gbs wrote:I admire the work you are doing on the various mods. It seems you are working on more than just the Leader Opt. Mod. Could you tell a little about what the others are?
Also, as you update the Leader mod, will using the updates effect any ongoing game one is playing? For example, I started a new April 81 game with your leader mod in place. I know you have updated it maybe one or two times since then. I am now in June '62. If I download your most recent update of the mod and apply it to my game will there be in odd effects due to changes that would have happened prior to june '62? I hope this is clear.
One comment. I always play CSA. It seems that most of your work concerns Union leaders. I find that with your Mod, it is now tougher to take advantage of the suposed Confertedate advantage in leadership ratings than before the mod. For example, I had to move Hardee to Virginia so that I could form my 2nd Corp in AOP. I never could get any of my * generals promotable to **. Jackson was close early on but he performed poorly in an early battle and lost seniority. It seems I have more *** than **. I currently have two Armys under Beauregard (AOP) and J. Johnston (AOT) with Polk and A.S. Johnson (a ***) as corp commanders in the west and A. K. Smith and Hardee as Corp Commanders in the east. At this point the only other ** I have is that useless Mansfield in New Orleans. My highest rated generals are Division Commanders at this point.
Is this what was intended with your mod?
These are good questions GBS. What I am wanting to do with my mod is to make the game more model historical reality. One element of doing this is to increase the difficulty for the player (as Lincoln or Davis) in finding and placing the correct commanders in the field too easily or too early. Both the USA and the CSA were plagued by command inefficiencies during the first 12-18 months of the war, with the CSA the first to pull out of the problems in the East with Lee, Jackson, and Longstreet in the ANV, and the USA the first to pull out of it in the West, with Grant, Sherman, et al and the AOT.
One of the things I found in the vanilla game was that it was just too easy to build powerful, multi-corps armies with decent commanders in 1861. This was just not historic, and not conducive to good game play IMHO. So, the leader mod in general tries to make it harder. You have to fight and win battles with your 1 star leaders to make them promotable. No longer do a number of the good guys come in at a level to take corps command from the get go. Historically, most of the first men who were handed large field commands on both sides turned out to be duds. It took time for the better leaders, and more efficient organizations to emerge. Thus, in the game, if you are the Union and want to have Meade, Reynolds, and Hancock commanding your corps, you need to fight them and earn their way up in the ranks to supplant the Banks, Heintzleman, Keyes, and McDowells of the world who started out on top because of political connections or old-Army seniority. The same with the CSA. You should not be handed a 2 star Stonewall Jackson in July 1861 and have him commanding a corps running wild against a disorganized Union opponent. Truth was, even though Jackson certainly was a talented commander, the CSA didnt have the infrastructure developed yet to support a corps. And, there were other politically connected men who believed they deserved it more than him.
So, it is much harder for both sides to get 2 star leaders and form the corps of their armies. However, I didnt want it to be impossible, or too hard, especially for the AI. Thus, I have thrown in auto promote events -- four for the Union, which promote Sumner, Keyes, Heintzleman, and Porter, to their historic command posts in the AOP, and for the South, some new promotion events for them, because the game had become unbalanced without them in the mod. Now the CSA automatically gets Jackson and Longstreet at 2 stars in June 1862 to command the two wings of the historically created Army of Northern Virginia. Pemberton arrives at high enough rank to command an army. Bragg comes in at corps level, and gets his army in April 1862. Also, Hardee and Polk get promoted to corps command in April 1862, with a chance that EK Smith and John C. Breckinridge, two highly thought of men with political connections, could join them as well.
With these new auto promotions, each side gets the first seeds of developing their army structures during the first half of 1862, which is when the serious fighting really began anyway. From this start, you as the player (or the AI) have to do the rest by yourself. If you want to make sure talented men like Hancock, Meade, and Cleburne get promoted, you need to put them in positions where they are likely to succeed. Otherwise, you will be stuck with Erasmus Keyes or Mansfield Lovell leading your corps into 1863. As a compromise between accuracy and playability, I think the limited number of auto promotions I have done will work well.
"Wars are not all evil; they are part of the grand machinery by which this world is governed, thunderstorms which purify the political atmosphere, test the manhood of a people, and prove whether they are worthy to take rank with others engaged in the same task by different methods" -- William T. Sherman addressing the Grand Army of the Republic in 1883
Second in War, Second in Peace, First in the Hearts of His Countrymen -- General Winfield Scott Hancock, USA