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Clovis
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Against the CSA AI in Struggle for a vast future mod

Sat Mar 06, 2010 10:18 pm

First turn.

Let's talk economics.

In SVF both sides start with lower War Supplies production. Options to get money generally cost more in NM , VP or inflation, and the printing money options is limited to a few occurences a year.

Evidently, player has to spend more on industrialization. he will have too to be more active in naval commerce to get money and War supplies.

Another consequence will be the raised role of VPs, as financial options give more money amounts with higher Vps score. An incentive to force Union player to capture as much VP locations as possible rather than wait 1863 to attack...

Recruitment is limited at start to Calls for volunteers. Conscription will appear later for both sides, during 1862 ( exact date is slighty randomized to reflect public opinion reluctancy) and will be highly costly in NM. Generally, Union will get proportionally more by Calls than Confederate, and the contrary for conscription. f course, Union will have to pay the very large bounties...

Each sides get each turns free recruits, but numbers will lower each year ( war exhaustion, loss of the initial enthusiasm).

Military speaking, CSA captures Harper's ferry, Norfolk and Ft Sumter this turn.

By taking Harper's Ferry, CSA will get a slight boost in War supplies production in Richmond ( Confederates salvaged the firearms machinery located at the Harper's ferry arsenal).

The capture of Norfolk gives a large number of coastal artillery, which was located here.

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Clovis
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Sat Mar 06, 2010 10:28 pm

Second turn

Union gets 2 permanent Gunboat units on the Potomac prohibiting CSA crossing. As in reality, Confederates will have to use Harper's ferry and Leesburg regions to invade Maryland or Pennsylvania


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Flavour events:

Butler's regiment is created at Baltimore

Jackson's raid on B&O railroad is simulated by event

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Military affairs are really quiet, as both sides are fully commited to create armies...
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Clovis
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Sat Mar 06, 2010 10:41 pm

Turn 3

Military affairs remains very quiet.

From this turn, both sides can raise new units.

For Union player, naval transport is more complex than in the vanilla version. naval transports are made of transport and commercial transport. Tranport units have capacity to lift troops , when commercial transports have the capacity to earn money or WSU in the shipping box.

Union AI isn't submitted to this new rule.

So Union player will have to build more naval units to fulfill both transport and commercial missions. At start, considering the lower WSU production and the money need, it's strongly suggested to build 10 commercial transport. Historically, in the first years, much of the firearms were bought from Europe before industrialization could replace importations. Last, Union will have to create in the long run a large naval transport capacity, at a higher cost...

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Rafiki
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Sat Mar 06, 2010 10:45 pm

Really appreciate these guided tours of SVF, Clovis; nice work, indeed :thumbsup:
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Clovis
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Sat Mar 06, 2010 10:58 pm

4th turn:

Union political generals have some new traits:

- first, they get malus in battles
- but thet randomly get seniority upscaling by events ( after all, they are Political generals :D )

So You will be forced to place them in command :D
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Clovis
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Sat Mar 06, 2010 11:03 pm

5th turn:

Both sides are fully occupied to create military forces, so not much activity.

In Missouri, both Price and Lyon have appeared. CSA forces are created accordingly to historical places and are at start only partly armed mob...

Missouri guerilla will be in the game more numerous. Guerrilla has a small police value, which will have some impact on region loyalties so Union must be prepared to garrison Missouri rather strongly, and with sufficient cavalry units to keep control.

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Clovis
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Sat Mar 06, 2010 11:16 pm

6th turn (late June 61)

Missouri:

Lyon has seized Jefferson city. Price retreated before the battle.

Union has captured Rolla too

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Sharpshooters units: very rare, and much more costly. No mre one sharpshooter unit by division ( some units will become available in the late war period)

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Clovis
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Sat Mar 06, 2010 11:43 pm

7th turn: early July 61

Missouri affairs are turning bad for Union. At first Lyon dispersed the small CSA outfit at Boone, but died during the battle (yes leaders now die in AACW!)

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Thn Union forces were repulsed by Price at Versailles

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Events:

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Ericson folly event has fired this turn. For both sides, ironclad events are randomized in SVF ( do you know a novelty adopted without resistance ?). So Union may have to wait a few more turn the Monitor...

Union has to invade Virginia.

SVF has finally adopted a much more subtle approach of the question than in the vanilla version; I will never be easy with any event forcing Union to place an army in the vicinity of Richmond, simply because it's just a sort of idiocy rule players have reluctance to admit and which is altering the gameplay as the Confederates know Union will have to take risk here and may prepare in consequence.

In SVF, Union has to win 1 NM in a battle before the end of the 1861 Summer. Difficult, but not impossible. Moreover, Manassas is a very large Objective in the same period. The combination of the 2 is creating uncertaincy. Union may capture Manassas without fulfilling the NM condition, or the contrary. Loss of NM will be compenate by the other condition. Failing Both will create a crisis for Union like in reality. Union isn't forced to attack at Manassas, even if stronly encouraged to do so.
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Sun Mar 07, 2010 12:23 am

Oh, I almost forgot:

CSA has invaded Kentucky this turn...

Kentucky invasion in SVF has some unique traits:

- CSA AI may invade Kentucky any turn before October 61. The probability strats from very low to become high in September 61, so in most case, CSA will act as in history and sometimes not...The later the invasion, the less chances for CSA to lose VPs.

- Kentucky may secede too due to internal politics. This is simulated by events modifying the Foreign Entry level ( AACW offers only this variable, unfortunatly): if the FE climbs above 36, KY will secede, with huge benefits for CSA.

- KY railroads must be repaired before use ( simulating the difficulties to build logistical chains for both sides at start). Union will have to build a depot at Louisville too...


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Sun Mar 07, 2010 12:47 am

My plan:

Eastern theater:

McClellan will capture Grafton in WV

Patterson will keep siege of Harper's ferry, hold by Johnston

Mc Dowell will wait one more turn, as this is the first turn beauregard's force may move freely...

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Kentucky: Fortunatly I've assembled in the first turn a group under Wallace command. I will try to seize Northern KY first.


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Missouri: back to saint Louis, where I'm building more troops. From Kansas, I launch an attack against Lexington

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Economics:

A new Calls for volunteers turn. I choose the 2,000 Bounty option, and for the first time the Printing money option.
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Clovis
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Sun Mar 07, 2010 1:01 am

Results:

In Virginia:

McClellan dispersed the hepless Confederate militia at Grafton. Neither Johnston or Beauregard moved. That's not always the case, AI sending from time to time Beauregard in the rear or Johnston on a Maryland raid.


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Kentucky:

CSA captured Columbus. Not much activity here.

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Missouri:

Price headed back to Springfield...I siege Lexington.

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Eugene Carr
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Sun Mar 07, 2010 11:10 am

Very interesting, I like the idea of starting Grafton as CSA gives 'Little Mac' something to do!

Have you had any problems with the death in battle feature? I've found that I often have ghosts in my divisions ie the dead leader becomes a unit.


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Clovis
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Sun Mar 07, 2010 2:08 pm

Eugene Carr wrote:Very interesting, I like the idea of starting Grafton as CSA gives 'Little Mac' something to do!

Have you had any problems with the death in battle feature? I've found that I often have ghosts in my divisions ie the dead leader becomes a unit.


S! EC


No. The 1.15 AACW version has solved this problem by integrating real leader death rules. No more ghosts.
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Sun Mar 07, 2010 2:14 pm

late July 61 turn

Missouri and Kentucky were pretty quiet; asmall battles occured at Lexington (MO), Union being repulsed. Federals occpies now the Northern Kentucky.

Virginia: I moved McDowell to Manassas in hope the AI would move back Beauregard. I was wrong and the 2 battles fought in the region achieved a defeat

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In the same time, Johnston has broken the Patterson 's Harper Ferry siege

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gchristie
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Sun Mar 07, 2010 2:57 pm

Thank you Clovis. Your dedication to this mod and the time you contribute are very much appreciated.

I like very much your approach to the "move on Richmond" event. A more elegant and simple approach from the vanilla event. And certainly more understandible for us players than the vanilla event.

How does SVF handle the second Richmond event?

Regards.
"Now, back to Rome for a quick wedding - and some slow executions!"- Miles Gloriosus

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Clovis
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Sun Mar 07, 2010 5:30 pm

gchristie wrote:Thank you Clovis. Your dedication to this mod and the time you contribute are very much appreciated.

I like very much your approach to the "move on Richmond" event. A more elegant and simple approach from the vanilla event. And certainly more understandible for us players than the vanilla event.

How does SVF handle the second Richmond event?

Regards.


Currently, there's no second Richmond event. Union has other incentive to take Richmond, like the need to get more VP and NM for economical purpose and 1864 events, when most units will lose XP and cohesion with the end of the 3 years term. There's also the need to have a minimal NM value to enforce emancipation.
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Clovis
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Sun Mar 07, 2010 5:48 pm

The construction of commercial transports is now bearing fruits:

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In Kentucky, I plan to build a depot at Louisville and repair railroads to support offensive operations later


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The necessary feature I dislike: creation of weak gunboat units to prevent CSA crossing at will of Ohio and upper Missouri rivers. I tried many tricks without success except this one...alas as very cumbersome... I would like here a real improvment in AGE engine...

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Sun Mar 07, 2010 6:13 pm

August 61:

In virginia, I retreated back to Alexandria McDowell. Banks is leading the Northern Shenandoah forces and is entering Harper's ferry region. CSA is keeping in front of him 2 small covering forces.

Johnston main force is now assieged by McClellan, who discovered too late his presence here... For this time, he's really overpowered ;)

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The Vp ratio is low for Union and NM consequences of the Manassas failure are in full effect now...

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Sun Mar 07, 2010 6:38 pm

A way to fix the long range cavalry raids: cavalry units carry supply for 1 month ( 2 turns); so a raid will be limited in range unless some wagons are present, and wagons are slow...

As a side note, Union units needs more supplies than the Confederates, as in reality Union units kept higher exigence in supply needs than the CSA side.

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Sun Mar 07, 2010 6:43 pm

Late August 61

CSA is moving North in Kentucky

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Sun Mar 07, 2010 9:02 pm

Early September 61:

Confederates are seizing initiative.

In Virginia, Beauregard marched on Harper's ferry and won a battle over Bank. In the same time, Johnston moved back to Winchester.

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A Sizable Confederate group is assembled at ft Monroe vicinity

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Last, magruder is conducting a raid in Western Virginia, McClellan being just...unactive

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Sun Mar 07, 2010 9:09 pm

Missouri is quiet, but Confederates are concentrating in Kentucky


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I'm buiding turn after turn my forces. I've just bought 2 blocakede squadrons. Much time is needed before completion.

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Sun Mar 07, 2010 9:46 pm

Late September 61 was a very active turn


In Virginia, I decided to move McDowell to Harper's Ferry. Attacking the very weak garnison of Manassas was tempting but I feared a Confederate move in maryland from Harper's Ferry. If CSA may move units around Baltimore or Washington, Union will lose NM ( Union AI doesn't suffer this penalty).

But Confederates retreated. You will notice Johnston is now commanding the main Confederate army... beauregard isn't anymore available, maybe will come back later thanks to events.

So, no big battle here, and Huger is occupying in force Manassas again...

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West Virginia is becoming a very disputed theater.

In SVF, WV gets some objective locations during 1861. I wanted to take into account the symol WV was for both sides as an aera refusing secession

McClellan was active and repulsed Magruder force. Much generally, AI raids in SVF are made by small forces,so the AI isn't too much hurted by their loss. Moreover, AI is often retreating fast from raids.

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In the same time, Floyd captured Charleston (WV) which is an objective region for 1861. Now, why the AI is placing here AS Johnston and the Army of the Tennessee Headquarters?


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Sun Mar 07, 2010 10:14 pm

Sad news: Ben Hur will never been written as Wallace died during the Bragg's assualt on Louisville. Bragg was defeated though.


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Van Dorn launched his own attack on Saint Louis the same turn with the same result:


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Always keep garrisons in your key towns!
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Clovis
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Sun Mar 07, 2010 10:17 pm

For myself, I've tried to capture Lexington (MO) but Price unexpectedly came to reieve the Confederate garrison.

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enf91
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Sun Mar 07, 2010 10:26 pm

Clovis wrote:In the same time, Floyd captured Charleston (WV) which is an objective region for 1861. Now, why the AI is placing here AS Johnston and the Army of the Tennessee Headquarters?


1. The AI has a few kinks left to work out. OR

2. It recognized the futility of a large-scale offensive in Western KY and is prepping for something bigger in Appalachia.

At least, that's what I see.

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Willard
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Mon Mar 08, 2010 3:10 am

Clovis -

I can't find a link to download your great mod.
Is it still under construction?

Great job and please keep up the tremendous work!

-Willard
[color="Red"]Everyone gets everything he wants. I wanted a mission, and for my sins they gave me one.[/color]

What I am not looking forward to is the "we can always release a patch later" quality control that has crippled the PC gaming industry. If I wanted a job as a game debugger, I would have paid more attention in math class.

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Clovis
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Mon Mar 08, 2010 8:54 pm

enf91 wrote:1. The AI has a few kinks left to work out. OR

2. It recognized the futility of a large-scale offensive in Western KY and is prepping for something bigger in Appalachia.

At least, that's what I see.


The AI has always a few kinks to work out ;) . it's really the firts time in 20 gamesCSA AI is competing for this aera rather than concentrating abetween Columbus/Bowling Green zone. At last the AI remains unpredictable :D .

Of course, such a move is an error. But predictibility of AI moves is just what eases most players game against AI. SVF is built to let AI do most of the time the good strategic choices, and sometimes not.

Another example: raids on Louisville and Saint Louis were failures because I kept both garrisonned. In any case, both would have succeed withot my care. In aother games, AI will not attack these regions. But players will remember such a possibility, maybe wrongly, maybe not...
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Clovis
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Mon Mar 08, 2010 9:21 pm

early October 61:

AS Johnston is coming back to Tennessee

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Bragg tried to defeat Nelson at Lexington (KY), vainly


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Confederates deserted West Virginia this turn.

from this turn, both sides may create divisions. I named McClellan commander of the Army of the Potomac. This isn't mandatory, of course, but the various abilities he has are more useful than the limited McDowell has.

How AI faces Winter? from October, events may lower its aggressiveness in each theater. But the slight randomization makes impossible to predict exact pattern. AI may keep some offensive mood even in Winter. Winter campaigns existed during the Civil War, and once again, I prefer facing a AI which could lose here and there some units from attrition than being assured osf an almost grounded opponent at a fixed date.
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Mon Mar 08, 2010 10:10 pm

Late October 61

The situation in Virginia is locked for now. i'm concentrating on organization and creation of amphibious forces ( almost done in Annapolis)

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Kentucky: Bragg moved back to Clarksburg, whose CSA has made its concentration point...Not very wise choice, but I'm myself waiting more units and a better weather to take some offensive dispositions.

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I'm trying to take advantage of CSA weakness in Western Kentucky/ Tennessee aera. I'm building since some turns a large force under Grant at Cairo. For now, I'm yet lacking artillery, leaders, and river ironclads, but I decide to launch Grant in a surprise assault on Henry and Donelson region.

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The first surprise is the upcoming of some Confederate forces in the aera ( McCulloch and a few units at Humbolt, BTW a supply depot )

The second is the defeat of Grant, against the very weak garrison. Too few organization, too much penalties from amphibious stand.

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Saint louis is trageted again by CSA , Polk's small force slipping between Rolla and Jefferson City...


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Last, Watie's Indians have penetrated Kansas. i'm sending Hunter here to get some use from his special abilities


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