Hi all and welcome to the forums if you haven't already been welcomed
Right up front, I'll say that the manual is good for giving you a good overview of how the game works. It uses very generalized explanations, but rather few very specific and detailed.
In such cases, don't get frustrated, just come to the forum and give a quick search for what is confounding you; it's likely that somebody else has had the same issue.
If you're looking for a phrase, the forum will only frustrate you on that as it only searches for post with ANY of the words you enter. In such cases use google to search for phrases. From the google search page enter "site:
http://www.ageod-forum.com/ "Civil War II"" (without the outer quotes and the phrase also inside quotes to search for it.
Dr_Nex wrote:Hey all,
I just purchased this game but I'm very confused about some aspects, which are totally missing explanations in the manual.
For example, what is zone development and why should I care? I.e. the develop territory, clearing, etc. cards? What does this accomplish? What does it mean for a zone to have more development? Etc.
Wow, I only just notice after looking it up that the manual does talk about "zones"

. For as long as I've been in the forum we've always used the term 'region', but they are the same thing. Every
field on the map is a region, including the river and oceanic regions which support a unit being moved into them.
The "cards"--RGD: ReGional Decision cards--in general allow you to do a lot of things which can affect play in a small way, or with synergy, sometimes in a larger way.
Developing regions--increasing their 'civilization level', which you see on the tool-tip of a region--can help you to move troops and supplies through those regions, or could increase production in cities.
I've found the most profound use is in the West where the civilization levels are very low and there is often a lack of roads or even tracks/trails--both terms are synonymous.
There are no regions on the map anywhere with civ-level below 10. Those between 10 and 19 are considered 'Wild' and movement of troops and supplies through them, especially during poor weather, is very difficult and slow. If you raise the civ-level of such a region and--if it currently has none--add a track, it will increase mobility in that region. Mobility is always counted when entering a region, and not moving out of one.
Once the civ-level is up to 20 there will be no further change to mobility unless you build a road or the civ-level goes up to 50, which is unlikely in the game.
Dr_Nex wrote:What are all the Misc support units and what do they do? I.e. HQ support, doctors/hospital, contraband, sailors, etc.?
If you select one of those units and then hover your mouse pointer over the ability icon a tool-tip will explain their meanings. This works everywhere you see the icons.
Hospitals: increase cohesion recovery.
Signal Companies: add 1 CP (Command Point) to their stack and can increase the effectivity of leader's abilities.
HQ Support: Combine Hospitals and Signal Co. plus they have the Training Master ability, which increases the XP's (eXperience Points) of all elements in the stack, which is not moving during that turn.
Engineers: Increase greatly the rate at which entrenchment levels are reached and help when besieging an enemy inside forts, redoubts and cities/towns.
Pioneers/Pontooners: decrease the time to cross major rivers, increase slightly rate at which entrenchment levels are reached and help when besieging an enemy inside forts, redoubts and cities/towns.
Contraband: Assist in repairing destroyed rails in a region.
Abilities are not cumulative. So if you have one element in a stack with a specific ability, other elements in the same stack with the same ability will not increase the affects of that ability. EG having a hospital unit in a stack will increase cohesion recovery by 15%. Having a second hospital in the same stack will not increase recovery any further.
Dr_Nex wrote:On the battle report I guess hearts are number of hits? What's the number to the right? Interestingly there aren't any tool tips on that portion of the battle reports.
The toop-tips are in the process of being fixed and will probably be back with the next official patch. The hearts do indicate the number of hits scored. The 'hash' symbol indicates the amount of cohesion loss caused to the enemy.
Dr_Nex wrote:I have so many more questions but that's a good start. I really wish the manual were more complete and that the tutorials went more in depth because I'm really struggling to understand a lot of game mechanics.
Please have a search of the forums first, but if you don't find your answer feel free to ask. There are lot's of great people here who are glad to help.
Dr_Nex wrote:On the unit cards on the map there are three bars: a red line, a blue line and a green line. I'm guessing green is cohesion and red is health or something? Is that right? What's the green line? God this manual is terrible.
From left to right--I'm color-blind so...

--Health, Cohesion and Supply. In the Stack Panel--at the bottom of the map if you click on a stack--on each unit it's Health and Cohesion. Supply is displayed in the Inspection Panel on the far right if you click on a stack's tab in the Stack Panel.
Dr_Nex wrote:What does holding down shift on the map do? It shows me a bunch of brown, white and blue lines emanating from the unit. I have no idea what those mean.
OMG!! You've broken the game!!

.... No, just kidding

Those 'rays' you see indicate what kind of 'link' you would cross when moving from that region into the region where the ray ends.
Light blue means you cross a river.
Dark blue means you enter a water region.
Black means you can use rail movement.
Brown means you move only over land.
And I've never been able to figure out exactly what the gray ones mean.
Dr_Nex wrote:Why don't I have little chevrons on the left of my divisions or stacked elements to see how many elements are in the division/card?
Minor bug. Will be fixed in the next patch. If you want to you can install the 1.05 beta RC1 (Release Candidate 1), where this is already fixed and some good improvements in the retreat code has been implemented. The beta patch can be found in this thread:
Public Beta Patch 1.05 RC1ChuckB wrote:Hi - I feel your pain. It took me a long time to get into the AGEOD game system (and I'm really only scratching the surface). So I'm nowhere close to answer most questions but here is my advice:
Don't try to learn the game system through the manual, you are right, they are incomplete and not getting updates through the patching process. Most people would probably agree with the statement that the manuals are AGEODs weak spot. What helped me is to read some of the excellent AARs here in the forum the the Paradoxplaza forums (and some, but less, on the Matrix Games forums). While I have CWII, I haven't really played it but the general AGEOD is very similar across the different games (with CWII and TEAW adding a new UI). Not sure if there are good beginner AARs for CWII but there are some really good ones for the earlier games here
http://forum.paradoxplaza.com/forum/showthread.php?632034-The-Hero-The-Traitor-and-The-Barbarian-an-AJE-PBEM-Beginner-AAR& and here
http://forum.paradoxplaza.com/forum/showthread.php?545321-Wars-in-America-A-how-to-AAR/page2& - both are long but have "beginner's corners" and those got me into the position to start enjoying the game system.
The other thing that may be helpful is to look for videos on YouTube (often called "let's play videos"), where experienced players explain the system. There is a link to the first video in a whole series about CWII
http://youtu.be/LHuwjpI3ICo There are also Wikis out there that explain a lot, sorry I have no link handy.
I hope this helps - I believe the AGEOD are great games, sadly AGEOD is making it difficult for new players to enjoy them through their documentation (or lack thereof) ...
Some very good suggestions. Here's the
CW2-Wiki. It's unfortunately also not nearly complete

.
Hegyytoportyan wrote:War department/Replacement pool:
I don't know what's the difference between the two flag: the first one shows almost every types of replacement, while the second one (labelled with war supply icon) shows artillerys. Why? Are the any difference between them?
The simple answer is, because the first page if for all element type other than artillery and the second page is for artillery

.
The reason
why it's like that is technical. It's because the types on the first page are for elements who's models are faction-specific and belong to your faction. On the second page are elements which are 'common' to, in this case, both the Union and Confederate factions. Since most of the guns where pretty much the same on both sided during the war, this allows you to replace missing hits from captured batteries. And that's the whole secret behind having two pages for replacements.