
Gents,
This will be the last developers’ notes for Civil War II, as the game will be out tomorrow! As such, we don't want to miss the opportunity here to say many thanks to all the volunteers who helped us shape Civil War II into what it is now! Some of you betas really went beyond 'duty', with discussions, historical notes and reports several times a day, even on weekends.
That said, and in a kind of mirror statement to the first notes, we think it is important to remind everyone one more time what were the two avenues of approach we took when working on this awesome project.
* First, we wanted to take American Civil War I were we left it, and then add more accessibility for new players, because new blood is always good (target practice! Oops no, I did not say that

).
* Second, and in equal importance, because our current community is what allows us to continue creating games, we wanted to add extra functionalities for returning players.
Here are a few examples of minor or not so minor additions in Civil War II, compared to the first opus. Bear with me for the mix & match style, as these features are rather diverse.
For newcomers to Civil War, we added several options in the entry menu.
* One of particular importance is the 'easy supply' option. Basically with this option, you can only be in trouble in the case of a siege or if you are in hostile territory. We meant ‘Easy’ as supply should not be a concern to the new player when he is moving troops at home.
* Another helping function is the AI buying for you replacements for weakened units, so that you have one less burden to bear.
Then, there are functionalities that are new and will please both groups of players.
* In Civil War II, contrary to ACW1, you can click on a city and see all buildings there. Simple and yet cool, as it's really easier to remember where are your powder mills and armories now.
* We also have a much better tooltip system that you probably saw in some screenshots. We went from tooltips in single color to tooltips that can be colored as we wish, and with embedded icons.
And last (but not least), there is the third group, i.e. features that are new but will probably be of greater interest to veterans as it was often requested by them.
* The new terrain effect table for example (see the screenshot in this post) that at last give you enough info about each terrain, including effects in battle.
* Another one? You can now promote a single general in an army, without him having to leave it.
* Also, development level in each region will greatly impact move speed in the wild areas (use liberally regional decisions to improve that!).
There is much more than that, and these are only a few examples, but we hope you understand that Civil War II is in essence American Civil War I, but more accessible. There is no 'toning down' here! We streamlined the interface considerably and improved accessibility (and some options can disable many game rules, because we don't want to overwhelm new players!), but in no way we watered down the game.
And that's good
See you soon in the forum, to share your experience of the game!
The Civil War II Team - Ageod.


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Further discussion:
http://www.ageod-forum.com/showthread.php?32116-One-feature-a-day-series-10-Wrapping-up!