Struggle for a vast future for 1.13b
Posted: Fri Dec 26, 2008 3:44 pm
Struggle for a vast future for 1.13 beta Install notes
[CENTER]INSTALL NOTES
[/CENTER]
To use the files, do the following:
Beware: the default path for the self extracting files ( SVF1 ,SVF2 and SVF3) is beginning by C:\Program Files\AGEod's American Civil War\Struggle for a vast future mod. If your AACW install is located with a different path, you have to enter these following paths manually to get a complete install:
For SVF1: your harddisk letter :\name of your Program Files folder\AGEod's American Civil War\Struggle
For SVF2: your harddisk letter :\name of your Program Files folder\AGEod's American Civil War\Struggle\GameData
I suggest to delete first your Struggle for a vast future folder before installing the mod.
************************************************** ******
A special thank for CAPON who has created the batch file of the install Process

To use the files, do the following:
1. Unzip the four zip files to the "AGEod's American Civil War" folder and not the ACW subfolder of the AACW one)

2. Double-click Struggle.bat into the "Ageod's Civil war folder"
3. Launch AACW and enjoy the mod!!! or grumble...
TO REVERT TO NORMAL PLAY, just move the modpath.ini out from the AGEod's American Civil War folder.
If something goes wrong open the log folder in the Struggle for a vast future mod folder and send me the !Main log.txt to [email="ozark@wanadoo.fr"]ozark@wanadoo.fr[/email].
************************************************** ********
The mod is currently unfinished ( but AACW too... :sourcil
.
SVF may be played:
- against CSA AI
- against Union AI
Both AI are built to be less prone to long deep raids. Events are allowing some variations in aggressivity and objectives choices.
You may try it in PBEM too, but the mod isn't tested currently in PBEM.
First, let's me say AACW is really the best wargame ( computer or boardgame ) I ever played. If I'm here and there modestly modifying points in order to get a better game, I keep this feeling AGEOD has done it right. A subtle blend of strategical and operational decisions to take, covered by a clever design using both simplifications when needed and very detailed rules on crucial points, offered with great graphics and constantly patched... a real miracle.
The result for me has been costly buys of books about the Civil War which in turn gave always more desire to mod.
From the start, I chose to keep as closely than possible on the same design model than Ageod: the simplest way to get historical flavor with a working AI.
It's yet a work in progress. So much is on to do list....
About balance.... I don't know. Maybe it will be, certainly not. As usual, only time will give the necessary insight about. I just hope you will get a greater historical flavor, a harder game against AI or an human opponent... and any suggestions to work out this mod.
First, I rejected too idiocy rules.
It's always difficult to draw the lines between more realism and « idiocy rules » forcing player to do the same errors made during a war.
By example, USA didn't formed more than 6 cavalry regiment until August 1861, considering useless to form more as the war would be very short and terrain was considered being very adverse to the cavalry.
USA cavalry was yet plagued by poor tactics, primarily lack of grouped use, in the first year.
Player is taking the place of Lincoln or Davis for the essential, relying on chosen general to execute strategic plans ( even if the game let players elaborate too part of operational implementation of these strategic moves, even if success or failure is partially the result of the General ratings).
Consequently, I ' ve sorted modifications by this criterium: nothing should delay the possibility for the North to create immediately more cavalry brigades, but the tactical problems being out of the scrutiny of the high Command, I've lowered a bit some US cavalry stat for the first mid-game.
The same way about events. I will avoid any event which would have for effect to force player to act historically whatever the context. By example, I don't want to have events putting McClellan in charge of Army of the Potomac, but I prefer to set a leaders situation where McClellan choice is an interesting one ( by his training and organizational abilities).
Secondly, I brought small changes to units.
a) until now, I haven't noticed sufficiently strange battle results to undermine my belief into the unit ratings ( even if from time to time a strange result may occur, no proof such an occurrence comes from erroneous unit sats)
b) battle combat procedure, albeit complex, remains an abstraction. Introducing greatly modified stats, even if more realist in theory, could result in wrong results, simply by being made to a system which doesn't is a realistic portrayal of battle but a simulation destined to give accurate outcomes.
So I have made rather light changes with regards to these 2 considerations.
These changes are coming from interesting posts from McNAUGHTON
In short:
- I reduced the number of sharpshooter units, and raised their cost in manpower ( reflecting not the real number of men but the trouble to find elite riflemen in quantity). It should force the player to avoid recruit in mass sharpshooters but let him possibility to do so. The number will increase with years ( see Shock troops of the Confederacy by Fred L. RAY for more details).
- I reworked US cavalry to give CSA a real edge at start. The end of the war will be marked by the contrary. CSA units will cost more at the end of war, to show the lack of horses this side suffered then.
- I modified artillery. Basically, I enforced differences between smoothbores and rifle guns.
Smoothbores have short range, rather low attack accuracy, high defense accuracy and reinforced assault values, in order to stress their defensive use in the game system limits. The 6 pdr is cheap but weak, the 12pdr is much better and really versatile gun.
Rifled guns on the contrary have greater range and are more accurate than smoothbore in attack , less in defense, making them useful for attack. The 20 parrot is delivering more punch at higher range than the 10.
But...never forget most battles are beginning at range 4 or less ( the range of smoothbores)...Lee stated the 12 pdr « Napoleon » to be the best gun not without reasons. The theorical advantage of rifled guns are so challenged .
Last, Horse artillery is now representing the 3 inch, rifled gun having the same values than the 10 parrot but with greater accuracy and better reliability ( Parrot hits number being reduced by one). Price is higher too...
So, with 5 types having special functions and limits, field artillery is now without « must have « model. 6Pdr is inexpensive but of marginal value, 3 inch is the best rifled gun but is the most difficult to buy, the 20 parrot delivers on attack greatest puch, but is costly and its range isn't that useful, the 10 parrot remaining so interesting because of its lower cost.
Then comes the problem of Divisions.
In the current system, 1861 divisions get the same advantages than 1863 ones.
It's highly unrealistic.
What plagued both sides at start was the lack of skilled officers and the absence of HQ staff doctrine. If the first problem was somewhat solved with time, second remained much more pregnant until 1865. Some progress was made but slowly.
For these 2 reasons, corps weren't used until the first half of 1862 and I'm seriously questioning the eistence of functional divisional HQ in the first months of the war.
In game terms, it signifies, as corps can't be prohibited, to delay the appearance of 2 and 3 stars generals, and to postpone divisions formation until the end of 1861.
So divisions can't be formed before october 1861.
The divisions in the 2 Eastern armies appearing in may 1861 have been disbanded too.
Now your leaders will move and fight with penalties. The strategic plans will so be slower to start and the first battle in Virginia ( first Bull Run) a real challenge.
It will too hinder gamey tactics, like forming a cavalry division to raid into enemy land. You will be yet able to group several cavalry units under a leader in 1861 but you will get out of command penalties...
Then winter should postpone your raid projects until the spring of 1862...
The cohesion value of units was reworked.
I've reduced too the cohesion value of all units. First, because I think it will made units more prone to rout and so will reduce the number of destroyed regiments, a little too high. Secondly, as cohesion improves with experience, it should enforce the need for players to take attention to experienced units, peculiarly for the Union player, whose replacement penalty could be giving headaches in the last years of the war...Last, the 1861 battles should be shorter and plagued by routing units....as in reality.
So all cohesion levels have been reduced by 10.
Not only it will give real edge to experienced units, whose cohesion is raised, it will emphazize a bit more National Morale influence.
You will need both yet more.
Battles will be less costly, shorter, peculiarly in the first months, with troops routing quicker than stubbornly renewing deadly assaults.
On the econical front, Draft and Money Policies from the vanilla version are definitly too lenient. Players can too quickly get astronomical amount of men, money and War supply to build unhistorically huge armies.
In reality, both sides had huge problems with conscription laws and their enforcement, and printing money in the game hadn't penalties sufficient to prohibit its use each turn.
So I raised both NM and VP losses for conscription options and limited the money printing to one turn by month.
Draft isn't possible until 1862. USA side gets more volunteers ( if Sufficient funds are at disposal) and less draftees. CSA will have to rely more on draft.
Global numbers of buildable troops will remain roughly the same than in the official version but this difference should create interesting dilemnas, the South being forced to get back the NM lost when USA will have to find money for volunteers and accept to lose 8 or 10 NM for a number of conscripts much lower than before...
Printing money will at last give much less money in the first months, and will raise with Victory Point total. So long for some gamey tactics at start to use printing money for building a very large army...
Last, the numbers of War supply production has been reduced for both sides. Now you will have a real interest for industrialization of blockade runners ( or raising transport fleet for USA).
6) I've introduced a few changes in strategic cities list: Manassas,Hampton Roads, Norfolk, Fort Donelson, Columbus, Harrissonburg and Grafton have now a VP value whereas Winchester, and the region north to Fort Pickens have lost their VP value. It should help CSA AI to be less obnoxious about Harper's Ferry and Fort Pickens.
7) East Tenessee regions have now a strong US influence at start, when Southern Illinois ( "Little Egypt") has a small CSA sympathy at start.
8) The mod is using the current leaders mod made by Winfield S Hancock and Ruynan99. There are more and more slight changes here and there. I guess some will be controversial ( J.E. Johnston by example)but I'm ready to create tailored files for those wanting to get other values ;- )
Some examples:
-Mc Dowell decreased to 1-2-1. Mc Dowell attacked at First Bull Run because of presidential order. At second Bull run, his performance was poor as he lost too much time to play a real role in the battle. I know, he was a scapegoat too... But it was less than stellar anyway.
-Forrest increased to 6-6-4. Forrest direted some really competent defensive operations.
McClellan strategic rating increased to 2. McClellan after all led 2 offensives ( Western Virginia, Peninsula) and attacked at Antietiam. Of course, so cautiously and so slowly but even considered the pression by Lincoln over his shoulders, McClellan wasn't totally unactive...
9) Reworked a bit Coastal/naval stuff. Land artillery is now divided into:
fort artillery: medium guns used againts land units.
Coastal artillery: can only fire on naval targets; represents the most curretn type of Columbiad and Dalghren guns
Columbiad and Rodman: the " big babies "; there are the most large guns for both sides. very lethal on defense, very costly, may fire against both land and naval units.
Brooke guns: Confederate Naval rifled guns and some English types. May fire only against naval units.
Columbiad, Rodman and Brooke has no movement ability when used by AI ( AI is usually placing Columbiad in infantry division...). Players gets units with very slow movement.
If CSA captures Norfolk on the first turn, he will get some Columbid units, representing guns at the Gosport Arsenal. Some will appear at atlanta 2 ( simulating the CSA capture of Federal arsenals in other States).
For CSA AI, some costal fort will randomly become level 7 fortresses from 1862. This will help AI to simulate the construction of earthern Fortifications like Ft Fisher.
10) This mod is using a slighty modified version of the cavalry mod by Jabberwock. The only difference is the new ability is only given to INDEPENDANT Cavalry units ( not embedded into an infantry brigade).
12) Brigades reworked for both sides. Most Federal brigades are made of 3 infantry regiments ( and cavalry or artillery assets sometimes). CSA brigades are larger.
13) I'm using GREY LANSMANN fantastic work on railroads. A very nice job and an huge task to create a more historical transportation network.
14) Creation of the Potomac gunboats unit, one of the reason explaining why CSA didn't crossed the Potomac to attack Washington...
15) some flavour events added like the corruption ones ( small losses in War supplies)
16) most 2 and 3 stars Generals have a slight risk to be removed each turn and another to get back... Simulating illness, death or any sort of retirement, these events are yet a very rough way to compensate the lack of death rules for 3 stars leaders in AGE engine... with the side effect to disband the army commanded by the leader...hence the very low probability of this sort of removal. But at least Grant or Lee aren't anymore immortal...
17) creation of the volunteer units, ie infantry regiments with very low stats. They're representing the really bad units created at the start of the war , poorly led, totally undisciplined. They are subjecting to improve.
18) the upgrade of units has been slowed ( too quickly made in normal version)
19)I modified too the march to the guns parameters. Basically, the march to the gun will be more dependant of the strategic value of leaders.
20) AI will get for free some forts on Richmond,Petersburg, Washington....
21) The end of the term for the 3 years engagment for US troops in 1864 is now simulated by losses of XP and cohesion...The USA will lose too 200 conscript points. It should help CSA to resist longer.
22) Raised the death probability for one and two stars leaders.
23) raised the value of inactive status to 40%
24) Created new abilities: poor administrator, giving malus in cohesion for some notorious unpar generals ( Burnside, Fremont, VAn Dorn).
Some political generals ( like Butler, Pillow, Sigel) will get special malus in battle and random events...raising their seniority levels....
25) Removed elite status for most brigades created by events.
26) Total revamp of Kentucky events in 1861
a) At start, Kentucky can't be entered by any side ( blockstate set to 1)
b) Kentucky will secede if foreign intervention level raises to 30;
c) Kentucky will secede if Union troops decides to enter Kentucky
d) on the contrary, Kentucky will join Union if attacked by Confederates;
e) if Kentucky hasn't seceded on 1st of October 1861, it will join the Union
To choose to invade Kentucky, each side will have to buy an unit ( from turn 2, support category) ( named Invades Kentucky) whose presence will be checked each turn. This unit will enable an event removing the blockstate status of Kentucky...
Union will get too some other units:
- blocus of the Kentucky: lower revenues and WSU for confederates but add to Foreign level entry
- Fremont declaration : Union will gain some NM and VP points but will lose loyalty in some states; the Foreign level entry will be slighty raised
For AI: each of these events will have an AI version, based on probability. AI can't get a thinking about but it's the only way to create variation against Athena.
27) added Petersburg mod by Gray_Lansman
28) added for A. S Johnston and Hood some randomness for their 3 stars stats...Now, each can get better or worse stats than the vanilla ones when commanding an army
29)implemented the autogarrison feature for AI
30)moddded OOBs for both sides in Missouri and Eastern Theater.
31)added Potomac gunboats
32) added some fluvial garrisons on the Tennessee for Union at start.
34) Genius attribute added to some leaders ( more to be aaded later)
35) in the first months, Manassas is a primary objectives for both sides.Then its value will come back to 0. beyond the "Forward to Richmond " issue, I feel Southern opinion would have been upset by the loss of the town when anayone was believing only one battle would suffice to end the war.
36) Ironclad and Monitorgets have now a random turn of entry, simulating for both sides either the technical difficulties or the lack of interest into armored navy in the first months. CSA ironclads have a very slow construction rate.
37) Introduced some new potential CSA 3 star Generals ( currently only CHEATHAM, mre to come). These Generals may be better or worse...Hood and Lyon has variable 3 star ratings too
38) US units have higher ammo and general supply levels of stockage and consommation. Union will need more supplies but will stock more.
39) If CSA seizes Harper's Ferry by turn 1, he will add to the Richmond industrial level
40) Created the Great Train Raid event, Jackson's raid in 1861 on the B&O
41) Reworked cavalry. I strongly disagree with the last changes in official version for CSA cavalry. Confederate lacked good horses after 1863and on the whole CSA cavalry quality lowered a bit from 1864. On the contrary, Northern Horsemen were on the rise after mid-1862 and got from 1863 more and more repeating and breechloading carbines which gave them a real firepower advantage at close range. On the contrary, CSA kept for a part of units muzzleloading rifles giving an advantage in range. So values of cavalry are really different from the officila game...
42) added for UNION mounted infantry from 1863. a few units can be recruited in Illinois and Indiana. Very expensive too as the cost in horses was really big and even USA were unable to raise more than an handful.... In 2 words, infantry values with higher speed. 43) from 1862, USA infantry brigades will only be made of Infantry regiments, with the exception of 2 ,one in the East, the other in the West.
46) The 1st Bull Run events have been modified: If North doesn't control Manassas at the end of July 61, McDowell will be demoted to 2 stars rank and McDowell promoted to 3 stars one.
47) added some events for CSA human player invading Kentucky:
a) The sooner he will invade the bigger loss od support in Kentucky population he will get.
b) 10 events having different probabilities to fire will give or retranch VP for CSA side after he has invaded Kentucky. The negative ones may fire from April 61 to October 61, the positive will fire mostly only after July 61.
So why CSA should invade Kentucky? Above military reasons, I've given back to Kentucky its status of rather industrialized State in 1861. So Confederates could get some WSU so much needed....with a price...
48) integrated Nickel's gfx about Columbiad and Rodman. Many thanks for his help

49) AI should be more cautious during Winter ( from October to February). But it could too keep from time to time an offensive attitude.
50) added genius ability to Lee
51) Jubal Early can be promoted to 3 stars rank. His values will vary from game to game.
52) Tweaked slighty AI here and there.
53) fixed some events messages
54) Fixed a few bugs
55) Introduced a new series of events replacing those forcing US player to keep a force around Washington in 1862. I was never easy with that as AI wasn't really understanding the event and the strategical situation could be really different from the historical one. Last, why 1862 only?
So I reversed the problem. Now, If CSA place some forces around in the regions neighbouring Washington ( Not Alexandria) or Baltimore, US player will lose each trun 3 or 5 NM... This rule doesn't apply against Union AI.
56) added a few abilities to some leaders
57) and more...
-------------------------------------------
Special Praise for SVF
Athena: " I never felt myself so cute as in SVF"
McClellan: " SVF is really the only mod where I feel I could take some offensive one day"
Van Dorn: " I can't play SVF anymore. I just can't resign myself to think about my supply lines"
Nathan B. Forrest: " It's a bloody damn mod and I like that"
[CENTER]INSTALL NOTES
[/CENTER]
To use the files, do the following:
Beware: the default path for the self extracting files ( SVF1 ,SVF2 and SVF3) is beginning by C:\Program Files\AGEod's American Civil War\Struggle for a vast future mod. If your AACW install is located with a different path, you have to enter these following paths manually to get a complete install:
For SVF1: your harddisk letter :\name of your Program Files folder\AGEod's American Civil War\Struggle
For SVF2: your harddisk letter :\name of your Program Files folder\AGEod's American Civil War\Struggle\GameData
I suggest to delete first your Struggle for a vast future folder before installing the mod.
************************************************** ******
A special thank for CAPON who has created the batch file of the install Process


To use the files, do the following:
1. Unzip the four zip files to the "AGEod's American Civil War" folder and not the ACW subfolder of the AACW one)

2. Double-click Struggle.bat into the "Ageod's Civil war folder"
3. Launch AACW and enjoy the mod!!! or grumble...
TO REVERT TO NORMAL PLAY, just move the modpath.ini out from the AGEod's American Civil War folder.
If something goes wrong open the log folder in the Struggle for a vast future mod folder and send me the !Main log.txt to [email="ozark@wanadoo.fr"]ozark@wanadoo.fr[/email].
************************************************** ********
The mod is currently unfinished ( but AACW too... :sourcil

SVF may be played:
- against CSA AI
- against Union AI
Both AI are built to be less prone to long deep raids. Events are allowing some variations in aggressivity and objectives choices.
You may try it in PBEM too, but the mod isn't tested currently in PBEM.
First, let's me say AACW is really the best wargame ( computer or boardgame ) I ever played. If I'm here and there modestly modifying points in order to get a better game, I keep this feeling AGEOD has done it right. A subtle blend of strategical and operational decisions to take, covered by a clever design using both simplifications when needed and very detailed rules on crucial points, offered with great graphics and constantly patched... a real miracle.
The result for me has been costly buys of books about the Civil War which in turn gave always more desire to mod.
From the start, I chose to keep as closely than possible on the same design model than Ageod: the simplest way to get historical flavor with a working AI.
It's yet a work in progress. So much is on to do list....
About balance.... I don't know. Maybe it will be, certainly not. As usual, only time will give the necessary insight about. I just hope you will get a greater historical flavor, a harder game against AI or an human opponent... and any suggestions to work out this mod.
First, I rejected too idiocy rules.
It's always difficult to draw the lines between more realism and « idiocy rules » forcing player to do the same errors made during a war.
By example, USA didn't formed more than 6 cavalry regiment until August 1861, considering useless to form more as the war would be very short and terrain was considered being very adverse to the cavalry.
USA cavalry was yet plagued by poor tactics, primarily lack of grouped use, in the first year.
Player is taking the place of Lincoln or Davis for the essential, relying on chosen general to execute strategic plans ( even if the game let players elaborate too part of operational implementation of these strategic moves, even if success or failure is partially the result of the General ratings).
Consequently, I ' ve sorted modifications by this criterium: nothing should delay the possibility for the North to create immediately more cavalry brigades, but the tactical problems being out of the scrutiny of the high Command, I've lowered a bit some US cavalry stat for the first mid-game.
The same way about events. I will avoid any event which would have for effect to force player to act historically whatever the context. By example, I don't want to have events putting McClellan in charge of Army of the Potomac, but I prefer to set a leaders situation where McClellan choice is an interesting one ( by his training and organizational abilities).
Secondly, I brought small changes to units.
a) until now, I haven't noticed sufficiently strange battle results to undermine my belief into the unit ratings ( even if from time to time a strange result may occur, no proof such an occurrence comes from erroneous unit sats)
b) battle combat procedure, albeit complex, remains an abstraction. Introducing greatly modified stats, even if more realist in theory, could result in wrong results, simply by being made to a system which doesn't is a realistic portrayal of battle but a simulation destined to give accurate outcomes.
So I have made rather light changes with regards to these 2 considerations.
These changes are coming from interesting posts from McNAUGHTON
In short:
- I reduced the number of sharpshooter units, and raised their cost in manpower ( reflecting not the real number of men but the trouble to find elite riflemen in quantity). It should force the player to avoid recruit in mass sharpshooters but let him possibility to do so. The number will increase with years ( see Shock troops of the Confederacy by Fred L. RAY for more details).
- I reworked US cavalry to give CSA a real edge at start. The end of the war will be marked by the contrary. CSA units will cost more at the end of war, to show the lack of horses this side suffered then.
- I modified artillery. Basically, I enforced differences between smoothbores and rifle guns.
Smoothbores have short range, rather low attack accuracy, high defense accuracy and reinforced assault values, in order to stress their defensive use in the game system limits. The 6 pdr is cheap but weak, the 12pdr is much better and really versatile gun.
Rifled guns on the contrary have greater range and are more accurate than smoothbore in attack , less in defense, making them useful for attack. The 20 parrot is delivering more punch at higher range than the 10.
But...never forget most battles are beginning at range 4 or less ( the range of smoothbores)...Lee stated the 12 pdr « Napoleon » to be the best gun not without reasons. The theorical advantage of rifled guns are so challenged .
Last, Horse artillery is now representing the 3 inch, rifled gun having the same values than the 10 parrot but with greater accuracy and better reliability ( Parrot hits number being reduced by one). Price is higher too...
So, with 5 types having special functions and limits, field artillery is now without « must have « model. 6Pdr is inexpensive but of marginal value, 3 inch is the best rifled gun but is the most difficult to buy, the 20 parrot delivers on attack greatest puch, but is costly and its range isn't that useful, the 10 parrot remaining so interesting because of its lower cost.
Then comes the problem of Divisions.
In the current system, 1861 divisions get the same advantages than 1863 ones.
It's highly unrealistic.
What plagued both sides at start was the lack of skilled officers and the absence of HQ staff doctrine. If the first problem was somewhat solved with time, second remained much more pregnant until 1865. Some progress was made but slowly.
For these 2 reasons, corps weren't used until the first half of 1862 and I'm seriously questioning the eistence of functional divisional HQ in the first months of the war.
In game terms, it signifies, as corps can't be prohibited, to delay the appearance of 2 and 3 stars generals, and to postpone divisions formation until the end of 1861.
So divisions can't be formed before october 1861.
The divisions in the 2 Eastern armies appearing in may 1861 have been disbanded too.
Now your leaders will move and fight with penalties. The strategic plans will so be slower to start and the first battle in Virginia ( first Bull Run) a real challenge.
It will too hinder gamey tactics, like forming a cavalry division to raid into enemy land. You will be yet able to group several cavalry units under a leader in 1861 but you will get out of command penalties...
Then winter should postpone your raid projects until the spring of 1862...
The cohesion value of units was reworked.
I've reduced too the cohesion value of all units. First, because I think it will made units more prone to rout and so will reduce the number of destroyed regiments, a little too high. Secondly, as cohesion improves with experience, it should enforce the need for players to take attention to experienced units, peculiarly for the Union player, whose replacement penalty could be giving headaches in the last years of the war...Last, the 1861 battles should be shorter and plagued by routing units....as in reality.
So all cohesion levels have been reduced by 10.
Not only it will give real edge to experienced units, whose cohesion is raised, it will emphazize a bit more National Morale influence.
You will need both yet more.
Battles will be less costly, shorter, peculiarly in the first months, with troops routing quicker than stubbornly renewing deadly assaults.
On the econical front, Draft and Money Policies from the vanilla version are definitly too lenient. Players can too quickly get astronomical amount of men, money and War supply to build unhistorically huge armies.
In reality, both sides had huge problems with conscription laws and their enforcement, and printing money in the game hadn't penalties sufficient to prohibit its use each turn.
So I raised both NM and VP losses for conscription options and limited the money printing to one turn by month.
Draft isn't possible until 1862. USA side gets more volunteers ( if Sufficient funds are at disposal) and less draftees. CSA will have to rely more on draft.
Global numbers of buildable troops will remain roughly the same than in the official version but this difference should create interesting dilemnas, the South being forced to get back the NM lost when USA will have to find money for volunteers and accept to lose 8 or 10 NM for a number of conscripts much lower than before...
Printing money will at last give much less money in the first months, and will raise with Victory Point total. So long for some gamey tactics at start to use printing money for building a very large army...
Last, the numbers of War supply production has been reduced for both sides. Now you will have a real interest for industrialization of blockade runners ( or raising transport fleet for USA).
6) I've introduced a few changes in strategic cities list: Manassas,Hampton Roads, Norfolk, Fort Donelson, Columbus, Harrissonburg and Grafton have now a VP value whereas Winchester, and the region north to Fort Pickens have lost their VP value. It should help CSA AI to be less obnoxious about Harper's Ferry and Fort Pickens.
7) East Tenessee regions have now a strong US influence at start, when Southern Illinois ( "Little Egypt") has a small CSA sympathy at start.
8) The mod is using the current leaders mod made by Winfield S Hancock and Ruynan99. There are more and more slight changes here and there. I guess some will be controversial ( J.E. Johnston by example)but I'm ready to create tailored files for those wanting to get other values ;- )
Some examples:
-Mc Dowell decreased to 1-2-1. Mc Dowell attacked at First Bull Run because of presidential order. At second Bull run, his performance was poor as he lost too much time to play a real role in the battle. I know, he was a scapegoat too... But it was less than stellar anyway.
-Forrest increased to 6-6-4. Forrest direted some really competent defensive operations.
McClellan strategic rating increased to 2. McClellan after all led 2 offensives ( Western Virginia, Peninsula) and attacked at Antietiam. Of course, so cautiously and so slowly but even considered the pression by Lincoln over his shoulders, McClellan wasn't totally unactive...
9) Reworked a bit Coastal/naval stuff. Land artillery is now divided into:
fort artillery: medium guns used againts land units.
Coastal artillery: can only fire on naval targets; represents the most curretn type of Columbiad and Dalghren guns
Columbiad and Rodman: the " big babies "; there are the most large guns for both sides. very lethal on defense, very costly, may fire against both land and naval units.
Brooke guns: Confederate Naval rifled guns and some English types. May fire only against naval units.
Columbiad, Rodman and Brooke has no movement ability when used by AI ( AI is usually placing Columbiad in infantry division...). Players gets units with very slow movement.
If CSA captures Norfolk on the first turn, he will get some Columbid units, representing guns at the Gosport Arsenal. Some will appear at atlanta 2 ( simulating the CSA capture of Federal arsenals in other States).
For CSA AI, some costal fort will randomly become level 7 fortresses from 1862. This will help AI to simulate the construction of earthern Fortifications like Ft Fisher.
10) This mod is using a slighty modified version of the cavalry mod by Jabberwock. The only difference is the new ability is only given to INDEPENDANT Cavalry units ( not embedded into an infantry brigade).
12) Brigades reworked for both sides. Most Federal brigades are made of 3 infantry regiments ( and cavalry or artillery assets sometimes). CSA brigades are larger.
13) I'm using GREY LANSMANN fantastic work on railroads. A very nice job and an huge task to create a more historical transportation network.
14) Creation of the Potomac gunboats unit, one of the reason explaining why CSA didn't crossed the Potomac to attack Washington...
15) some flavour events added like the corruption ones ( small losses in War supplies)
16) most 2 and 3 stars Generals have a slight risk to be removed each turn and another to get back... Simulating illness, death or any sort of retirement, these events are yet a very rough way to compensate the lack of death rules for 3 stars leaders in AGE engine... with the side effect to disband the army commanded by the leader...hence the very low probability of this sort of removal. But at least Grant or Lee aren't anymore immortal...
17) creation of the volunteer units, ie infantry regiments with very low stats. They're representing the really bad units created at the start of the war , poorly led, totally undisciplined. They are subjecting to improve.
18) the upgrade of units has been slowed ( too quickly made in normal version)
19)I modified too the march to the guns parameters. Basically, the march to the gun will be more dependant of the strategic value of leaders.
20) AI will get for free some forts on Richmond,Petersburg, Washington....
21) The end of the term for the 3 years engagment for US troops in 1864 is now simulated by losses of XP and cohesion...The USA will lose too 200 conscript points. It should help CSA to resist longer.
22) Raised the death probability for one and two stars leaders.
23) raised the value of inactive status to 40%
24) Created new abilities: poor administrator, giving malus in cohesion for some notorious unpar generals ( Burnside, Fremont, VAn Dorn).
Some political generals ( like Butler, Pillow, Sigel) will get special malus in battle and random events...raising their seniority levels....
25) Removed elite status for most brigades created by events.
26) Total revamp of Kentucky events in 1861
a) At start, Kentucky can't be entered by any side ( blockstate set to 1)
b) Kentucky will secede if foreign intervention level raises to 30;
c) Kentucky will secede if Union troops decides to enter Kentucky
d) on the contrary, Kentucky will join Union if attacked by Confederates;
e) if Kentucky hasn't seceded on 1st of October 1861, it will join the Union
To choose to invade Kentucky, each side will have to buy an unit ( from turn 2, support category) ( named Invades Kentucky) whose presence will be checked each turn. This unit will enable an event removing the blockstate status of Kentucky...
Union will get too some other units:
- blocus of the Kentucky: lower revenues and WSU for confederates but add to Foreign level entry
- Fremont declaration : Union will gain some NM and VP points but will lose loyalty in some states; the Foreign level entry will be slighty raised
For AI: each of these events will have an AI version, based on probability. AI can't get a thinking about but it's the only way to create variation against Athena.
27) added Petersburg mod by Gray_Lansman
28) added for A. S Johnston and Hood some randomness for their 3 stars stats...Now, each can get better or worse stats than the vanilla ones when commanding an army
29)implemented the autogarrison feature for AI
30)moddded OOBs for both sides in Missouri and Eastern Theater.
31)added Potomac gunboats
32) added some fluvial garrisons on the Tennessee for Union at start.
34) Genius attribute added to some leaders ( more to be aaded later)
35) in the first months, Manassas is a primary objectives for both sides.Then its value will come back to 0. beyond the "Forward to Richmond " issue, I feel Southern opinion would have been upset by the loss of the town when anayone was believing only one battle would suffice to end the war.
36) Ironclad and Monitorgets have now a random turn of entry, simulating for both sides either the technical difficulties or the lack of interest into armored navy in the first months. CSA ironclads have a very slow construction rate.
37) Introduced some new potential CSA 3 star Generals ( currently only CHEATHAM, mre to come). These Generals may be better or worse...Hood and Lyon has variable 3 star ratings too
38) US units have higher ammo and general supply levels of stockage and consommation. Union will need more supplies but will stock more.
39) If CSA seizes Harper's Ferry by turn 1, he will add to the Richmond industrial level
40) Created the Great Train Raid event, Jackson's raid in 1861 on the B&O
41) Reworked cavalry. I strongly disagree with the last changes in official version for CSA cavalry. Confederate lacked good horses after 1863and on the whole CSA cavalry quality lowered a bit from 1864. On the contrary, Northern Horsemen were on the rise after mid-1862 and got from 1863 more and more repeating and breechloading carbines which gave them a real firepower advantage at close range. On the contrary, CSA kept for a part of units muzzleloading rifles giving an advantage in range. So values of cavalry are really different from the officila game...
42) added for UNION mounted infantry from 1863. a few units can be recruited in Illinois and Indiana. Very expensive too as the cost in horses was really big and even USA were unable to raise more than an handful.... In 2 words, infantry values with higher speed. 43) from 1862, USA infantry brigades will only be made of Infantry regiments, with the exception of 2 ,one in the East, the other in the West.
46) The 1st Bull Run events have been modified: If North doesn't control Manassas at the end of July 61, McDowell will be demoted to 2 stars rank and McDowell promoted to 3 stars one.
47) added some events for CSA human player invading Kentucky:
a) The sooner he will invade the bigger loss od support in Kentucky population he will get.
b) 10 events having different probabilities to fire will give or retranch VP for CSA side after he has invaded Kentucky. The negative ones may fire from April 61 to October 61, the positive will fire mostly only after July 61.
So why CSA should invade Kentucky? Above military reasons, I've given back to Kentucky its status of rather industrialized State in 1861. So Confederates could get some WSU so much needed....with a price...

48) integrated Nickel's gfx about Columbiad and Rodman. Many thanks for his help






49) AI should be more cautious during Winter ( from October to February). But it could too keep from time to time an offensive attitude.
50) added genius ability to Lee
51) Jubal Early can be promoted to 3 stars rank. His values will vary from game to game.
52) Tweaked slighty AI here and there.
53) fixed some events messages
54) Fixed a few bugs
55) Introduced a new series of events replacing those forcing US player to keep a force around Washington in 1862. I was never easy with that as AI wasn't really understanding the event and the strategical situation could be really different from the historical one. Last, why 1862 only?
So I reversed the problem. Now, If CSA place some forces around in the regions neighbouring Washington ( Not Alexandria) or Baltimore, US player will lose each trun 3 or 5 NM... This rule doesn't apply against Union AI.
56) added a few abilities to some leaders
57) and more...
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Special Praise for SVF
Athena: " I never felt myself so cute as in SVF"
McClellan: " SVF is really the only mod where I feel I could take some offensive one day"
Van Dorn: " I can't play SVF anymore. I just can't resign myself to think about my supply lines"
Nathan B. Forrest: " It's a bloody damn mod and I like that"