Turn 3:
Ah, finally you have the semblance of an Army! Beauregard appears in Richmond, and J.Johnston int he Shenadoah. Sadly, however, there are both grossly understrength This needs to be fixed.
To fix this problem, click on the 'replacements' screen in the ledge (NOT 'Reinforcements' -those are new units). What you mostly need is 'line infantry'. A good 9 or 10 regiments worth. Technically, they are not really regiments but that is a discussion for another time. You should already have some line infantry and calvary replacements already. My game has 6 line infantry and 3 calvary replacements. The number at the top is the amount you have and the number at the bottom is the max amount you can build.
I would also buy a few light artillery(like 2 or 3), a few field artillery(2 or 3), 2 'elite' infantry, and 1 skirmisher.
As you click each replacement, you might notice that your money, conscript companies and war supplies are deducted from your balance sheet. You shoul still be 'in the black', but you are going to need alot more than what you have. Turn 3 is, I believe, the ideal turn to use the finacials and drafts options.
Click on the 'Financials' screen in the ledger. You have 3 different sets of options you can choose from: War Bonds, Printing Paper Money and Taxes. Clicking on the wording in each category will the option for each category(except for Paper Money Printing, which is only one option), and will increase amount of money you get, but there are tradeoffs. War bonds for instance, cost victory points and cause some inflation (increase in price of everything). Excessive taxes cause inflation. For now, I would go with Measured Taxes as it doesn't cost you any victory points.
Next click on the 'Drafts' screen. You have two options here: Call for Volunteers and Mobilization (conscription). You can also change options within the two categories like you can for the finaicials screen. You can do a simple Call for Volunteers which cost you nothing, or you can pay $1k or $2k per company for recruitment. Thats usually pretty prohibitive at this stage so I don't recommend it.
There is also the 'Mobilization' option. Good players(and the AI, now) will use Full Mobilization every year, usually at the first opportunity, because conscripts quickly become a bottleneck for your fighting forces. If you really want to be historical though, no mobilization until 1862
Now click on the 'Reinforcments' screen in the ledge. You should have at least 300 conscript companies and $300k, depending on the options you decided on. Now its time to spend it and get that army mobilized.
What I would suggest here is a suggestion from T. Runyon: build in divisions. Its pretty much settled that an ideal division consist of 12 infantry brigades, 1 sharpshooter, 1 calvary and 4 artillery, for a total of 18 elements in the brigade. Its also best to recruit all the units that are going to make up a division in the same state, when possible.
You have lots of different types of infantry brigades. Some of them contain calvary, some artillery, some sharpshooters. Pay attention to the composition, and fill out the necessary requirements to build a few divisions (should be able to build a complete division, perhaps 2). I never use independent calvary regiments in divisions, but thats up to you. On artillery, you want to stick with mainly the cheaper 10 pounders, and don't build horse or siege artillery yet.
Make sure you never go 'in the red'. If you are in the red, you have spent too much money, war supplies or conscripts.
Click on the 'Support' tab. There are two important units here that can : Medical and Engineering corps. Buy a unit of each, at least. They take a while to build, so ifs its choice between them or infantry brigade, you want to build them first.
OK, that should about do it for the reinforcements. Close the ledge and go back to the map. You force from Charleston should have arrive in Manassas, and you should also have a general there or two. If you are lucky, one of them is 'active' and is allowed to form a division. You know this by scrolling over the general, it will say 'This general is able to lead units this turn'. Merge the force from Charleston with the stack with the generals. If one of your generals can form a divison, click on the form division button, and hold down CTRL to select all the units you want to put in the division, which should be all of them EXCEPT for the supply wagon(which cannot be merged into the division), and then click 'Merge'. You shoud hear a little drum snare, and all the units will be consolidated into one unit: the division. The leaders portait is still there, but in place of his name (in the lower window that shows the stack) should be either 'B. Johnsons Division"(if the general was B. Johnson, for instance) or "1st division" (or another number)
TBC.....