South starts out with research in fort improvement to give them a quicker route to improving them if they so wish. Also Forts: Upping the force points to 6 which you can upgrade to from 5 and increasing the attack and defense from 2 to 3. I've made the other changes you suggested and always happy to consider more! Also I am going to reach out to you via PM about some modding questions if that is ok!mdsmall wrote: Sun Nov 23, 2025 9:26 pm Hi Tanaka,
Congratulations on producing this mod, which I have now downloaded and installed. I am especially interested to see what you think is important to change in the base game. Your proposed changes to tech levels and maximums seem persuasive.
Two issues that were extensively discussed in this Forum when the game first came out in 2022 are a) how weak forts are and b) how much damage river or ocean gunboats can do to units on land. Did you consider modding either of these aspects of the regular game? Might you do so in an update to this mod?
And two small suggestions: you've given the mod the subtitle of "Gods and Generals". You might want to give that name to the mod files and to the opening splash screen, rather than the working title of TANAKA MOD. You might also want to add your name to the game credits. As the mod designer, I think you are entitled to do so!
Cheers,
Michael
Also Tanaka Mod is the name of the mod and I just give each update a fun little name to match the theme...

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Re: SCACW TANAKA MOD 6.0:
Hi Tanaka,
Based on my experience so far playing this game in MP mode, here are the three things I suggest you consider as further refinements to the mod, from least to most important.
River Boats:
These still seem to me a bit over-powered against larger infantry units. It seems wrong that they could knock a strength point or even two off an entire corps. I suggest you increase the defence strength of divisions and corps in particular against Wooden and Ironclad targets, and perhaps reduce their attack strength slightly, especially if they have not ben upgraded with Naval Weapons.
Forts:
I find the fort units (called Defenses in the game editor) very brittle and too easy to kill, either with river or coastal gunboats or with infantry units at division or corps level. I am not familiar enough with the period to say what is realistic. But in game terms, in my experience they seem to amount to speed bumps at best.
I see you are proposing to increase the maximum strength of forts to 6 (if I understand you correctly) and that will help a bit. You could also reduce the attack strength of Wooden and Ironclad boats and Infantry against forts. Giving them an entrenchment level up to level 2 will help a bit too (use edit Units on the map menu).
Two other thoughts about forts which you could explore in your mod. First, you might create two kinds of forts. The game editor includes "Blockhouses" as well as "Defenses" in the menu of unit types. You might experiment with having weaker Blockhouses which follow the existing settings for forts, and then increase the defence strength for "major forts" using the existing sprite for Defenses.
Second, I find it very irritating to have forts positioned directly on towns and cities that are important FS objectives (like New Orleans, or Mobile, or Charleston). They weaken the defending player's ability to hold those positions, since they are much easier to kill than a division at level 2 entrenchment. And if the Confederates just disbands these forts, so that they can place a division to defend the city instead, they get no benefit and can still incur the same FS penalty as if the Union destroyed the fort. I would encourage you to look at every place on the map where a fort is sitting on an FS objectives and consider moving it to an adjacent hex. That way the attacking side still has to stop and kill the fort before they can properly attack the FS objective the fort is supposed to defend.
Election of 1864:
Ryan O'Shea gives a long and spirited explanation in the Strategy Guide as to why the election of 1864 was not included in the regular game. I understand his arguments but I ultimately I don't find them very convincing (sorry Ryan!). The US Civil War was first and foremost a political conflict, and the Union election of 1864 was a major political event in that conflict. It should be possible for the Confederacy to automatically win a Minor victory if the Union has failed to meet certain milestones by the time the 1864 election.
In game-play terms, this would be also be plus as the campaigns that begin in 1861 are very long (164 turns for Blue and Gray versus 126 turns for the 1914 Call to Arms campaign in SC WW1). The minor victory conditions require the game to be fought all the way to the end of December 1865 before determining the outcome. If the Confederacy is doing well, giving them the ability to win a Minor Victory if Lincoln fails to win re-election in 1864 could shorten the game by about 40 turns.
So, I recommend that you write some new Confederate Minor Victory conditions for your mod around the election. My suggestion would be to specify a minimum Confederate FS level (say 60%?) and a threshold Union FS level (say 35 or 30%?) and then require the Confederates to be controlling three or four of the five cities specified in the December 1865 victory conditions at the end of the first Union turn in November 1864 (depending on what you think would have likely tipped the election to the Democrats). I would be happy to send you some proposed Decision and Victory scripts that would accomplish that if you need help with the modding.
I hope the above suggestions are helpful and I would be interested to hear the views of other more experienced players.
Cheers!
Michael
Based on my experience so far playing this game in MP mode, here are the three things I suggest you consider as further refinements to the mod, from least to most important.
River Boats:
These still seem to me a bit over-powered against larger infantry units. It seems wrong that they could knock a strength point or even two off an entire corps. I suggest you increase the defence strength of divisions and corps in particular against Wooden and Ironclad targets, and perhaps reduce their attack strength slightly, especially if they have not ben upgraded with Naval Weapons.
Forts:
I find the fort units (called Defenses in the game editor) very brittle and too easy to kill, either with river or coastal gunboats or with infantry units at division or corps level. I am not familiar enough with the period to say what is realistic. But in game terms, in my experience they seem to amount to speed bumps at best.
I see you are proposing to increase the maximum strength of forts to 6 (if I understand you correctly) and that will help a bit. You could also reduce the attack strength of Wooden and Ironclad boats and Infantry against forts. Giving them an entrenchment level up to level 2 will help a bit too (use edit Units on the map menu).
Two other thoughts about forts which you could explore in your mod. First, you might create two kinds of forts. The game editor includes "Blockhouses" as well as "Defenses" in the menu of unit types. You might experiment with having weaker Blockhouses which follow the existing settings for forts, and then increase the defence strength for "major forts" using the existing sprite for Defenses.
Second, I find it very irritating to have forts positioned directly on towns and cities that are important FS objectives (like New Orleans, or Mobile, or Charleston). They weaken the defending player's ability to hold those positions, since they are much easier to kill than a division at level 2 entrenchment. And if the Confederates just disbands these forts, so that they can place a division to defend the city instead, they get no benefit and can still incur the same FS penalty as if the Union destroyed the fort. I would encourage you to look at every place on the map where a fort is sitting on an FS objectives and consider moving it to an adjacent hex. That way the attacking side still has to stop and kill the fort before they can properly attack the FS objective the fort is supposed to defend.
Election of 1864:
Ryan O'Shea gives a long and spirited explanation in the Strategy Guide as to why the election of 1864 was not included in the regular game. I understand his arguments but I ultimately I don't find them very convincing (sorry Ryan!). The US Civil War was first and foremost a political conflict, and the Union election of 1864 was a major political event in that conflict. It should be possible for the Confederacy to automatically win a Minor victory if the Union has failed to meet certain milestones by the time the 1864 election.
In game-play terms, this would be also be plus as the campaigns that begin in 1861 are very long (164 turns for Blue and Gray versus 126 turns for the 1914 Call to Arms campaign in SC WW1). The minor victory conditions require the game to be fought all the way to the end of December 1865 before determining the outcome. If the Confederacy is doing well, giving them the ability to win a Minor Victory if Lincoln fails to win re-election in 1864 could shorten the game by about 40 turns.
So, I recommend that you write some new Confederate Minor Victory conditions for your mod around the election. My suggestion would be to specify a minimum Confederate FS level (say 60%?) and a threshold Union FS level (say 35 or 30%?) and then require the Confederates to be controlling three or four of the five cities specified in the December 1865 victory conditions at the end of the first Union turn in November 1864 (depending on what you think would have likely tipped the election to the Democrats). I would be happy to send you some proposed Decision and Victory scripts that would accomplish that if you need help with the modding.
I hope the above suggestions are helpful and I would be interested to hear the views of other more experienced players.
Cheers!
Michael
Re: SCACW TANAKA MOD 6.0:
Thanks for the feedback Michael! Some great ideas here! Funny you should mention this I just updated last night with a lot of the changes you bring up. Gunboat and Riverboat soft attack has been reduced. Land and naval fort attack stats have been reduced across the board. So I'm going to test these new changes out first and see how it goes! I tried forts up to strength 8-10 for a while but it was a bit too much. I will keep all of this in mind though!mdsmall wrote: Tue Dec 09, 2025 5:04 pm Hi Tanaka,
Based on my experience so far playing this game in MP mode, here are the three things I suggest you consider as further refinements to the mod, from least to most important.
River Boats:
These still seem to me a bit over-powered against larger infantry units. It seems wrong that they could knock a strength point or even two off an entire corps. I suggest you increase the defence strength of divisions and corps in particular against Wooden and Ironclad targets, and perhaps reduce their attack strength slightly, especially if they have not ben upgraded with Naval Weapons.
Forts:
I find the fort units (called Defenses in the game editor) very brittle and too easy to kill, either with river or coastal gunboats or with infantry units at division or corps level. I am not familiar enough with the period to say what is realistic. But in game terms, in my experience they seem to amount to speed bumps at best.
I see you are proposing to increase the maximum strength of forts to 6 (if I understand you correctly) and that will help a bit. You could also reduce the attack strength of Wooden and Ironclad boats and Infantry against forts. Giving them an entrenchment level up to level 2 will help a bit too (use edit Units on the map menu).
Two other thoughts about forts which you could explore in your mod. First, you might create two kinds of forts. The game editor includes "Blockhouses" as well as "Defenses" in the menu of unit types. You might experiment with having weaker Blockhouses which follow the existing settings for forts, and then increase the defence strength for "major forts" using the existing sprite for Defenses.
Second, I find it very irritating to have forts positioned directly on towns and cities that are important FS objectives (like New Orleans, or Mobile, or Charleston). They weaken the defending player's ability to hold those positions, since they are much easier to kill than a division at level 2 entrenchment. And if the Confederates just disbands these forts, so that they can place a division to defend the city instead, they get no benefit and can still incur the same FS penalty as if the Union destroyed the fort. I would encourage you to look at every place on the map where a fort is sitting on an FS objectives and consider moving it to an adjacent hex. That way the attacking side still has to stop and kill the fort before they can properly attack the FS objective the fort is supposed to defend.
Election of 1864:
Ryan O'Shea gives a long and spirited explanation in the Strategy Guide as to why the election of 1864 was not included in the regular game. I understand his arguments but I ultimately I don't find them very convincing (sorry Ryan!). The US Civil War was first and foremost a political conflict, and the Union election of 1864 was a major political event in that conflict. It should be possible for the Confederacy to automatically win a Minor victory if the Union has failed to meet certain milestones by the time the 1864 election.
In game-play terms, this would be also be plus as the campaigns that begin in 1861 are very long (164 turns for Blue and Gray versus 126 turns for the 1914 Call to Arms campaign in SC WW1). The minor victory conditions require the game to be fought all the way to the end of December 1865 before determining the outcome. If the Confederacy is doing well, giving them the ability to win a Minor Victory if Lincoln fails to win re-election in 1864 could shorten the game by about 40 turns.
So, I recommend that you write some new Confederate Minor Victory conditions for your mod around the election. My suggestion would be to specify a minimum Confederate FS level (say 60%?) and a threshold Union FS level (say 35 or 30%?) and then require the Confederates to be controlling three or four of the five cities specified in the December 1865 victory conditions at the end of the first Union turn in November 1864 (depending on what you think would have likely tipped the election to the Democrats). I would be happy to send you some proposed Decision and Victory scripts that would accomplish that if you need help with the modding.
I hope the above suggestions are helpful and I would be interested to hear the views of other more experienced players.
Cheers!
Michael
I'm afraid my editing skills have not reached event writing yet as I've just started learning! I would be happy to include an 1864 election event if you knew how? And add you to the credits!

Check out my mod for Strategic Command American Civil War!
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Re: SCACW TANAKA MOD 6.0: Gettysburg!
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
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
Re: SCACW TANAKA MOD 6.0: Gettysburg!
Sounds fantastic I look forward to adding some more fun scripts!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

Check out my mod for Strategic Command American Civil War!
https://forums.matrixgames.com/viewtopi ... 9f17441266
