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AACW2 Wishlist Mini-MODs
From AACWWiki
- Draft & notes page (12/2011) -
This page aims to gather some "mini-MODs" that try to realize wishes listed in the AACW2 Wishlist thread of the forum (http://www.ageod-forum.com/showthread.php?t=14801).
Each mini-MODs is defined as a mixt of modified games files and House Rules (especially when the game can't be modified in a simple way before a AACW2). That means of courses that this MODs are mostly made by and for PBEM players, but not always... :-)
A mini-MOD page/article explain first why it is made for and then how players can implement it in details on their computer's installation. If there is no way to implement it for now, it is then proposed House Rules.
Players can then choose which mini-MOD they want to use for their next game and, thanks to this documentation, hopefully modify without too much stress their game's installation to play with this mini-MODs.
Of courses, everybody is welcome to help to realize the mini-MODs proposed here, and/or to propose/create new ones. All the discussions about are welcomed in this AACW2 Whishlist Mini-MODs forum's thread : http://www.ageod-forum.com/showthread.php?t=20014
Hopefully may this community works help to the production of an AACW2.
Grenoble,
11 Brumaire 219,
Andatiep.
Mini-MOD "THE SEVEN STAGES OF TOTAL WAR"
The roads to emancipation... As we know, to win this conflict, the USA should step by step go into a total war. If we summarize, it means :
- a military strategy with a strong occupation of all the southern main cities and scorched earth policy sometimes around.
- a political strategy : political reforms which will radically change the southern society and destroy the "Slavery Institution" and the rebel southern ruling classes.
- in its own side, a more powerful federal government able to draft conscripts and if necessary to suspend Habeas Corpus or apply Martial Law.
The Total War political strategy could be simulated with 7 policies the US player can only perform chronologically, one after one:
Stage 1 : "The Confiscation Act"
Why to MOD :
- to introduce the VP as Political Points necessary to perform most policies
- to bring some more money and WS as simulation of the southern accounts/goods in the North being confiscated.
What to MOD :
=> give more money
=> and some WS too
=> but cost a lost of VP (150)
=> this event should start from early august 1861.
How to MOD :
Edit the event "evt_nam_USA_ConfiscationAct1861" in the /ACW/Events/USA Events.sct file like this :
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_ConfiscationAct1861|1|2|evt_txt_USA_ConfiscationAct1861|Event-img_USA_GeneralWarOrder1862|$Prince George's, MD|129 Conditions MinDate = 1861/08/06 EvalVP = >;150 Actions DescEvent = evt_desc_USA_ConfiscationAct1861 ChangeMoneyPool = 200 ChangeFacMorale = 5 ChangeWSUPool = 20 ChangeVPCount = -150 EndEvent
Why to MOD :
- to introduce the VP as Political Points necessary to perform most policies
- to link the event with the occupation of southern ports/objectives with Republican generals
- to reduce loyalty in some regions and add new "Contrabands" units.
What to MOD :
=> USA player is allowed to perform this policy only after he did the previous stage "Confiscation Act".
=> it cost few VP
=> it give a +50 conscripts in the global pool (more black labourer means more "white" soldiers are avalaible for the fighting regiments).
=> TODO : Some republican generals should be on the field/region to realize the effects !! Region list : 10 main southern states' ports. Set a Rep. Leader units list.
=> TODO : It give a +5% CSA loyalty in NYC, Baltimore & Washington (or in ports were historically black dockers and seamens were very unpopular)
=> TODO : it give to the US player one "Slaves/Contrabands" unit in each of the 10 main southern states' ports he control.
How to MOD :
A. Edit the event "evt_nam_USA_RunawaySlavesNavy1861" in the /ACW/Events/USA Events.sct file like this :
SelectFaction = $USA SelectRegion = $Baltimore, MD StartEvent = evt_nam_USA_RunawaySlavesNavy1861|1|2|evt_txt_USA_RunawaySlavesNavy1861|Event-img_USA_RunawaySlavesNavy1861|$Baltimore, MD|14 Conditions MinDate = 1861/09/25 EvalVP = >;15 EvalEvent = evt_nam_USA_ConfiscationAct1861;=;1 Actions DescEvent = evt_desc_USA_RunawaySlavesNavy1861 ChangeVPCount = -15 ChangeWSUPool = 20 ChangeConscriptPool = 50 EndEvent
Stage 3 : "Emancipation Proclamation"
Why to MOD :
Lincoln should have the power to apply its policy of Emancipation. It means that he should reply to the "pro-peace and pro-slavery" Democrats with victories on the battlefield and that he should concretely allow the desertion of the Deep South slaves by moving the federals lines close enough to the great plantations. E.g. in the History, at the end of 1862, when the Emancipation was proclaimed, the Union did win 2 major battles (Shiloh and Antietam) and occupied Norfolk, Memphis and New Orleans.
What to MOD :
The USA player should only be allowed to perform this policy :
- after he did the "Runaway slaves are allowed to work for the Army and the Navy" policy.
- after he should win at least 2 National Moral points in one or two major battle.
- if not, anyway, as soon as the FI is activated.
- TODO : after he occupy 1 strategic towns in confederated States with a large population of slaves around among each of this 3 lists :
- Memphis (TN) or Vicksburg (MS), New Orleans (LA) or Mobile (AL)
- Norfolk (VA), Richmond (VA) or Wilmington (NC)
- Savannah (GA), Atlanta (GA) or Charleston (SC)
To realize it, test this script in the event:
Conditions AddToRegList = $Norfolk, VA;$Richmond, VA;$New Hanover, NC PickFromRegList = NotEnemy AddToRegList = $Charleston, SC;$Chatham, GA;$Atlanta, GA PickFromRegList = NotEnemy AddToRegList = $Shelby, TN;$Warren, MS;$Mobile, AL;$Iberville, LA PickFromRegList = NotEnemy
Once activated, this policy :
- Cost a big amount of VP (250), but give 5 NM (and conscripts ? (Param1;100 (?)) like before.
- should NOT yet allow the policies "call for black volunteers" or "the conscription of black people".
- should NOT decrease the FI since the Europeans waited for the Emancipation Act to count seriously this proclaimation.
- Decrease the USA loyality by -5% in all Northern States (Democrat Opposition)
- Decrease the USA loyality by -10% in all Border States (Democrat & Slave owners Opposition)
- TODO : The US loyalty in the southern States should now follow 1/4 of the historical proportion of black population (Slaves start to hope from the Union). I.e. if a region had 50% black population, then it get 12% US loyalty, if a region had 80% black population, it get 20% US loyalty, etc. See this link here to check the black/slave proportion in the southern States in the 1860's to relook the loyalty's map in this event : http://memory.loc.gov/cgi-bin/map_item.pl?data=/home/www/data/gmd/gmd386/g3861/g3861e/cw0013200.jp2&itemLink=r?ammem/gmd:@field(NUMBER+@band(g3861e+cw0013200))&title=Map+showing+the+distribution+of+the+slave+population+of+the+southern+states+of+the+United+States.++Compiled+from+the+census+of+1860+Drawn+by+E.+Hergesheimer.+Engr.+by+Th.+Leonhardt.&style=gmd&legend
- TODO : Give to the US player one "Slaves/Contrabands" unit (see article about) in all towns he control in the southern States (NOT in the border States).
How to MOD :
A. Replace the event "evt_nam_USA_EmancipationProclaimation1863" in the /ACW/Events/USA Events.sct file by the following events :
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_EmancipationProclaimation1863available|1|2|evt_txt_USA_EmancipationProclaimation1863|Event-img_USA_LincolnSignsEmancipation1863|$Prince George's, MD|121 Conditions MinDate = 1862/09/01 EvalEvent = evt_nam_USA_EmancipationProclaimation1863availablebis;=;0 EvalBattles = >=|1|>=|2 EvalEvent = evt_nam_USA_RunawaySlavesNavy1861;=;1 AddToRegList = $Norfolk, VA;$Richmond, VA;$New Hanover, NC PickFromRegList = NotEnemy AddToRegList = $Charleston, SC;$Chatham, GA;$Atlanta, GA PickFromRegList = NotEnemy AddToRegList = $Shelby, TN;$Warren, MS;$Mobile, AL;$Iberville, LA PickFromRegList = NotEnemy Actions DescEvent = evt_desc_USA_LincolnSignsEmancipation1863 ChangeActorPool = $gmaMinorityChange;MaxUse;1;ResetFreq;0;ImageID;FreeSlaves.png;Title;strFreeSlavesUSATitle;MsgString;strFreeSlavesUSA;ToolString;strFreeSlavesUSATool;Money;-999;VP;250;Morale;-5;Param1;100;Param2;0;Param3;0;sParam1;strFreeSlavesUSA;sParam2;strFreeSlavesUSANotifyCSA;sParam3;strFreeSlavesUSANotifyCSA EndEvent
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_EmancipationProclaimation1863availablebis|1|2|evt_txt_USA_EmancipationProclaimation1863|Event-img_USA_LincolnSignsEmancipation1863|$Prince George's, MD|121 Conditions MinDate = 1862/09/01 EvalEvent = evt_nam_CSA_FranceDeclaresWar;=;1 EvalEvent = evt_nam_CSA_EnglandDeclaresWar;=;1 EvalEvent = evt_nam_USA_EmancipationProclaimation1863available;=;0 EvalEvent = evt_nam_USA_RunawaySlavesNavy1861;=;1 Actions DescEvent = evt_desc_USA_LincolnSignsEmancipation1863 ChangeActorPool = $gmaMinorityChange;MaxUse;1;ResetFreq;0;ImageID;FreeSlaves.png;Title;strFreeSlavesUSATitle;MsgString;strFreeSlavesUSA;ToolString;strFreeSlavesUSATool;Money;-999;VP;250;Morale;-5;Param1;100;Param2;0;Param3;0;sParam1;strFreeSlavesUSA;sParam2;strFreeSlavesUSANotifyCSA;sParam3;strFreeSlavesUSANotifyCSA EndEvent
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_EmancipationProclaimation1863|1|2|evt_txt_USA_EmancipationProclaimation1863|Event-img_USA_LincolnSignsEmancipation1863|$Prince George's, MD|121 Conditions MinDate = 1862/09/01 ActorUnderUse = $gmaMinorityChange Actions ChangeLoyaltyFac = $NY;-5 ChangeLoyaltyFac = $PA;-5 ChangeLoyaltyFac = §$NJ;-5 ChangeLoyaltyFac = §$CT;-5 ChangeLoyaltyFac = §$OH;-5 ChangeLoyaltyFac = §$MI;-5 ChangeLoyaltyFac = §$IN;-5 ChangeLoyaltyFac = §$WI;-5 ChangeLoyaltyFac = §$IL;-5 ChangeLoyaltyFac = §$IA;-5 ChangeLoyaltyFac = $DE;-10 ChangeLoyaltyFac = $MD;-10 ChangeLoyaltyFac = §$WV;-5 ChangeLoyaltyFac = $KY;-10 ChangeLoyaltyFac = $MO;-10 ChangeLoyaltyFac = §$KS;-5 EndEvent
Stage 4 : "Emancipation Act"
Why to MOD :
The Emancipation of all the rebels' States slaves is signed, it allow now official enlistment of black volunteers. It push European countries to take now the Emancipation Proclamation as serious. Prisonner exchange should now be stoped till CSA refuse to enlist black slaves.
What to MOD :
The USA player should only be allowed to perform this policy :
- after he reach again a stock of 150 VP
- the emancipation proclaimation policy have been activated
Once activated, this policy :
- Reduce by 25 points the FI points.
- cost 150 VP.
- Allow the army to enlist volunteer colored troops : Call for black volunteers policy is now avalaible... but it should cost 15 points VP and give 15% more conscript each turn ; and it could be stoped/paused if needed.
- Takes from the CSA 100 VP (alias Productivity Points (PP)), because the slaves are less and less productive.
- Decrease the USA loyality by -5% in all Northern States (Democrat Opposition)
- Decrease the USA loyality by -5% in all Border States (Democrat & Slave owners Opposition)
- TODO : The US loyalty in the southern States should now follow 1/3 of the historical proportion of black population (Slaves start to hope from the Union). I.e. if a region had 60% black population, then it get 20% US loyalty, if a region had 90% black population, it get 30% US loyalty, etc. See this link here to check the black/slave proportion in the southern States in the 1860's to relook the loyalty's map in this event : http://memory.loc.gov/cgi-bin/map_item.pl?data=/home/www/data/gmd/gmd386/g3861/g3861e/cw0013200.jp2&itemLink=r?ammem/gmd:@field(NUMBER+@band(g3861e+cw0013200))&title=Map+showing+the+distribution+of+the+slave+population+of+the+southern+states+of+the+United+States.++Compiled+from+the+census+of+1860+Drawn+by+E.+Hergesheimer.+Engr.+by+Th.+Leonhardt.&style=gmd&legend
- TODO : Increase the amount of "coloured" units in the pool. the first "colored" units (only milicias brigades) became available in the Unit pool (NB : place always only 20% of them in the Northern States boxes, none in the border States, and 80% in the southern States, could be placed on the map if this States are at least partly controled),
- TODO : pop up few flavour milicias brigades units directly on the map among the 10 main southern towns if controled by the USA.
- TODO : Give to the US player one "Slaves/Contrabands" unit (see article about above) in all towns he control in the southern States (NOT in the border States).
- TODO : stop the prisonneer exchange policy (If not possible => House Rule !). See here : http://www.ageod.net/agewiki/ActorEnabled
How to MOD :
A. Replace the event "evt_nam_USA_LincolnSignsEmancipation1863" in the /ACW/Events/USA Events.sct file by the following event :
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_LincolnSignsEmancipation1863|1|2|evt_txt_USA_LincolnSignsEmancipation1863|Event-img_USA_LincolnSignsEmancipation1863|$Prince George's, MD|129 Conditions MinDate = 1863/01/01 ActorUnderUse = $gmaMinorityChange EvalVP = >;150 Actions DescEvent = evt_desc_USA_LincolnSignsEmancipation1863 ChangeVPCount = -150 ChangeForeignEntry = -25 ChangeActorPool = $gmaPartialMinority;MaxUse;1;ResetFreq;12;ImageID;DraftBlacks.png;Title;strUSAPartialColoredVolTitle;MsgString;strUSAPartialColoredVol;ToolString;strUSAPartialColoredVolTool;VP;15;Param1;15 // ======> PROBLEM : currently, once activated, it is not anymore available, so if set to ResetFreq;12 should make it available each 6 months BUT it need to be TESTED if it is available again (set 2 turns to test). ChangeUnitPool = $uni_USA_Bde14NY;6 ?????????????????? // see new brigades mini-MOD ChangeUnitPool = $uni_USA_Bde14MD;6 ?????????????????? // see new brigades mini-MOD ChangeUnitPool = $uni_USA_Bde14OH;6 ?????????????????? // see new brigades mini-MOD ChangeUnitPool = $uni_USA_Bde14NJ;6 ?????????????????? // see new brigades mini-MOD ChangeLoyaltyFac = $NY;-5 ChangeLoyaltyFac = $PA;-5 ChangeLoyaltyFac = §$NJ;-5 ChangeLoyaltyFac = §$CT;-5 ChangeLoyaltyFac = §$OH;-5 ChangeLoyaltyFac = §$MI;-5 ChangeLoyaltyFac = §$IN;-5 ChangeLoyaltyFac = §$WI;-5 ChangeLoyaltyFac = §$IL;-5 ChangeLoyaltyFac = §$IA;-5 ChangeLoyaltyFac = $DE;-5 ChangeLoyaltyFac = $MD;-5 ChangeLoyaltyFac = §$WV;-5 ChangeLoyaltyFac = $KY;-5 ChangeLoyaltyFac = $MO;-5 ChangeLoyaltyFac = §$KS;-5 EndEvent
B. Replace the event "evt_nam_CSA_ChasseursAfrique1862" in the /ACW/Events/CSA Events.sct file by the following event :
SelectFaction = $CSA SelectRegion = $Philadelphia, PA StartEvent = evt_nam_CSA_ChasseursAfrique1862|1|2|evt_txt_USA_ChasseursAfrique1862|Event-img_USA_ChasseursAfrique1862|$Philadelphia, PA|13 Conditions EvalEvent = evt_nam_USA_LincolnSignsEmancipation1863;=;1 Actions DescEvent = evt_desc_CSA_ChasseursAfrique1862 SelectRegion = $Richmond, VA ChangeVPCount = -150 EndEvent
Stage 5 : "Emancipation as a war objective"
Why to MOD :
The implementation of the Emancipation Act became officially a War objective, together with the "Salvation of the Union".
What to MOD :
The USA player should only be allowed to perform this policy :
- after he reach again a stock of 150 VP
- the emancipation policy in the great book have been activated
Once activated, this policy :
- cost 150 VP
- Allow black conscription (but cost now 30 VP and give 30% more conscript per turn) ; and it could be stoped/paused if needed.
- add the "petty war" rule (capturing or looting a region with irregular units earns 1 VP) for the USA.
- Decrease the USA loyality by -5% in all Northern States (Democrat Opposition)
- Decrease the USA loyality by -5% in all Border States (Democrat & Slave owners Opposition)
- TODO : The US loyalty in the southern States should now follow 1/2 of the historical proportion of black population (Slaves start to support the Union). I.e. if a region had 60% black population, then it get 30% US loyalty, if a region had 90% black population, it get 45% US loyalty, etc. See this link here to check the black/slave proportion in the southern States in the 1860's to relook the loyalty's map in this event : http://memory.loc.gov/cgi-bin/map_item.pl?data=/home/www/data/gmd/gmd386/g3861/g3861e/cw0013200.jp2&itemLink=r?ammem/gmd:@field(NUMBER+@band(g3861e+cw0013200))&title=Map+showing+the+distribution+of+the+slave+population+of+the+southern+states+of+the+United+States.++Compiled+from+the+census+of+1860+Drawn+by+E.+Hergesheimer.+Engr.+by+Th.+Leonhardt.&style=gmd&legend
- TODO : Increase the amount of "coloured" units in the pool. Now all kind of black brigades should be available (not only milicias) (NB : place always only 20% of them in the Northern States boxes, none in the border States, and 80% in the southern States, could be placed on the map if this States are at least partly controled), See in the new Brigades mini-MOD.
- TODO : pop up few flavour milicias units directly on the map among the 10 main southern towns if controled by the USA.
- TODO : Give to the US player one "Slaves/Contrabands" unit (see article about above) in all towns he control in the southern States (NOT in the border States).
- TODO : Give to the US player its FIRST irregular units with "Pillager" ability in the units pool (border and southern states if controled), See in the new Brigades mini-MOD.
How to MOD :
Replace the event "evt_nam_USA_ChasseursAfrique1862" in the /ACW/Events/USA Events.sct file by the following events :
SelectFaction = $USA StartEvent = evt_nam_USA_ChasseursAfrique1862|1|2|evt_txt_USA_ChasseursAfrique1862|Event-img_USA_ChasseursAfrique1862|NULL|13 Conditions MinDate = 1863/06/01 EvalEvent = evt_nam_USA_LincolnSignsEmancipation1863;=;1 EvalVP = >;150 Actions DescEvent = evt_desc_USA_ChasseursAfrique1862 ChangeVPCount = -150 RulPettyWar = 1 ChangeActorPool = $gmaFullMinority;MaxUse;1;ResetFreq;12;ImageID;DraftBlacks.png;Title;strUSAFullColoredVolTitle;MsgString;strUSAFullColoredVol;ToolString;strUSAFullColoredVolTool;VP;30;Param1;30 ChangeLoyaltyFac = $NY;-5 ChangeLoyaltyFac = $PA;-5 ChangeLoyaltyFac = §$NJ;-5 ChangeLoyaltyFac = §$CT;-5 ChangeLoyaltyFac = §$OH;-5 ChangeLoyaltyFac = §$MI;-5 ChangeLoyaltyFac = §$IN;-5 ChangeLoyaltyFac = §$WI;-5 ChangeLoyaltyFac = §$IL;-5 ChangeLoyaltyFac = §$IA;-5 ChangeLoyaltyFac = $DE;-5 ChangeLoyaltyFac = $MD;-5 ChangeLoyaltyFac = §$WV;-5 ChangeLoyaltyFac = $KY;-5 ChangeLoyaltyFac = $MO;-5 ChangeLoyaltyFac = §$KS;-5 EndEvent
Stage 6 : "General Abolition of Slavery in the USA (13th Amendment)"
Why to MOD :
To add more conditions.
What to MOD :
The USA player should only be allowed to perform this policy :
- after the "Emancipation as a war objective" event happen.
- after he should win at least 2 National Moral points in one or two major battle.
- TODO : after he occupy 1 strategic towns in confederated States with a large population of slaves around among each of this 5 lists :
- Memphis (TN)
- Vicksburg (MS)
- Norfolk (VA), Richmond (VA) or Wilmington (NC)
- Savannah (GA), Atlanta (GA) or Charleston (SC)
- New Orleans (LA) or Mobile (AL)
To realize it, test this script in the event:
Conditions AddToRegList = $Norfolk, VA;$Richmond, VA;$New Hanover, NC PickFromRegList = NotEnemy AddToRegList = $Charleston, SC;$Chatham, GA;$Atlanta, GA PickFromRegList = NotEnemy AddToRegList = $Mobile, AL;$Iberville, LA PickFromRegList = NotEnemy EvalRgnOwned = $Shelby, TN EvalRgnOwned = $Warren, MS
Once activated, this policy :
- Increase the USA loyality by +5% in ALL States (this universal event is mostly seen as a consensual event that improve the glory of the Nation...).
- EXCHANGE VP AGAINST NM : loose 250 VP and get 10 NM
- TODO : Increase the amount of "coloured" units in the pool INCLUDING now in the Border States. (NB : place always only 20% of them in the Northern States boxes, none in the border States, and 80% in the southern/border States, could be placed on the map if this States are at least partly controled), See in the new Brigades mini-MOD.
- TODO : The US loyalty in the southern States should now follow 2/3 of the historical proportion of black population (Slaves start to fight for the Union). I.e. if a region had 60% black population, then it get 40% US loyalty, if a region had 90% black population, it get 60% US loyalty, etc. See this link here to check the black/slave proportion in the southern States in the 1860's to relook the loyalty's map in this event : http://memory.loc.gov/cgi-bin/map_item.pl?data=/home/www/data/gmd/gmd386/g3861/g3861e/cw0013200.jp2&itemLink=r?ammem/gmd:@field(NUMBER+@band(g3861e+cw0013200))&title=Map+showing+the+distribution+of+the+slave+population+of+the+southern+states+of+the+United+States.++Compiled+from+the+census+of+1860+Drawn+by+E.+Hergesheimer.+Engr.+by+Th.+Leonhardt.&style=gmd&legend
- TODO : Give to the US player one "Slaves/Contrabands" unit (see article about) in all towns he control in the southern States.
How to MOD :
Replace the event "evt_nam_USA_ThirteenthAmendment1865" in the /ACW/Events/USA Events.sct file by the following events :
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_ThirteenthAmendment1865|1|2|evt_txt_USA_ThirteenthAmendment1865|Event-img_USA_ThirteenthAmendment1865|$Prince George's, MD|121 Conditions MinDate = 1864/01/01 AddToRegList = $Norfolk, VA;$Richmond, VA;$New Hanover, NC PickFromRegList = NotEnemy AddToRegList = $Charleston, SC;$Chatham, GA;$Atlanta, GA PickFromRegList = NotEnemy AddToRegList = $Mobile, AL;$Iberville, LA PickFromRegList = NotEnemy EvalRgnOwned = $Shelby, TN EvalRgnOwned = $Warren, MS EvalVP = >;250 EvalEvent = evt_nam_USA_ChasseursAfrique1862;=;1 Actions DescEvent = evt_desc_USA_ThirteenthAmendment1865 ChangeFacMorale = 10 ChangeVPCount = -250 ChangeLoyaltyFac = $NY;5 ChangeLoyaltyFac = $PA;5 ChangeLoyaltyFac = §$NJ;5 ChangeLoyaltyFac = §$CT;5 ChangeLoyaltyFac = §$OH;5 ChangeLoyaltyFac = §$MI;5 ChangeLoyaltyFac = §$IN;5 ChangeLoyaltyFac = §$WI;5 ChangeLoyaltyFac = §$IL;5 ChangeLoyaltyFac = §$IA;5 ChangeLoyaltyFac = $DE;5 ChangeLoyaltyFac = $MD;5 ChangeLoyaltyFac = §$WV;5 ChangeLoyaltyFac = $KY;5 ChangeLoyaltyFac = $MO;5 ChangeLoyaltyFac = §$KS;5 ChangeLoyaltyFac = $VA;5 ChangeLoyaltyFac = $NC;5 ChangeLoyaltyFac = $SC;5 ChangeLoyaltyFac = $GA;5 ChangeLoyaltyFac = $FL;5 ChangeLoyaltyFac = $TN;5 ChangeLoyaltyFac = $AL;5 ChangeLoyaltyFac = $MS;5 ChangeLoyaltyFac = $LA;5 ChangeLoyaltyFac = $TX;5 ChangeLoyaltyFac = $AR;5 EndEvent
Stage 7 : Full citizenship for the "colored" peoples (Black Vote)
Why to MOD :
Republicans are now ready to use the black vote to stay on power, it change the political game to win the 1866 partial congress election .
What to MOD :
The USA player should only be allowed to perform this policy :
- after the "General Abolition of Slavery in the USA (13th Amendment)" event happen.
- From january 1866, for the 1866 partial congress election,
- after he reach again a stock of 150 VP
Once activated, this policy :
- cost 150 VP
- Decrease the USA loyality by -5% in all Northern States (Democrat Opposition)
- TODO : The US loyalty in the southern AND border States should now follow 2/3 of the historical proportion of black population, with a basic bonus of 30% for the border States(Slaves start to vote for the Union). I.e. if a southern region had 60% black population, then it get 40% US loyalty, if a border state region had 30% black population, it get 50% US loyalty, etc. See this link here to check the black/slave proportion in the southern States in the 1860's to relook the loyalty's map in this event : http://memory.loc.gov/cgi-bin/map_item.pl?data=/home/www/data/gmd/gmd386/g3861/g3861e/cw0013200.jp2&itemLink=r?ammem/gmd:@field(NUMBER+@band(g3861e+cw0013200))&title=Map+showing+the+distribution+of+the+slave+population+of+the+southern+states+of+the+United+States.++Compiled+from+the+census+of+1860+Drawn+by+E.+Hergesheimer.+Engr.+by+Th.+Leonhardt.&style=gmd&legend
- TODO : All the controled southern States participate now to the election system based on US loyalty in their regions (see article about)
- TODO : Give to the US player one "Slaves/Contrabands" unit (see article about) in all towns he control in the southern States.
- TODO : Increase the amount of "coloured" units in the pool INCLUDING now in the Border States. (NB : place always only 20% of them in the Northern States boxes, none in the border States, and 80% in the southern/border States, could be placed on the map if this States are at least partly controled), See in the new Brigades mini-MOD.
How to MOD :
Replace the event "evt_nam_USA_ButlerNewOrleans" in the /ACW/Events/USA Events.sct file by the following event :
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_ButlerNewOrleans|1|2|evt_txt_USA_ButlerNewOrleans|Event-img_USA_ButlerNewOrleans|$Prince George's, MD|127 Conditions MinDate = 1866/01/01 EvalVP = >;150 EvalEvent = evt_nam_USA_ThirteenthAmendment1865;=;1 Actions ChangeVPCount = -150 ChangeLoyaltyFac = $NY;-5 ChangeLoyaltyFac = $PA;-5 ChangeLoyaltyFac = §$NJ;-5 ChangeLoyaltyFac = §$CT;-5 ChangeLoyaltyFac = §$OH;-5 ChangeLoyaltyFac = §$MI;-5 ChangeLoyaltyFac = §$IN;-5 ChangeLoyaltyFac = §$WI;-5 ChangeLoyaltyFac = §$IL;-5 ChangeLoyaltyFac = §$IA;-5 EndEvent
CSA Total War 4 stages
What to MOD :
TODO :
1st stage : Conditions = Prisoneer exchange blocked EvalVP = >;150 Actions = Prisonneer exchange start again (CSA agree to consider US black soldiers as soldiers) cost 250 VP
2. Stage : Conditions = "Prisonner exchange allowed again" event happen, 1/3 of the 10 main southern towns/objective should be USA controled, Lincoln should be re-elected, CSA EvalMorale = <;80 , EvalVP = >;250 Actions = black "volunteers" allowed, actually slaves allowed to fight by their owners against liberation after the war (ChangeActorPool = $gmaPartialMinority) , cost 250 VP
3. Stage : Conditions = USA Abolition act should happen, CSA EvalMorale = <;75, half of the 10 main southern towns/objective should be USA controled, Actions = CSA emancipation proclamation (ChangeActorPool => $gmaMinorityChange ==> 450 VP loss, 15 NM loss , more Conscript (like before), up to 30 more FI pt.),
4. Stage : Conditions = CSA emancipation proclamation , CSA EvalMorale = <;80 Actions = black conscription (ChangeActorPool = $gmaFullMinority)
How to MOD :
Replace the events "evt_nam_CSA_Slaves1865" and "evt_nam_CSA_Slaves1863" by the following events :
SelectFaction = $CSA SelectRegion = $Richmond, VA StartEvent = evt_nam_CSA_Slaves1865|1|2|evt_txt_CSA_Slaves1865|Event-img_CSA_Slaves1865|$Richmond, VA|97 Conditions MinDate = 1864/01/01 Actions DescEvent = evt_desc_CSA_Slaves1865 ChangeActorPool = $gmaPartialMinority;MaxUse;1;ResetFreq;0;ImageID;DraftSlaves.png;Title;strCSAPartialSlavesTitle;MsgString;strCSAPartialSlaves;ToolString;strCSAPartialSlavesTool;VP;10;Param1;10 EndEvent
SelectFaction = $CSA SelectRegion = $Richmond, VA StartEvent = ChangeActorPool = $gmaFullMinority;MaxUse;1;ResetFreq;0;ImageID;DraftSlaves.png;Title;strCSAFullSlavesTitle;MsgString;strCSAFullSlaves;ToolString;strCSAFullSlavesTool;VP;25;Param1;20 EndEvent
SelectFaction = $CSA SelectRegion = $Richmond, VA StartEvent = ChangeActorPool = $gmaMinorityChange;MaxUse;1;ResetFreq;0;ImageID;FreeSlaves.png;Title;strFreeSlavesCSATitle;MsgString;strFreeSlavesCSA;ToolString;strFreeSlavesCSATool;Money;-999;VP;450;Morale;20;Param1;100;Param2;30;Param3;0;sParam1;strFreeSlavesCSA;sParam2;strFreeSlavesCSANotifyUSA;sParam3;strFreeSlavesCSANotifyUSA EndEvent
Mini-MOD "ELECTIONS & VICTORY CONDITIONS
Why to MOD :
Elections check the amount of VP the government deserve. VP simulate now the credit of political actions the Government can do before he can't control the situation anymore because of its unpopularity (especially among the ruling classes with a political influence).
The Democrats Copperheads' opposition to the war should be limited in the northern states so that A.Lincoln be re-elected. Like for the partial congress election, it use the loyalty for this event rather than the NM like currently : The National Moral points represent more the moral of the troops/workers, the loyalty represent more the moral of all the population in the backside which actually vote for elections. This make also the control of regions were the population is loyal more important too, at least before the elections.
What to MOD :
USA players win or loose elections if they don't have enough loyalty in the northern regions
When USA elections happen,
1. list of all the conditions that makes each VP losses : (GreatBook) emancipation, Draft LAws,
2. list of all the conditions that makes each VP bonuses : battle with 2 NM, -
3. for 1 level towns (each town is edited in the /ACW/Includes/CitiesCampaign61-KY.inc file)
- in the northern states : eval loyalty, if >75% it give 1 VP (so if the town is level 20 it give 20 VP) -
Northern States (281) : - Urban 60% (152 so global pop should be 253) : 74 (NY), 38 (PA), 23 (NJ) , 15 (Boston - New England) , 2 (Upper New York), - Urban 20% (129 so global pop should be ) : 38 (OH), 13 (MI), 22 (IN), 7 (WI); 31 (IL), 10 (IA), 3 (KS), 5 (California)
Border States (80) (Urban population 10%) (Urban population 10% so global pop should be 800...) : 18 (KY), 20 (MO), 11 (WV), 24 (MD), 7 (DE)
Southern States (230) (Urban population 10% so global pop should be 2300...) : 32 (VA), 24 (NC), 18 (SC), 34 (GA), 15 (FL), 28 (TN), 25 (AL), 15 (MS), 21 (LA), 9 (TX), 9 (AR),
152/X = 60/100
253 = 100/100
Proclamation = -5 sept 62
Election = november 62
Act = -5 january 63
War objective = -5 late 63
The more the towns/regions have a % of loyalty, the more they could give each turn some EP (e.g. if we want to link it with the Martial Law and Habeas Corpus suspension policies : 15% loyalty gives 1 point, 30% => 2pt, 51% => 3pt, 71% => 4pt and 86% => 5 pt).
- TODO :list all the towns of the game's map and prepare an "event" for each...??
- increase the number of VP for each level of each town...
How to MOD :
=> create the 1862 election town/region list : list of regions with towns in the Northern States + ,
NB : Do not count WV and Rockies (later 35th & 36th States) & southern States)
Border ??
1862CongressElectionCheck1
Conditions MinDate = 1862/09/01 EvalBattles = >=|1|>=|2
Actions ChangeVPCount = 50
1862CongressElectionCheck2
Conditions MinDate = 1862/09/01 ActorUnderUse = $gmaMinorityChange
Actions ChangeVPCount = 50
1862 partial Congress election
According to the situation on the field and the policies choosed by the US player which may improve the opposition to the war (Pacifist Democrats branch), the partial congress election event(s) may give benefits or problems to the US player.
First, the event check : 1) if not enough strategical objectives (7 or 8 towns with a star ?) controlled by USA AND not enough NM won in the battlefield during the last months, the USA loyalty decrease by -5% in the Northern & Border States.
2) if Emancipation was proclamed before this election and not after, the USA loyalty decrease by -10% in the border States and by -5% in the northern States.
3) if the Draft policy was first activated before this election, USA loyalty decrease by -5% in the border States and by -15% in the northern States (It was a big reason why US government waited for early 63' to do it).
4) if there is a Foreign Recognition or a Foreign Intervention, the USA loyalty increase by +15% or +25% in the Northern & Border States (Patriotic union).
Then the event check : - In all controled Northern States (up to KS, MO, KY, WV, MD, DE) the USA count 1 point for each level of towns controled where its region have at least 75% of loyalty. - In all controled Border States (KS, MO, KY, WV, MD, DE) the USA count 1 point for each level of towns controled where its region have at least 15% of loyalty. If the addition of all this points is superior to the current amount of the USA National Moral points, then the Republicans win the partial congress election. USA get or loose a big amount of EP if Republicans losse or not the elections.
NB : As far as i know, currently, to improve the loyalty to the government, players can apply Martial Law, suspend Habeas Corpus or send generals which special abilities can affect the loyalty in a region (and of course occupy new war objectives on the map...). If Martial Law is applied : it guaranty a minimum of 30% but a maximum of 70% loyalty. If Habeas Corpus is suspended : it guaranty a minimum of 15% but a maximum of 85% loyalty. So let's say, if the US player have only 85% loyalty in NY, he may choose to avoid, before the elections, a policy like the Martial Law (which should bring now more drafties from a Draft Mobilization policy, See related articles after) to stay up to 75% loyalty and to get the 1 point per level of controled town in northern States... Let's say now that if the US player have also only 10 % loyalty in St Louis (MO) and other towns around, he may choose here to just suspend the Habeas Corpus in the Missouri State to be sure to reach the minimum of 15% loyalty which will give him the 1 pt per level of controled towns in border States.
1864 Presidential Election
1. Democrats candidate (AMcClellen events) at the start of the year :
SetMoraleLevels = 60;225
- evt_nam_USA_PresidentialElection1864 ???????????????,,
1) if not enough strategical objectives (7 or 8 towns with a star ?) controlled by USA AND not enough NM won in the battlefield during the last months (2 NM ?), the USA loyalty decrease by -5% in the Northern & Border States.
2) if the "Emancipation as a war objective" policy was activated before this election and not after, the USA loyalty decrease by -5% in the border States and by -5% in the northern States.
3) if the "General Abolition of Slavery in the USA (13th Amendment)" policy was activated before this election, USA loyalty decrease by -10% in the border States and by -10% in the northern States (It was a big reason why US government waited for early 65' to do it).
4) if there is a Foreign Recognition or a Foreign Intervention, the USA loyalty increase by +15% or +25% in the Northern & Border States (Patriotic union).
Then the event check : - In all controled Northern States (up to KS, MO, KY, WV, MD, DE) the USA count 1 point for each level of towns controled where its region have at least 75% of loyalty. - In all controled Border States (KS, MO, KY, WV, MD, DE) the USA count 1 point for each level of towns controled where its region have at least 15% of loyalty. If the addition of all this points is superior to the current amount of the USA National Moral points, then Abraham Lincoln is re-elected (if not see then the new Victory Conditions above). USA get or loose a big amount of EP if he is or not re-elected.
1866 partial Congress election
This event is designed if war continue till after 1865 because of a Foreign Intervention. It could be also the victory condition for a "shorter" game. Like for the other elections, according to the situation on the field and the policies choosed by the US player which may improve the opposition to the war (Pacifist Democrats branch), the partial congress election event(s) may give benefits or problems to the US player.
First, the event check :
1) if not enough strategical objectives (7 or 8 towns with a star ?) controlled by USA AND not enough NM won in the battlefield during the last months, the USA loyalty decrease by -5% in the Northern & Border States.
2) if the "Full citizenship for the "colored" peoples (Black Vote)" policy was activated before this election and not after, the USA loyalty decrease by -5% in the border States and by -5% in the northern States.
Then the event check : - In all controled Northern States (up to KS, MO, KY, WV, MD, DE) the USA count 1 point for each level of towns controled where its region have at least 75% of loyalty. - In all controled Border States (KS, MO, KY, WV, MD, DE) the USA count 1 point for each level of towns controled where its region have at least 15% of loyalty.
- if the policy "Full citizenship for the "colored" peoples (Black Vote)" was activated, in all controled Southern States with huge slave population (Mississipi, LA, AL, GA, SC, NC and VA) the USA count 1 point for each level of towns controled where its region have at least 15% of loyalty.
If the addition of all this points is superior to the current amount of the USA National Moral points, then the Republicans win the partial congress election. USA get or loose a big amount of EP if Republicans loose or not the elections.
New Victory Conditions
=> How to calculate Lincoln Re-election ? => NM + VP/10 > 100 ??
"Victory Conditions" House Rule :
- If Lincoln is re-elected, the game should now be over in early 1865 and lost automatically BY THE CSA if there is still no NM victory. Simply because a re-elected Republican government already involved in a total war policy since years have no reasons to be defeated if not beaten on the battlefields or in the elections. Except if there is a Foreign Intervention : In this case, the game may continue until late March 1869. If there's no National Moral victory in late march 1869, we check if the FI is still with the CSA (As already proposed in this thread, if Mexico is French free and Canada is British free, then each FI should be removed for the rest of the game). If there is still FI in late march 1869, the CSA win, if not, the USA win. If delayed by a FI, the game could also propose to the players a "shorter" game with such a check of the FI in the next partial Congress election (late 1866), if Republicans loose this elections.
- If Lincoln is not re-elected, then the game should be over and lost automatically BY THE USA if there is no NM Victory until late February 1865, when Democrats takes office. If there is a FI after Lincoln wasn't re-elected, USA loose immediately.
Nota Bene : The current version of the game finish in early 1866. To move the end to march 1869, see the post below :
Other events to (re)balance
- evt_nam_USA_WestVirginiaUnion1863 & evt_nam_USA_WestVirginia35thState1863
- create an event evt_nam_USA_WestVirginia1862 (or use and change the evt_nam_CSA_WestVirginia1862) ==> This event should happen only : - from december 1861 (as already designed) if USA control all VP town (so Wheeling & Elizabeth) - if USA have military control of 2/3 of the State's regions with at least 50% loyalty ==> The State should not participate to the 1862 election, but it should count for the 1864 and later one if created...) here is the event on the USA side :
SelectFaction = $USA SelectRegion = $Harper's Ferry, WV StartEvent = evt_nam_USA_WestVirginiaUnion1863|1|2|evt_txt_USA_WestVirginiaUnion1863|Event-img_CSA_WestVirginia1862|$Harper's Ferry, WV|117 Conditions MinDate = 1863/06/20 MaxDate = 1864/01/01 Actions DescEvent = evt_desc_USA_WestVirginiaUnion1863 ChangeLoyaltyFac = $WV;15 ChangeLoyaltyFac = $VA;5 ChangeFacMorale = 5 EndEvent SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_WestVirginia35thState1863|1|2|evt_txt_USA_WestVirginia35thState1863|Event-img_CSA_WestVirginia1862|$Prince George's, MD|121 Conditions MinDate = 1863/06/20 MaxDate = 1864/01/01 Actions DescEvent = evt_desc_USA_WestVirginia35thState1863 ChangeLoyaltyFac = $WV;15 EndEvent here is the event on the CSA side : SelectFaction = $CSA SelectRegion = $Richmond, VA StartEvent = evt_nam_CSA_WestVirginia1862|1|2|evt_txt_CSA_WestVirginia1862|Event-img_CSA_WestVirginia1862|$Richmond, VA|118 Conditions MinDate = 1862/12/19 MaxDate = 1863/01/01 Actions DescEvent = evt_desc_CSA_WestVirginia1862 ChangeLoyaltyFac = $WV;-35 EndEvent
- evt_nam_CSA_WestVirginia1862 ????? Check what to do with above on the USA Politicals article. > remove the ChangeLoyaltyFac = $WV;-35, check that loylty should be 50/50 end 75/25 in the eastern mountains at start of the game, the CSA Government loose instead 50 VPs more (add in action the line : ChangeVPCount = -50
- evt_nam_USA_36thState1864 Nevada as 36th States ?????????????? => How this event could help the Rep to win in the new election sstem of the MOD => add as condition that Rockies, California and South West Box should be US owned => why setmorallevels ? Why such NM ? Maybe only give VP to the USA... => Maybe it could increase US loyalty and WS & money production (silver mines,.. in Rockies... => Maybe the CSA could have the same event...if they have the same regions controled conditions like above (it was their objective to use slaves for the mining in the Far west).
SelectFaction = $USA SelectRegion = $Rockies Conditions
MinDate = 1864/10/31
Actions
DescEvent = evt_desc_USA_36thState1864 ChangeMoneyPool = 15 ChangeFacMorale = 5
ChangeSupply = 10;10;0
SetMoraleLevels = 40;200
EndEvent
- evt_nam_USA_LincolnReelected1864 .?????????????????
Conditions
MinDate = 1864/11/19
Actions
DescEvent = evt_desc_USA_LincolnReelected1864 SetMoraleLevels = 25;185 ChangeFacMorale = 10
- evt_nam_CSA_LincolnReelected1864 ===> check what will be change on the USA side... currently :
ChangeFacMorale = -2 SetMoraleLevels = 40;225
- evt_nam_USA_HamptonRoadsPeaceConference1865 ???????? => more conditions : not link with the date Conditions
MinDate = 1865/02/03
SelectFaction = $CSA
EvalMorale = <;50
Actions
DescEvent = evt_desc_USA_HamptonRoadsPeaceConference1865
SelectFaction = $USA
ChangeFacMorale = 2
CSA Election system
The southern regions/States should step by step (see 7 stages of Total War Mini-MOD) be included in the electoral system, when this States come back in the Union and when the Republican start to use the Black vote to keep the power. See here for the black/slave proportion in the southern States to relook the loyalty's map with events : http://memory.loc.gov/cgi-bin/map_item.pl?data=/home/www/data/gmd/gmd386/g3861/g3861e/cw0013200.jp2&itemLink=r?ammem/gmd:@field(NUMBER+@band(g3861e+cw0013200))&title=Map+showing+the+distribution+of+the+slave+population+of+the+southern+states+of+the+United+States.++Compiled+from+the+census+of+1860+Drawn+by+E.+Hergesheimer.+Engr.+by+Th.+Leonhardt.&style=gmd&legend
If CSA support levels have been lowered by the effect of black support for the USA, we will have to figure out some way to ignore that for the purposes of CSA elections (of course, blacks didn't vote in the Confederacy and in fact not in very many northern states either).
I planed to not list the southern States in the Election mechanism before the Union reach the last stage of the "7 stages of Total War" policy (full citizenship for the blacks) and of courses before they control this States.
We should also carefully limit the US loyalty to 35-40% in the South before this event, so that it don't pass the 50% which will remove the fog of war.
I didn't thought to the option "CSA loose the game if its government loose the election" because i didn't thought there were a "true" opposition. The "opposition" it had was more about the means that about the aims. I thought the CSA "opposition" and the CSA elections should be limited to the stuff you said like "less or more drafties, less/more units which can't go out from their original States, more/less ressources, etc.", and not affect the victory conditions like the Union.
USA Various Political Events Mini-MOD
- evt_nam_USA_LincolnFirstAddress1861 should also give 100 VP => add after Actions the line : ChangeVPCount = 100
- evt_nam_USA_McClellanCandidate1864 & evt_nam_USA_McClellanCandidate1864B keep like this ??????????
ChangeFacMorale = -1
- should cost 100 VP
- evt_nam_USA_CameronReplaced1862 => keep the WS bonus but it's a government policy so it should cost 25 VP and give some more money 50 M$ (evalEvalVP = >;25 ChangeVPCount = -25 )
- evt_nam_USA_CameronReplaced1862Next => keep the WS bonus but it's a government policy so it should cost 25 VP and give some more money 50 M$ (evalEvalVP = >;25 ChangeVPCount = -25 )
- evt_nam_USA_NationalBankingAct1863 => it's a government policy so it should cost 25 VP (evalEvalVP = >;25 ChangeVPCount = -25 )
- evt_nam_USA_ExpirationFirstTerm1861 & idem 1864 => they should be more or less losses of conscript pts according to the situation : if low NM and VP, then less volunteers would re-enlist ! => instead of this Actions : ChangeConscriptPool = -100 set all milicias in the North east departement loose 50% of their Health and some cohesion too, and regular 10% and few cohesion too. Then USA loose conscript and also time to re-complete their regiments, not only conscripts in the pool...
=> 1) The end of the term for the 3 years engagment for US troops in 1864 is now simulated by losses of XP and cohesion...The USA will lose too 200 conscript points. It should help CSA to resist longer. => prévoir un truc similaire en lien avec les politiques du Great Book et total war policies !! => set the same system of reduction of Health and cohesion than expirationfirstterme 1861 event but mostly on the regular infantry
____________CLOVIS MOD EXEMPLE__________________
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_endofthethreeyears13|1|0|NULL|NULL|$Prince George's, MD|NULL
Conditions
MinDate = 1864/06/01
Actions
SelectSubUnits = Area $AllStates AlterCuSubUnit = ApplyToList;Probability 90;Attemps 15;ChgCohesion -20
EndEvent
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_endofthethreeyears9|1|0|NULL|NULL|$Prince George's, MD|NULL
Conditions
MinDate = 1864/06/01
Actions
SelectSubUnits = Area $AllStates AlterCuSubUnit = ApplyToList;Probability 90;Attemps 15;ChgHealth -10
EndEvent
SelectFaction = $USA
SelectRegion = $Prince George's, MD
StartEvent = evt_nam_endofthethreeyears5|1|0|NULL|NULL|$Prince George's, MD|NULL
Conditions
MinDate = 1864/06/01
Actions
SelectSubUnits = Area $AllStates AlterCuSubUnit = ApplyToList;Probability 90;Attemps 15;ChgXPLevel -10
- evt_desc_USA_Free Land1862 => should not give NM but a good amount of VP for the government and more conscript losses : change the lines ChangeFacMorale = 5 by
ChangeVPCount = 100 ChangeConscriptPool = -50
- evt_nam_USA_PacificRailwayAct1862 => actually, it means WS should go for mostly civil railway capacity, it's a government policy, so it should cost VP (25) and WS and money to get indirectly some railway transport capacity to use for the war. => so change the line
ChangeRailPool = 50 ChangeMoneyPool = -50
by
ChangeRailPool = 50 ChangeMoneyPool = -50 ChangeVPCount = -25 ChangeWSUPool = -50
- evt_nam_USA_MilitaryValor1862 => should also give 50 VPs (add in action the line : ChangeVPCount = 50
- evt_nam_USA_StAlbansRaid1864 => should loose only 1 NM but 75 VP should be more events like this (if list of towns/regions deep in the north, during a period is owned by CSA, then...etc) Conditions
EvalEvent = evt_nam_CSA_StAlbansRaid1864;=;1
Actions
ChangeMoneyPool = -10 ChangeFacMorale = -3
CSA Various Political Events Mini-MOD
VP are now seen as Political Support points for the government, he get and use to performe actions and policies...
- evt_nam_CSA_ElectionDay1861 should also give 100 VPs (add in action the line : ChangeVPCount = 100 or the loyalty give VP ? EvalLoyalty = <=; 75 or if not enough VP (EvalVP = <;100 ) it give more...
- evt_nam_CSA_FirstCongressMeeting1862 should also give 100 VPs (add in action the line : ChangeVPCount = 100
- evt_nam_CSA_FirstCongressResolution1862 should also give 100 VPs (add in action the line : ChangeVPCount = 100
- evt_nam_CSA_WarSecretary1862 should also give 50 VPs (add in action the line : ChangeVPCount = 100
- evt_nam_CSA_NationalDayPrayer1863 should also give 50 VPs (add in action the line : ChangeVPCount = 50
- evt_nam_CSA_StainlessBanner1863 should also give 50 VPs (add in action the line : ChangeVPCount = 50
- evt_nam_CSA_ThirdNationalFlag1865 should also give 50 VPs (add in action the line : ChangeVPCount = 50
- for evt_nam_CSA_Dixie1862 , ChangeFacMorale = 3 , put 1 NM, it's enough for just a song...
- evt_desc_CSA_ConfiscationAct1861 => it give 10 NM to CSA in CSA Event files , => it should only give some VPs to the CSA... replace the line :
ChangeFacMorale = 10
by the line :
ChangeVPCount = 50
- evt_nam_CSA_CurrencyReformAct1864 ???? stupid reform wich give +15% inflation for only 75 M$ ? anyway it's a policy, it should cost 50 VP at least. Then maybe better only REDUCE the inflation instead of giving money ? Or give 750 M$ instead ?
ChangePriceInc = 15 ChangeMoneyPool = 75
- evt_nam_CSA_LincolnCall1861 => Lincoln's Call for volunteers : should occurs the first turn of the game, before virginia secceed late april 1861).
in CSA Event.sct > evt_nam_CSA_LincolnCall1861 change :
SelectFaction = $CSA SelectRegion = $Richmond, VA StartEvent = evt_nam_CSA_LincolnCall1861|1|2|evt_txt_CSA_LincolnCall1861|Event-img_CMN_LincolnCall1861|$Richmond, VA|11
Conditions
MinDate = 1861/05/01
Actions
DescEvent = evt_desc_CSA_LincolnCall1861
?????????????????
EndEvent
Political Generals Mini-MOD
New "Political general" abilities
Most of the generals remain neutral in politics during the ACW, but few of northern generals did act on the field as "black republican" or as "soft Democrats" and it had an importance in some sectors. To simulate this, i propose two "political general" abilities : "Political general (republican)" & "Political general (Democrat)". Like Lincoln, it's up to the player to choose to send or remove this generals in/from areas where they could behave politically and create interesting events with bad and god effects.
1. "Political general (Republican)"
In its areas of command (if he have the best rank/seniority in a 3 regions range around him or in the whole State if he don't have any superiors in it), this general will implement a strong Total War policy, sometime even before the government ask for it. Which means : - if in a region with more than 25% CSA loyalty, this general will always apply the Martial Law (as usual all VP (alias PP) from strategic towns in the area of command are given to the enemy). - This general have a random possibility to make troubles if there is less than 25% USA loyalty : pillage/riots events, increase the probability that CSA partisans pop up.
Next to this, if its area of command cover one of the 10 following southern regions (in areas with a large population of slaves) under USA military control - Memphis (TN), Savannah (GA), Atlanta (GA), Charleston (SC), Mobile (AL), Wilmington (NC), Norfolk (VA), Richmond (VA) & New Orleans (LA), Vicksburg (Mississipi) : - This general can allow the US player to recruit and place there "colored" milicias from the reinforcemnt pool on the map (like in ROP). This way, the USA player don't have to wait for the Emancipation Act and/or to wait to control a whole southern State to start to recruit "colored" troops there. - This general give also +1 "colored" replacements in the replacement pool each turn. - BUT he cost some EP each turn to the USA player (The Democrat opposition is unhappy with this designations in the South)
2. "Political general (Democrat)" :
In its areas of command (see above), this general will refuse to follow the Total War policies of the government, which means : - The new special order "Plunt" (see article after) became NOT available to him and its local subordonates. - The Martial Law do not apply. Only the suspension of the Habeas Corpus.
Next to this, if its area of command cover one of the 10 southern towns/region with a large population of slaves listed above : - He will not enlist "colored" troops and will give back runaway slaves to their "owners" in the southern and border states, so USA losse -1 "colored" replacement each turn untill the Emancipation Act of all the rebel States' slaves is signed (not proclamed, but signed... which is stage n°4 of the total war policies).
BUT he give to the USA player a good amount of EP each turn (The Democrat opposition is happy with this designations) and he have the ability to give +1% USA loyalty each turn in the region were he is (up to 80%), so it is also interesting to garrison him in northern towns if they have less than 75% loyalty before elections.
1. Create 2 list of political generals, (Rep.) and (Dem.) 2. Create several random event if one of them is placed in specific region http://www.ageod.net/agewiki/SelectSubUnits
_________________________________________________ EVENTS WITH THE POLITICAL GENERALS CONCEPT
Dans CSA/USA Events : this events should now depend on the presence of a Rep or a Dem political general in St Louis...
NB : This abilities replace or modify this events :
evt_nam_CSA_StLouis1861R
evt_nam_CSA_StLouis1861M
evt_nam_USA_StLouisMassacre1861R
evt_nam_USA_StLouisMassacre1861M
evt_nam_USA_MissouriForcePool
evt_nam_CSA_StLouis1861
- evt_nam_USA_Fremont1861
evt_nam_USA_ChasseursAfrique1862 "evt_nam_USA_ButlerNewOrleans".(removed)
NB:revoir les modifs de cet event sur le CSA/USA MO unit pool
Draft & Food Riots Mini-MOD
New "Draft Riots" events
This kind of event should now potentially happen each turn somewhere in all the northern and border States if a Draft policy was activated in the Great Book (but not more than 6 events a year anyway...) : - The basic probability could be 15% chance each turn. - In each State, this probability increase by 1% for each infantry or cavalry element bought in the State's unit pool, the colored unit elements are never counted (or we can also say that each colored element reduce the probability by -1%). NB : The turn after, if no units where bought, the probability is set again to the basic one. - In each State, if the Habeas Corpus is suspended, this probability decrease by 10%. - In each State, if the Martial Law is applied, this probability decrease by 15%. - the probability and the degree of dammages (food/ammo/War supply) on the regular structural production in a region (+ the plunt icon) or of the loose of VPs (alias PP), could also depend on the enemy loyalty in the region where it happen (e.g. stronger up to 40%). - The player should loose some EP each time such an event pop up - remove the events evt_nam_USA_DraftRiots1863 and evt_nam_USA_NewYorkDraftRiots1863, keep the texts for the random events.
New "Massive desertions in CSA" events
CSA didn't had such Draft Riots events (AFAIN) but maybe had instead a lots of desertion or temporary desertion (soldiers going back to the familial farms to help and joining again the army later). So we could also design random events functionning like above for the probability and its relationship with the Habeas Corpus and the Martial Law but which only : - reduce the CSA EP amount each time such an event pop up - reduce the regular production of conscripts available for the next turn.
- evt_nam_CSA_FoodRiotsA1863 => each time the CSA don't have enough political support (VP) it can get worse with Food Riots (it could be better simulated if some "EvalSupply = <;500" script exist) =======> create 2 ramdom food riots events per year which will not happen if martial law /HCS are not use, select as region one whole different state each time.
EXEMPLE-----------------
SelectFaction = $USA
Conditions SelectRegion = $NY
ActorUnderUse = $gmaLOY;NOT EvalVP = <;500 EvalVP = >;50 Probability = 50
Actions SelectRegion = $New York, NY
ChangeSupply = -600;0;0 ChangeFacMorale = -2 ChangeVPCount = -50
- evt_nam_CSA_IncreaseFood1863 create 1 such event per year : political presure so that transport capacity should be used for civil economy : in the Conditions : add EvalEvent = evt_nam_CSA_FoodRiotsA1863;=;1 (replace by any the new food riot event of the year) and in action, set only :
ChangeWSUPool = -20 ChangeRiverPool = -10 ChangeRailPool = -25 ChangeFacMorale = 2
- evt_nam_USA_PrattStreetRiot1861 => create 4 events per years with same stuff (4 minDate = per year), it should
SelectFaction = $USA SelectRegInArea = $MD;OwnedCities
Conditions
MinDate = 1861/04/19 EvalVP = <;XXX => XXX = the price of this policy in VP !
EvalLoyalty = <=; 75 Probability = 86 ?????????????????
Actions
SetTransport = $DestRailRoad ChangeLoyaltyFac = -15 DescEvent = evt_desc_USA_PrattStreetRiot1861 ChangeWSUPool = -5 ChangeSupply = -10;-10;0
EndEvent
- evt_nam_USA_MartialLawMaryland1861 ???????????????????????????????
- evt_nam_USA_DraftRiots1863 ???????????????????????????????
- evt_desc_USA_NewYorkDraftRiots1863 ???????????????????????????????
=======> create 2 ramdom draft riots (one for PartialDraft with a 25 probability and one for FullDraft with 50 probability, per year which will happen if a draft policy is used and which will not happen if martial law /HCS are use, select as region one whole different state each time.
EXEMPLE-----------------
SelectFaction = $USA
Conditions
MinDate = 1863/01/01 MaxDate = 1863/12/30
SelectRegion = $NY
ActorUnderUse = $gmaLOY;NOT ActorUnderUse = $gmaFullDraft EvalVP = >;50 Probability = 50
Actions
DescEvent = evt_desc_USA_NewYorkDraftRiots1863 AddToRegList = $New york;$Baltimore;$Philadelphia (check this names in area.ini) PickFromRegList = NotEnemy ChangeSupply = -600;-80;0 ChangeFacMorale = -2 ChangeVPCount = -50 ChangeWSUPool = -50 GenMsg ChangeLoyaltyFac = -15 SetTransport = $DestRailRoad
EndEvent
"CONSCRIPTION AFFAIRS" Mini-MOD
- evt_nam_CSA_ConscriptionAct1864 : ????? better erase it and use the policies screen to have a choice...
=> erase this event from the CSA Event.sct file
Again about Draft Mobilization, Habeas corpus suspension and Martial laws
As long as a State is invaded (at least with one middle size force, not by single units), he should get a better conscripts production from a Calling for volunteers or from a Draft policy than at the start of the war.
The game should start only with "Call for volunteers" policies. The draft policies should become available randomly with a % of chance added by each of this criterious : how many states are invaded/occupated by the enemy, NM situation, how many losses, Foreign Recognition of the CSA, Foreign Intervention, strong defeat(s) on the field (at least 1 NM lost in a battle)... ...and if the concept is adopted : the amount of EP ! Or this Laws could also be a political choice in the hands of the players : - Players can choose to vote this Draft Laws from early 1862 BUT at a huge cost in EP. This cost will reduce each time one of the same criterious listed above is completed.
Finally, The Call for volunteers (6 month policy) should cost only some money and some VP (Alias Productivity Points (PP)), not anymore NM at all. The more NM you have, the more conscripts you get. The more EP (so indirectly, the more % of loyalty) you have, the more conscripts you get too. The more you paid for volunteers, the more conscripts you get also, like currently. Once Draft policy is lunched, the Call for volunteers Option should be disable for the rest of the game...
Draft policy (it should be a permanent policy), should cost many NM, many Productivity Points (VP) and a huge cost of EP ; no or very few money. The draft policy bring automatically each 6 month always 2 times more conscript than a Call for volunteers policy. The more NM you have, the more conscripts you get. The more EP (so indirectly, the more % of loyalty) you have, the more conscripts you get too. The more you paid for drafties, the more conscripts you get (like for the Call for volunteers). Once Draft policy is lunched, it is activated for the rest of the war, but you get 3 political options (6 months policies) to set how hard will be your draft policy (There is no more this "partial mobilization" or "Total mobilization" options) : - If you suspend the Habeas corpus in a State (6 months policy), you get 50% more conscript than the basic draft policy gives you from this State. - If you apply the Martial Law in a State (6 months policy), you get 100% more conscript than the basic draft policy gives you from this State. - A new option could also be available, the government can change the amount of dollars the rich drafties could pay to avoid the mobilization : If he choose a more democratic mobilization, the government will loose the support of the rich classes (many loose of EP) but will globally improve the NM (the war will be less seen as the war of the rich done by the poor).
NB : It means that the global amount of conscript the player get from the Call for volunteers and the Draft policies is based on the addition of the 1860's estimated population of each controled State. Then, let's say after the Draft policy was decided by a player, if he decide also to suspend the Habeas corpus only in Illinois, it would increase the basic number of conscript he get only from this States.
Introduction
In the Great Book, the political options "Partial Mobilization" and "Total Mobilization" can't be used untill the historical events which annonce the Laws of Conscription voted by each Congress are displayed. I. e. early 1862 for the CSA and early 1863 for the USA. But a player can still normally mobilize if : - its side have less than 80 NM points. - The Foreign Intervention is activated. The Partial draft should simulate random draft with the possibity to pay for a subsitute (only this was use in the ACW). The Full draft should simulate the total draft for all mens like FR or GR in WWI european, that should be available only for the USA, if FI activate, if enough NM (plus -30 NM at least), if enough VP (plus -500 VP),
Should be available if the government have enough VP (XX?) then the Draft policies are available, for the rest of the game. http://www.ageod-forum.com/showthrea...=14801&page=10.
Martial Laws & Suspension of the Abeas Corpus : From the start of january 1864, both sides have a lots of difficulties to find new conscripts. The suspension of the Abeas Corpus and the Martial Law, voted by both Congress in the same time as the Laws of Conscription, should now be used to mobilize more soldiers :
- As long as a player have policy "Partial/Full Mobilization" and "Martial Laws / Suspension of the Abeas Corpus" activated in the Great Book, he will get events which will bring him more conscripts.
- The Martial Laws & Suspension of the Abeas Corpus were voted in the same time than the Conscription laws in CSA and USA (and politically, it was the only way it could be), so this 2 Great book policies should be available ONLY IF the conscription law are voted (see : http://www.ageod-forum.com/showpost.php?p=164846&postcount=176).
For more information : http://www.ageod-forum.com/showthrea...846#post164846.
NB : finally, call for volunteers should stay available all the game with conscription, because there were both policies in history (conscription was never total and call for volunteers with paid happen all along he war).
Draft policies not available at the start of the game :
=> remove in /Includes/gameoption.inc, after SelectFaction = $CSA the lines :
ChangeActorPool = $gmaPartialDraft;MaxUse;1;ResetFreq;24;ImageID;mdl_CSA_Mil2.png;Title;strPartialMobilizationTitle;MsgString;strPartialMobilization;ToolString;strPartialMobilizationTool;VP;35;Morale;3;Param1;50 ChangeActorPool = $gmaFullDraft;MaxUse;1;ResetFreq;24;ImageID;mdl_CSA_Mil2.png;Title;strFullMobilizationTitle;MsgString;strFullMobilization;ToolString;strFullMobilizationTool;VP;70;Morale;4;Param1;100
=> remove in /Includes/gameoption.inc, after SelectFaction = $USA the lines :
ChangeActorPool = $gmaPartialDraft;MaxUse;1;ResetFreq;24;ImageID;mdl_CSA_Mil2.png;Title;strPartialMobilizationTitle;MsgString;strPartialMobilization;ToolString;strPartialMobilizationTool;VP;25;Morale;4;Param1;50 ChangeActorPool = $gmaFullDraft;MaxUse;1;ResetFreq;24;ImageID;mdl_CSA_Mil2.png;Title;strFullMobilizationTitle;MsgString;strFullMobilization;ToolString;strFullMobilizationTool;VP;75;Morale;5;Param1;100
- evt_nam_CSA_FirstDraftLaw1862 in CSA Event.sct & evt_nam_USA_NationalConscriptionAct1863 in USA Event.sct replace the events by this ones : ???put more VP cost in the 2 Great book policies ???
=========> creer 4 event avec les 4 conditions differentes (Date aleatoire ds l'année (62 pour les CSA et 63 pour les USA), EVAL <200VP,FI France activé (only for USA), FI England activated (only for USA), <80NM), mais dans les conditions, mettre qu'aucun des 3 autres events n'a été résolu !
EXEMPLE -----------------------
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_FirstDraftLaw1862|1|2|evt_txt_CSA_FirstDraftLaw1862|Event-img_CSA_FirstDraftLaw1862|$Richmond, VA|126
Conditions
MinDate = 1862/03/18 EvalVP = >;200
Actions
DescEvent = evt_desc_CSA_FirstDraftLaw1862 ChangeVPCount = 200 ChangeActorPool = $gmaPartialDraft;MaxUse;1;ResetFreq;24;ImageID;mdl_CSA_Mil2.png;Title;strPartialMobilizationTitle;MsgString;strPartialMobilization;ToolString;strPartialMobilizationTool;VP;35;Morale;3;Param1;50 ChangeActorPool = $gmaFullDraft;MaxUse;1;ResetFreq;24;ImageID;mdl_CSA_Mil2.png;Title;strFullMobilizationTitle;MsgString;strFullMobilization;ToolString;strFullMobilizationTool;VP;70;Morale;4;Param1;100
EndEvent
EXEMPLE ----------------
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_NationalConscriptionAct1863|1|2|evt_txt_USA_NationalConscriptionAct1863|Event-img_USA_NationalConscriptionAct1863|$Prince George's, MD|4
Conditions
MinDate = 1863/03/03 EvalVP = >;200
Actions
DescEvent = evt_desc_USA_NationalConscriptionAct1863 ChangeVPCount = -200 ChangeActorPool = $gmaPartialDraft;MaxUse;1;ResetFreq;24;ImageID;mdl_CSA_Mil2.png;Title;strPartialMobilizationTitle;MsgString;strPartialMobilization;ToolString;strPartialMobilizationTool;VP;25;Morale;4;Param1;50 ChangeActorPool = $gmaFullDraft;MaxUse;1;ResetFreq;24;ImageID;mdl_CSA_Mil2.png;Title;strFullMobilizationTitle;MsgString;strFullMobilization;ToolString;strFullMobilizationTool;VP;75;Morale;5;Param1;100
EndEvent
Martial Law / Habeas Corpus suspension and the Draft policies
Add the following events to the USA & CSA Event files
Conditions
ActorUnderUse = $gmaLOY ActorUnderUse = $gmaPartialDraft
&
Conditions
ActorUnderUse = $gmaLOY ActorUnderUse = $gmaFullDraft
Actions give more conscript 75 each turn ?
How to make it happen again ?
- The game should start only with "Call for volunteers" policies. The Conscription policies should become available when the Laws of conscription are displayed in the event reports. This Laws are randomly voted by the congress with a % of chance added by each of this criterious : how many states are invaded/occupated by the enemy, NM situation, how many losses, Foreign Intervention with the enemy, strong defeat on the field (at least 1 NM lost in a battle)...
"Financial Affairs" Mini-MOD
- The CSA can NOT use the Incomes' taxes policy. For more information : http://www.ageod-forum.com/showpost....&postcount=176. => erase in Includes/gameoption.inc , After the line SelectFaction = $CSA, the 3 lines starting with :
ChangeActorPool = $gmaTaxesLow ChangeActorPool = $gmaTaxesMed ChangeActorPool = $gmaTaxesHigh
- The Paper Money Printing policy should NOT be activated more than 1 time per 3 months. => Set in Includes/gameoption.inc the value 6 in "ResetFreq;6" in the 2 lines (CSA & USA) starting with ChangeActorPool = $gmaPaperMoney...etc.
Special Taxes should cost much more inflation, NM and VP => set in Includes/gameoption.inc , After the line SelectFaction = $USA, in the line starting with :
ChangeActorPool = $gmaTaxesMed... replace the values "PriceInc;1;Morale;1" by "PriceInc;10;Morale;5;VP;125"
and in the line starting with
ChangeActorPool = $gmaTaxesHigh... replace the values "PriceInc;1;Morale;2" by "PriceInc;15;Morale;10;VP;225"
Income Tax
- the event evt_nam_USA_FirstIncomeTaxLaw1861 should not give money => (remove line " ChangeMoneyPool = 200"), should cost a lot's of VP = 200 (add lines after Conditions :
evalEvalVP = >;200
add lines after Actions :
ChangeVPCount = 200
=> the event should activate the policy Income Tax in the great book, so erase in Includes/gameoption.inc ,(After the line "SelectFaction = $USA"), the line starting with :
ChangeActorPool = $gmaTaxesLow... and copy/paste it in the USA Event files in the event evt_nam_USA_FirstIncomeTaxLaw1861 after the line "Actions"
- The Income Tax policiy should cost VP not NM (its the most democratic tax) => set in the line (see above) ChangeActorPool = $gmaTaxesLow... the values "VP;75" instead of "Morale;1"
- the events evt_nam_USA_FirstIncomeTaxLaw1862 , evt_nam_USA_FirstIncomeTaxLaw1863, evt_nam_USA_FirstIncomeTaxLaw1864 , evt_nam_USA_FirstIncomeTaxLaw1865 should be removed it's up to the player to activate the Great Book policies or not
=> remove this event in the /Events/USA Event.sct
- war bonds
- should never create infaltion PriceInc;0;, since the more inflation you have the less people buy war bonds (!), it should cost no NM either but only
=> cost 3 time more VP than currently for the each 3 policies... => should give more money too, since players will have less VP than currently to improve it. (double those values will do it ? Param1;450;Param2;200 )
States' financial options
As far as i know about the CSA financial options (Ref : J. M. MacPherson), only the printing money was "effective", because : - The confederal administration had fewer power than the federal administration and was not able to collect incomes' taxes in most parts of the country. - The war government bonds was not very popular, as soon as the inflation grow up and became much more important than the benefits.
The CSA Government financed the war with this average proportions : 1/4 from bonds, 3/4 from printing money. Only few % comes from the Taxes... While the USA got 2/3 of their incomes from the bonds, 1/3 from taxes and few % from printing money.
About "States' financial policies"
I add to my previous contribution on that domain (http://www.ageod-forum.com/showpost....&postcount=176) : - Players can't use the Income tax policies till the Law wasn't voted by the Congress, so when the proper event is displayed. - The Paper Money Printing policy can NOT be activated more than 1 time per month (maybe 3 month). - Remove the 5 events "evt_nam_USA_FirstIncomeTaxLaw1864" which each give 200 M$. The Players should activate himself this policy or not (not means the government choosed to fix very very few income taxes this year).
Mini-MOD "FOREIGN AFFAIRS"
Objectives/Summary of the new rules : - Introduce a Foreign Recognition of the CSA at 75 FI pts.
About "Commercial & Territorial concessions" policies
- I really don't see why this policies have a chance that the players LOOSE FI points. - If this policies didn't succeed, the players should only loose a part of what they already have cost to be tried. - Commercial concessions should cost few NM, a big amount of EP and a lots of VP (alias Productivity Points) and if it succeed, it give an average amount of FI points. If it didn't succeed, it only cost a lots of EP. - Territorial concessions should cost a lots of NM, a huge amount of EP and few VP (alias PP) and if it succeed, it give a big amount of FI points. If it didn't succeed, it only cost few NM and a lots of EP.
About USA "Total Embargo" policy
- The both Blockade Boxes feature SHOULD NOT work if this policy is not activated by the US player !! - Whatever it succeed or not, this policy should give few NM and an average amount of EP to the USA but also cost a lots of VP (alias Productivity Points). - The "Territorial & Commercial concessions" policies should be also available in the same time. It is not linked. - It should be displayed in the text of this event the maximum of ships/blocus points the US player can put in each of the blockade boxes.
About CSA "Cotton Embargo" policy
- Idem. Whatever it succeed or not, this policy should give few NM and an average amount of EP to the CSA but also cost a lots of VP (alias Productivity Points). - It should be a 24 months policy for the first time and then 12 months policy, because the UK and France had a large stock when the ACW started and they really need cotton only a year after the CSA auto-embargo started, in summer 1862 !! Or let it be only available in spring 62 with a 12 months policy if its more simple to implement, anyway, as far as i know, the CS government didn't really controled the 61 "auto-embargo", which was mostly a spontaneous action from the (white) population. - If this policy is activated, the blockade runners should bring much less incomes and WS, because the CS government officially forbid to sell cotton... - The "Territorial concession" policy should be also available in the same time. It is not linked.
About the Trent Affair
As already proposed in this thread, this event (actually this potential kind of events) should be a choice for the US governement. It could be : - If the US player choose to apologize, the USA loose a big amount of EP and few NM. The CSA get only few FI points. - If the US player choose to NOT apologize and to keep the CSA diplomats, the USA get a huge amount of EP, some NM and is almost sure to win the next elections thanks to the patriotic union which decrease the opposition to the government (see the elections articles above). But the CSA get a lot's of FI points AND the event lead to the International Recognition of the CSA (see the next article about it).
Note that this event should happen randomly (till a RI or FI happen) AND ONLY IF the US player have activated the policy "Total Embargo" in the Great book (which should be a 6 months long policy, if not already). The probability that the event occure should increase with the amount of blocus points of the US fleets in both Blockade box.
A Foreign Recognition stage before the Foreign Intervention
Divide et Impera (Divide and Rule) : The British government was very interested to let the USA be devided and to limit the growing of a new occidental Power. It wished to try to establish normal commercial links with the CSA and was waiting for an opportunity to recognize them without having to start a war against the USA. So a Foreign Recognition without a Foreign military Intervention was an option that could have been tryed by the British government.
If the amount of FI points reach 80 (or 65 if FI "Easy" game option checked), or if the USA choosed the last option in the Trent Affair event (see above) it lead now to the international recognition of the CSA by Great Britain and France. They do not declare war immediatly to the USA but, untill there is an official war with France and Great Britain : The USA player is not allowed anymore to use the foreign policy "Total Embargo" in the Great Book (because it would lead to a Casus Belli). Since the European Powers do want to deal with the CSA, they allow them to navigate in the international waters with their flags to reach Europe. The remote blocus became useless, both "Atlantic Blockade" and "Golf Blockade" boxes are now forbidden for the US fleets. Of courses, the Union fleets still can performe a close blockade on the coastal region (CSA "national waters"), in front of the main ports.
A French Intervention (without the UK) option
If (and only if) the Foreign Recognition of the CSA did happen (see above), it eventually helped Napoleon III to decide to performe its own american foreign policy without the British. When its Archiduc entered in Mexico, he realized that he would keep more safely such a remote puppet Empire with an alliance with the CSA ...if they show in the battlefield that they are strong allies enough and willing to share a bit their "Manifest Destiny" in the West. Note also that if the Emancipation Act did reduce the probability of a British intervention (since Great Britain had an abolitionist public opinion), it wouldn't reduce the probability of a French intervention if Napoleon III had decided to performe its own foreign policy without Great Britain, because he didn't had an abolitionnist policy at all (he restablished slavery after the 2nd French Republic abolished it in 1848, like his uncle the first did after the 1st Republic abolished it too, what a nice familly spirit ).
From the begining of may 1863, whatever is the number of the Foreign Intervention points, the French troops and fleets became available to the South if : - CSA win at least 2 National Moral points in one or two major battle during the year 1863. (e.g. it need a victory at Gettysburg). If there were National Moral losses in battles since the begining of this year, it should be substracted to this amount (e.g. it need victories in the battles before Gettysburg). - The CSA decide to give to the French-Mexican empire commercial and/or territorial concessions and rights on Mexico, New Mexico and California with its gold mines. It have of courses a huge cost in EP and some few NM.
NB: Since Great Britain had a parliament which decide about war & peace, it is still not possible to move the British troops and fleets or to attack them unless the Foreign Intervention reach as usual 100 points (or 75 pts if "Easy" FI option checked).
About French related events
I don't see why it is displayed in the event report (at least in the French version) that the CSA should loose NM because of this events. More the French are involved in Mexico instead of China or Africa, the better it is for them : - evt_nam_CSA_FrenchInterventionMexico1862 - evt_nam_CSA_FranceReject1862 - evt_nam_CSA_FrenchMexico1863No - evt_nam_CSA_FrenchMexico1863Yes
- About the auto-embargo policy : should GIVE political huge support in VP, but should be very long : 1 or 2 years (explain why ) and finally only few FI points...
ChangeActorPool = $gmaForeignPressure;MaxUse;1;ResetFreq;12;ImageID;CottonEmbargo.png;Title;strForeignPressureCSATitle;MsgString;strForeignPressureCSA;ToolString;strForeignPressureCSATool;Money;150;VP;-5;Morale;-3;Param1;65;Param2;22;Param3;30;sParam1;strForeignPressureCSABackfire;sParam2;strForeignPressureCSASuccessNotifyUSA;sParam3;strForeignPressureCSABackFireNotifyUSA
=> To give 100% chances of success to a foreign policy, set e.g 100 instead of 70 at the line 27 : Param1;70 in ACW/Includes/GameOption.inc
- evt_nam_USA_Blockade1861 should activate the policy total embargo in the great book
=> ne mettre aucune unités dans les Blockades Boxes (see ) et mettre que des unités flotilles de blocus pleines (so that the player don't have to much micro-management to calculate the blocus points he have)
- replace the line :
SelectRegion = $Atlantic Blockade
by
SelectRegion = $???? NY city name ?
- replace the line :
SelectRegion = $Gulf Blockade
by
SelectRegion = $???? Baltimore city name ?
- si pas de pol total embargo => les case blocus doivent etre interdites !
ActorUnderUse = $gmaLOY
_______
Trent Affairs
5. "Foreign Recognition & Intervention" House Rule :
A. Trent Affair.
Divide et Impera (Divide and Rule) : The British government decided to let the USA be devided and limit the growing of a new occidental Power. It wish to establish normal commercial links with the CSA and was waiting for an opportunity to recognize them.
Once the Trent Affair event is displayed, whatever are its results, it lead now to the international recognition of the CSA by Great Britain and France. They do not declare war immediatly to the USA but : - the northern player is not allowed anymore to use the foreign policy "Total Embargo" in the Great Book (because it would lead to a Casus Belli). - Since the European Powers do want to deal with the CSA, they allow them to navigate with their flags to reach Europe. The remote blocus became useless, both "Atlantic Blockade" and "Golf Blockade" oceanic regions are now forbidden for the US fleets (unless there is an official war with France and Great Britain). Of courses, the Union fleets still can performe a close blockade on the coast, in front of the main ports. this event should randomly depend on the presence of US fleet in the blocade boxes. House Rules : no ship in it if the total blockade is not activated... If US want to choose an other foreign policy HE SHOULD put its fleets out of the boxes !!! No..why ??
- erase in CSA Events files this 3 events : evt_nam_CSA_TrentAffair1861USAcool , evt_nam_CSA_TrentAffair1861 , evt_nam_USA_TrentAffair1861USAreacts (+1 NM ; -1 NM , +5 NM to CSA), and also evt_nam_USA_TrentAffair1861 ( ChangeFacMorale = 1) , evt_nam_USA_TrentAffair1861USAcool ( ChangeFacMorale = -2 , ChangeForeignEntry = 5 ) , evt_nam_USA_TrentAffair1861USAreacts ( ChangeFacMorale = 10 ; ChangeForeignEntry = 35)
to decide that the Trent Affairs occurs : If the USA performe a strong Total Blocus, they will have more chance to provocate such affairs...Create 2 or 3 events like this :
Conditions EvalBlockadePerc = USA;45 Probability = 20
Conditions EvalBlockadePerc = USA;65 Probability = 50
Conditions EvalBlockadePerc = USA;85
If it not works, use the
Conditions
CountUnits = $BlockadeBoxe(?);1;$USA;-1;>=;5
__________________
COMMISSIONERS
the events evt_nam_CSA_Commissioners1861 :
- should allow now the CSA to have a proper foreign policy so it bring the 2 last FI policies available : remove in /Includes/gameoption.inc the lines :
ChangeActorPool = $gmaForeignEcoGift;MaxUse;1;ResetFreq;12;ImageID;TradeConcession.png;Title;strForeignEcoGiftCSATitle;MsgString;strForeignEcoGiftCSA;ToolString;strForeignEcoGiftCSATool;Money;-50;VP;25;Morale;2;Param1;90;Param2;6;Param3;2;sParam1;strGiftCSABackfire;sParam2;strGiftCSASuccessNotifyUSA;sParam3;strGiftCSABackFireNotifyUSA ChangeActorPool = $gmaForeignLandGift;MaxUse;1;ResetFreq;12;ImageID;LandConcession.png;Title;strForeignLandGiftCSATitle;MsgString;strForeignLandGiftCSA;ToolString;strForeignLandGiftCSATool;Money;10;VP;25;Morale;5;Param1;70;Param2;12;Param3;2;sParam1;strGiftCSABackfire;sParam2;strGiftCSASuccessNotifyUSA;sParam3;strGiftCSABackFireNotifyUSA
and add them to events evt_nam_CSA_Commissioners1861 (after action).
____________________
FRENCH IN MEXICO
- French in Mexico globaly IMPROVE the FI probability, not decrease, so in CSA Event file > evt_nam_CSA_FrenchInterventionMexico1862 change the FI point "-10" by "+5", and it should give some VP (+10?).
- evt_nam_USA_FrenchInterventionMexico1862 (give + 3 NM to USA ) => should not give NM to USA. But USA should loose some VP (10 ?)
- evt_nam_CSA_FranceReject1862 ChangeForeignEntry = -5 => it should depend on the Foriegn Recognition : what to do with ????????????????????
- check all the FREN, MEX, ENG brigades en units : 683MEXA. Zaragosa should have better stat and be there in Mexico were he repulsed the french., build new brigade style, set new CP, set new MEX generals and abilities (see mini-MOD "abilities for all")
- Create an event when the french take Mexico in ??? and move the mex units to north mexico and the french from vera cruz to mexico => if FI not activated, if MinDate = ????, move unitgroup script?
C. French Intervention on the side of the CSA.
Napoleon III decided to performe its own Foreign policy without the British. Now that its Archiduc entered in Mexico and that he can see at the Gold mines of California, he realized that he couldn't keep safely such a remote puppet Empire without an alliance with the CSA ...if they show on the battlefield that they are strong allies.
From the begining of mai 1863, whatever is the number of the Foreign Intervention points, the French troops and fleets became available to the South if : - he win at least 2 National Moral points in one or two major battle during the year 1863. (e.g. it need a victory at Gettysburg) - if there were National Moral losses in battles since the begining of this year, it should be substracted to this amount. (e.g. it need victories in the battles before Gettysburg).
NB: Since Great Britain had a parliament, it is still forbidden to move the British troops and fleets or to attack them unless the Foreign Intervention reach 75 points (or 100 points if Emancipation Proclamation occured during the year 1862).
In order to move the French and Mexican units, the Foreign Intervention need to be manually activated : Open the file .../ACW/Events/CSA Events.sct and copy/paste the lines :
check if the event france declare war can be activated without the FI evaluation....
E. About Mexico :
- If the southern player loose the totality of Mexico during 6 consecutive turns without any victory of the CSA on the USA, France become neutral again and all the French forces should immediatly avoid any fights and embark back to France.
- A fleet with embarked troops is not allowed to go in the oceanic region in front of California untill its side control the region of "North Mexico" or the region of "Mexico (capital)". For more information, see also here : http://www.ageod-forum.com/showpost....&postcount=168.
- A way should be find to change the naval region in front of Vera Cruz (Golf of Campeche from Low Waters to Coastal Waters (if not, no oceanic fleet can reach Mexico, whatever it is French or USA. This way is : open the file .../ACW/GameData/Regions/1502Gulf of Campeche.rgn and change the line "TerrainType = 4" by "TerrainType = 13".(TO BE FIXED IN 1.16)
- From/to California region it should be allowed to go directly from/to North Mexico. So please :(TO BE FIXED IN 1.16)
- in the file .../ACW/GameDAta/Regions/1509North Mexico.rgn, add the line : JumpLink4 = 1094|22
- in the file .../Regions/1094California.rgn , add the line : JumpLink3 = 1509|22
- From Vera Cruz it should not be allowed to go to West Texas (without going to North Mexico...). So please : in the file .../ACW/GameDAta/Regions/1508VeraCruz.rgn, erase the line : JumpLink1 = 1510|22
- From/to Mexico region it should not be allowed to go from/to the golf of Campeche (without going to Vera Cruz...). So please :(TO BE FIXED IN 1.16)
- in the file .../ACW/GameDAta/Regions/1502Gulf of Campeche.rgn, replace the numbers 1096 in the 2 lines : Adjacency15 = 1096 and Adjacency16 = 1096 by the number 1508.
- in the file .../ACW/GameDAta/Regions/1096Mexico.rgn, replace the numbers 1502 in the 2 lines : Adjacency1 = 1502 and Adjacency2 = 1502 by the number 1508.
- A fleet should not be anymore allowed to go directly from California region to Oregon et vice versa without crossing the oceanic regions Pacifist Coast and Northern Pacific. So please :
- in the file .../ACW/GameDAta/Regions/1501Pacific Coast.rgn, replace one number 1094 by this number : 1500 [Northen Pacific]
- in the file .../ACW/GameDAta/Regions/1500Northern Pacific.rgn, replace one number 1093 by this number : 1501 [Pacific Coast](TO BE FIXED IN 1.16)
- There is also a bug in the /ACW/Events/Foreign Entry.sct. 3 French reinforcements events don't work because it have for condition an event which don't exist : "evt_nam_CSA_FrenchExpeditionMexico1862". To solve it, search in the file the 3 lines with this "evt_nam_CSA_FrenchExpeditionMexico1862" and replace this with "evt_nam_CSA_FrenchExpeditionMexico1862Next" (TO BE FIXED IN 1.16)
12. "British invasion in northern States" House Rule :
Since the patriotic feelings in the North would also grow up when if is now a war against such an old enemy like the UK (the whole US political system from the Revolution is in danger...), some events should be added to give +5 NM to the USA each first time there is a british divisional force which enter in a Northern State (So not a Border or southern state) :
The first time it happen, open the file .../ACW/Events/USA Events.sct and copy/paste the lines :
=> use the same tools that armyaroundwashington event or manassas : if more than 10 elements in OH, then ...
-mettre Boston, Quebec, California et Mexico comme objectif à 2 NM si FI activé (code ds fivhier events clovis (springfield (MO) devient objectif en cour de route==>
StartEvent = evt_nam_FInewObjectives|1|2|evt_txt_USA_CarlSchurz1861|Event-img_USA_CarlSchurz1861|$New York, NY|15
Conditions
MinDate = 1861/04/12 EvalForeignEntry = CSA;100
Actions
DescEvent = evt_nam_FInewObjectives SetObjectives = $Mexico;5;$California;5;$Boston;5;$Quebec;5 => check & set the 4 good region names
EndEvent
other way ? ==> ChgObjective = $Fauquier, VA;10
- evt_nam_USA_FrenchInterventionMexico1862 this should not give 3 NM to the CSA. no reasons. should cost a bit VP instead... like -10 VP for the USA.
Embargo on the USA Especially if FI is activated, the USA should also get a possible naval embargo in the Atlantic Blockade Box and a close embargo in front of their main ports. => in the file /ACW/Scripts/ScriptA61-KY.ini file, after the line :
SetCapital = $Prince George's, MD;5
add this lines
SetBlockades = $Atlantic Blockade;6 AddHarborBlockaded = CHECK THE MAP ????????????? don't forget california !!!
_____________________________
IMPROVED CLOSED BLOCKADE
To improve the close embargo and make it more simple for the players to calculate how many % he will penalize the economy of its opponent while organizing naval blocus in front of specific ports, the % value is now always 2 times the addition of the town level and the port level. => in the file /ACW/Scripts/ScriptA61-KY.ini , replace the line :
AddHarborBlockaded = $Warwick, VA;1;$Norfolk, VA;5;$Currituck, VA;1;$Tyrell, NC;1;$Hyde, NC;1;$Beaufort, NC;3;$Carteret, NC;3;$New Hanover, NC;5;$Charleston, SC;8;$Hardee, SC;1;$Beaufort, SC;1;$Ebert, GA;1;$Chatham, GA;6;$Carroll, GA;1;$Pullman, GA;1;$Wayne, GA;1;$Leon, FL;1;$Wakula, FL;1;$Duval, FL;1;$Saint John's, FL;1;$Volusia, FL;1;$Tampa, FL;1;$Hale, FL;3;$Milton, FL;1;$Gulf, MS;1;$Springfield, LA;1;$Iberville, LA;16;$St Joseph, LA;1;$Alexandria, LA;1;$Pierre, LA;1;$Berwick, LA;1;$Matagorda, TX;3
by the line :
CHECK THE MAP???????????????????
Mexican army = it is all locked even after FI be activated ! it miss generals, there is too much seniority among the generals, => maybe remove all the mexicans & French before the FI arrive
Mini-MOD "Abilities for all"
It aims to : 1. 2. give good and bad abilities to all generals 3. Change some abilities 4. change some generals' stat'
- mettre des stats Att/Def aux generaux en fonction des abilités qui s'appliquent à l'unité ou à la force (ex:
- check the clovis MOD generals stat's & abilities
How to realize : 1. 2. 3. 4.
- Donner abilité "Boost force arti" QUE aux ballons. Sauf aux généraux suivants : http://en.wikipedia.org/wiki/Field_artillery_in_the_American_Civil_War#Notable_Civil_War_artillerists (balance the number of balloons with the number of generals chanching the baloons unit pool in this 2 events in CSA and USA event files : evt_desc_USA_MilitaryBalloons1861 , evt_nam_CSA_Balloons1862 ).
- I would like to give a "good" and a "bad" ability to most of the
generals which will appear in the game.
- this will create logical combinaison of abilities which give
various character to the leaders. This distribution of characters will be probably not always historical but will add more fun managing all the clones 3-1-1 generals.
- Each side should get 2 or 3 generals with the same combinaison
More regionnalized abilities :
Having again in mind to simplify some boring aspect and tasks of the
game which always give a better advantage to the players that have more time to spend on micro-management, i suggest that some abilities should apply to the whole region (including its town/fort/port) where the generals are.
If not players spend many time first to understand where each
abilities apply and then more time again to move the generals or support units with abilities like simple tools from force to force, sometime from unit to unit, just to optimize the abilities' like cohesion improvements for all the forces ...that are anyway in the same region...
"Training Officer", "Training Master", "Dispirited Leader", "Good
Army Administrator", "charismatic" should apply to the whole region if the general have the better rank/seniority or should not apply at all in the region if he has not the better rank/seniority to avoid "tricky micro-management".
By the way, McClellan have the interesting sectorized ability "Poor
Spy Network" only few turns in the early game and then it desappear once he became 3 stars. Let's keep it to him for all the game, otherwise it's sensless...
_________________________________________
in the 3 files concerning good admin, occupier, bad occupant
abilities (files 51 to 53) in the repository ...ACWGameDataAbilities the Param5 is set to 0 instead of 1 so that the generals don't have to be always inside a town to do this job.
=> peut etre pas bon (nouvelle combinaison pour Officier Recruteur :
Recruting Officer + HAted Occupant avec
=> mettre 5 pts par tour au Param4 pour good admin (sinon, c'est
trop long à avoir des résultats dans le jeu)
---------- "Scorched Earth" : if region loyality <25 % , if spend 1 turn inside
a town, = destroy all the regular production of WS, Ammo and food supply of the region. plunder coefficient 200 (100 = normal 50 = 50%)
(e. g. Sherman's march to the sea),
------------------------------- "Living on the field" : % change to supply consumption -25 , plunder coefficient 200 (100 = normal 50 = 50%) (e.g. Grant's Vicksburg campaign)
--------------------------------- "Conscription Officer" : Recruting Officer +
e.g. Banks with its +3 conscript per turn if INSIDE a big town =
players will alwas prefer to let it garrison washington or baltimore than use it on the field. But he lead the AoP in the reality... how to make it a choice or a necessity in the game ? =>> see if we can't set the same localization than Partizan pop up bonus in the state" ability...
- Training officer :
=> faire que aucune unité ne puissent se transformer de conscrit à regulier ds le jeu
=> put this abaility to 10 generals of each side in the game
=> vérifier qu'elle s'applique à la force qu'elle commande (ou bien à la force dans laquelle elle se trouve)
- Mettre plus d'abilité "Miliciaman" parmi les généraux
Gameplay of the general's abilities :
- Some abilities should have only 50% of chance to happen each turn (if their conditions are gathered) to avoid that players don't use "bad" generals at all in the game or to avoid any micro-management to nano-optimize the "good" ones (giving an advantage to the players who have more time to spend) :
- Slow Mover, - Hated Occupier, - Occupier, - Dispirited Leader , Charismatic : it should also apply to the whole region if the general has the best rank/seniority in the region and it should not apply at all if he is not. For now players can just split the Dispirited general from its stack, wait that it is full of cohesion and then merge the general with the stack again.
Each time this "random" abilities did occurred, we could get a line in the events' report screen : Something like "General Butler did a strong occupier's policy in Louisville : -5% loyalty in the region" or something like "General Holmes gave orders which reduce the moral of its troops : -5 pts of cohesion for all the forces in the region of Union (MO)."
- Quickly Angered , Over Cautious : this very bad abilities should really be balanced by other usefull abilities. The purpose of generals is to bring command points. If they only cost command points they are not used at all in the game.
- Hothead & Reckless abilities of an Army's General should apply to its subordinates Corps' generals that are in the same region or same area because it could not be used most of the time as army commander :
E. g. How could happen a bloody Pickett's Charge ordered by the "Reckless" Lee in the game if he command only an army HQ & guns units and if none of its fighting Corps's generals have this ability ?
This abilities should also be applied to the whole stack where its general is, because players manage almost every time to not let them in command of any stack to avoid this penalty.
- instead of advertising and dispatching all the abilities to all the generals from the start, let's allowed the high command (the player) to discover during the war who are its best elements, like in the reality. Most of the Generals should be able to gain some abilities during the game thanks to their repeated (un)successful actions : for example, Speed Mover could be randomly (10% chance) given to generals each time they succeed a "Forced march" (and Slow Mover each time they failed). Many abilities of basic generals can appear this way (Hothead & Reckless abilities each time generals had enormous losses during an attack, etc). Each Basic 3-1-1 Generals could not have anyway more than 1 "good" and 1 "bad" ability.
Mini-MOD "Milicia is Milicia"
- ALL locked garrison milicia should stay always milicia : because most of the time we don't care that this remoted garrison became trained regular infantery and because they use very soon the expensive regular infantery replacement instead of using the cheap and numerous milician replacement.
- The milicia should be transform in conscript infantery "only on demand" : we could place a general to the milicia force with the same general's ability like "Training conscript" which could also transform 1 milicia per turn into conscript infantery. For now we have no time and very few situations to use the gratis milicia replacement and the general's ability "miliciaman". If not possible to create this new ability, in the second part of the war, some events (from a policy which cost VP ?) can transform milicias brigades into infantry brigades : use this script http://www.ageod.net/agewiki/ChangeUnitType
- event :
- Mettre plus d'abilité "Miliciaman" parmi les généraux (see miniiMOD "Abilities")
- Comment virer les autoupgrade auto!matique des milices vers des infantry :
- enlever les lignes du type "TrainAutoUpg = $uni_CSA_Inf6" dans tous les fichiers /GameData/Units/ CSA Volunteers (KY) et CSA State Milicia (TN) et USA State Milicia (MD) et USA Volunteers (CA) etc. - test if it works, especially with the 145CSA_Volunteers Brigade .uni and USA one, does the milicias inside still change automatically to infantry ??
- Comment booster encore plus la force des milices lorsqu'elles se battent dans leur état ?
- USA et CSA milicia.inc = placement milices bloqué de base. => Tout virer Au joueurs de garrisoner comme ils veulent enlver toutes les milices locked de garnison du jeu.
- "Conscripts are conscripts" too ! : In GameData/Models/77USAInfantry (conscript).mdl , erase the line :
TrainUpg = $mdl_USA_Inf1, enlver TrainUpg = $mdl_CSA_Cav1 dans /ACW/Models/15CSACavalry (conscript).mdl
all together it's X files named with "(conscript)" to modifie
-
-
Mini-MOD "BRIGADES, UNITS & POOLS"
It aims to :
- let the player (who can't create in detail its own brigades, element by element) choose between more and more various and different kind of brigades (e.g. one with light infantery instead of one with cavalry, to replace the evasion values of the cavalry if it don't have enough ressources for cavalry (which BTW need more food)... etc.). It could be the creation of new 4-5 elements "standard brigades" in the unit pool (cost 2 CP) : cavalry brigades (type 1 = 3 cavalry + 2 mounted arty, type 2 = 5 cavalry), all only available in 1863 for the USA), Milicias brigades (3 milicias + 2 light infantry), infantry brigade (type 1 = 3 inf + 2 lightinf ; type 2 = 3 inf + 2 cav ; type 3 = 3 inf + 2 arty ; type 4 = 3 inf + 1 sharp + 1 cavalry ; type 5 = 5 infantry). It could then be the creation of few 7-8 elements "mini-divisions" unit in the unit pool (cost 4 CP) or wich pop up with events.
- simplify the game and make that the brigades are more or less the basic unit to manage before the divisions.
- hardly limit the number of brigades available at the start of the game, it should increase with events and policies from the players.(ex : Call for volunteers policy makes the first "milicia brigades available" as well as events which pop up when States are invaded would add this kind of units in the pool).
- makes brigades be allowed to be merged with a leader, leaders should also bring to their unit the same bonus than stack's leaders to their stack,
- get a "star system" for the general which is close to the reality AND playable wich means to stick to the CSA organization more than the pre-civil war USA one (e. g. : http://en.wikipedia.org/wiki/General_officers_in_the_Confederate_States_Army), which means 1 star general are dedicated to command Brigades, 2 stars are dedicated to command divisions, 3 stars' general to command Corps and finally 4 stars generals to command Armies. (=> House rule for sure !)
- give more abilities to the generals which apply to their unit, i. e. to the brigade they are merged with, but this is defined in a another Mini-Mod "Abilities for all".
- let the player build its own armies. It means also to erase all the events which brings half brigades which pop up sometimes and the player can't understand that they will finish to be completed later during the game... (BTW, it solve the problem that they also all arrive as regular units instead of conscript...).
=> editer toutes les brigades des pool AND les flavour brigades pour mettre des "conscripts" à la place des "regulars" pour les inf. et les cav.
How to realize :
1. Edit generals & events files to :
=> Give 4 stars to Albert Sidney Johnston, Robert E. Lee, Joseph E. Johnston, and Beauregard. Give also 4 stars to all the generals in the union army which have 3 stars at the start of the game and to the MacClellan promoted unit.
=> create event that will create 4 stars generals if those died (if they could died ?)
=> give 3 stars to the first generals who did command Corps in late 1862 and to all generals which historically commanded a Corps when they pop up in the game.
=> give 2 stars to all generals which historically commanded a division when they pop up in the game.
=> give 1 star to all generals which historically commanded a brigade when they pop up in the game.
=> use the works on new general's statistics and placements of Clovis' SVF MOD.
=> check the units/elements which appear with the generals in the CSA/USA Leaders.sct (set proper brigades/units if changed elsewhere).
2.
=> milicia brigade already exist (uni_USA_VolBde), just put 2 more elements in it; make mergeable with general, 2 CP cost only... check if it appear in the Milicia Great Book reinforcement box, if not...
3.- revoir les composantes des pool par Etat : chaque etat doit avoir des brigades de cavaleries de 3-4 elements disponibles (sauf USA avant 62...) etc. =>retrouver le script qui fait poper des unités quand etat est envahis et leur faire poper des briggades de volunteers".
4.
- ajouter la ligne du type "FamilyType0 = $famLeader|1" apres les lignes du type "ModelType0 = $mdl_CSA_Cav3|1" dans les fichiers /GameData/Units/ (régler la valeur "Type0" 1, 2... pour pas qu'il y ai de doublon)
- Dans ACW/Settings/Combats.opt ; mettre 5 au lieu de 3 pour les bonus de général command une unité : cbtUnitLeaderBonus = 3 // % bonus for each point of stat of the unit leader
- add milicias brigades and single milicias, and few cavalry irregular unionists and 2 supply units to Oregon & California Pool (Area is $OMB_West, search for the single milicia which exist already to find how it is set in this area pool)
create a black milicias brigade with 3 milicias and one unionist irregular and add one here
=> add this units in the unit pool :
add instead of the 100 conscripts some black units in the pool : - 2 milicias brigades like said above - 5 single milicias units
EXEMPLE EVENT
SelectFaction = $USA SelectRegion = $Prince George's, MD StartEvent = evt_nam_USA_62USCavBrigades|1|1|NULL|NULL|$Prince George's, MD|NULL
Conditions
FixedDate = 1862/03/01
Actions
DescEvent = evt_desc_USA_62USCavBrigades ChangeUnitPool = $uni_USA_Cav4NY;1 ChangeUnitPool = $uni_USA_Cav4NJ;1 ChangeUnitPool = $uni_USA_Cav4IL;1 ChangeUnitPool = $uni_USA_Cav4OH;1
EndEvent
- NO MORE ALREADY PLACED BRIGADES at the begining of the game (to avoid non conscript elements):
- Except if Milicias brigades - purge the 2 locked starting army of each side from its fighting brigade units (keep locked the same amount of arty but in single units). Put the brigades in the Unit pool availaible at the really first turn, but only brigades without arty (it should be available 2 turns before the armies are unlocked) !!!
=> NB : only milicias brigade for event KY camp robinson (check it again : should happen event whatever KY join union or CSA...)
- Utilliser Various Events.sct, pour controler la transformation automatique des unités de conscrits en "normal" => arreter toutes les transformation automatiques, laisser faire les abilties des generaux... remove the events "evt_nam_CSA_Conscripts_to_Early" for CSA and USA. - There is different kind of units for each step of the war but they upgrade to fast, especialy for the USA ! in the Events/Various Events file, move all the date of the "evt_nam_USA_Early_to_Late" events 1 year and a half later, and 6 month more for the CSA ones. - check carefully the artillery automatic upgrade if the artillery unit are changed... - Remove all this events (CSA and USA ) : evt_nam_USA_MilitiaTraining_Mil
- evt_nam_USA_LincolnCallVolA1861 & evt_nam_USA_LincolnCallVolB1861 & evt_nam_USA_LincolnCallVolC1861 : merge the 3 events, erase probability (it should happen), => SHOULD COST A LOTS OF VP !!!! => Lincoln's Call for volunteers should occurs the first turn of the game, before virginia secceed late april 1861).
- in the new merged event change the lines :
Conditions
MinDate = 1861/04/15
MaxDate = 1861/06/30
by :
Conditions
MinDate = 1861/05/01
MaxDate = 1861/05/06
EvalVP = <;XXX => XXX = the price of this policy in VP !
- for all the units, change the value (in turn) "FixType = 3" so that they are all unlocked AFTER the big eastern armies are unlocked !!!
New Slaves/Contrabands units
I suggest to add a new unit in the unit pool to simulate in the game all the slaves or former slaves which were mobilized for military duty by both sides and which had an important role during the war to build and maintain the entrenchements (and the roads, railways and bridges) in a region. This unit could : - have the ability to hurry the works : to next level of entrenchement, to repear railroads and to buid a depot (instead of the Ingeneers unit, which could instead be absolutly needed to build modern fortress and to reach the level 5 to 8 entrenchements in a region). - would be a "Support Unit" type, so it could be easy to capture by the enemy, like chariots. - Each time the USA player capture such units, it get 1 "colored" replacement bonus in the pool (to be used for creating fighting units...). - Each 6 months, some of this units pop up in the CSA side (up to 15 units, maybe). - Each time it activate some policies (e.g. "Runaway slaves are allowed to work for the Army and the Navy", "Emancipation Proclamation", etc.), some of this units pop up in the USA side, mostly in US controled southern States regions. - Since this units are free for both sides, the players will use them to build and keep the trenches in the second lines instead of many Milicias units which had to do it till now (BTW, unlocking all this local milicias would be better).
EVENTS WHICH ALTER THE UNITS POOL : - events to check were there is units added to the Unit pool (TO BE ERAASED OR MODIFIED & BALANCED !!!) :
- evt_nam_CSA_Norfolk1861B - evt_nam_CSA_Norfolk1861
evt_desc_USA_EricssonFolly1861 evt_nam_USA_EricssonFolly1861B evt_nam_CSA_StLouis1861R evt_nam_CSA_StLouis1861M evt_nam_USA_StLouisMassacre1861R evt_nam_USA_StLouisMassacre1861M evt_nam_USA_MissouriForcePool evt_nam_CSA_StLouis1861 evt_nam_USA_YMCA1861 - remove this 2 events concerning KY unit pool :
- evt_nam_CSA_BorderStatesTroops1861 , - evt_nam_CSA_BorderStatesTroops1861B
evt_desc_USA_LincolnSignsEmancipation1863
FILES WHICH ALTER THE UNITS POOL : - Events/Kentucky ENtry.sct - Events/1861 April.....sct - Events/CSA Events - Events/USA Events
____________________________________________________________________ USE THIS PROPORTION LIST FOR THE REGULAR AND MILICIA UNIT POOL AVAILABLE DURING THE GAME : ... in proportion to the state’s population. At one regiment/100,000 free population, that would work out to:
Connecticut: 5 Maine: 6 Massachusetts: 12 New Hampshire: 3 Rhode Island: 2 Vermont: 3 New Jersey: 7 New York: 39 Pennsylvania: 29 Illinois: 17 Indiana: 14 Iowa: 7 Kansas: 1 Michigan: 8 Minnesota: 2 Ohio: 23 Wisconsin: 8 Delaware: 1 DC: 1 (count with MD) Kentucky: 9 Maryland: 6 Missouri: 11 Arkansas: 3 North Carolina: 7 Tennessee: 8 Virginia: 11 Alabama: 5 Florida: 1 Georgia: 5 Louisiana: 4 Mississippi: 4 South Carolina: 3 Texas: 4
If we decide that 1/10 of the population was able to fight, the total mobilizable regiment (element) per State are this numbers x10 and Half of it should be only milicias and the other half regulars :
- Half of this half of the milicia pool is for local use only, use the autoraise feature and invading state Emergency events, set the % chance to diseappear at the end of the year at 100%, find a way that the events happen again each time the state is invaded, RE-ORGANIZE Emergency CSA & USA Militias.sct in ACW/Events make =>use the unit count feature in the Conditions to check if enemy is in the State, then local milicias brigade stay and there is not the event that disband them at the end of the year...
(d) The USA should also get a source of conscript companies in each state more or less equal to its black population. The 21million northern whites produce about 70 conscript companies a turn under normal conditions, so 4 million slaves should produce about 14 companies a turn. Distributing those in proportion to the number of slaves in a state gives:
North Carolina: 1
Tennessee: 1
Virginia: 2
Alabama: 2
Georgia: 2
Louisiana: 1
Mississippi: 2
South Carolina: 2
Texas: 1
This should be added to the production of any city controlled by the USA in those states after “Emancipation Proclamation” has been chosen
(e) There should be a few conscript points for the USA in eastern Tennessee, north-central Arkansas, and northern Alabama as well. Maybe add some Tennessee, Alabama, and Arkansas regiments to the USA force pool.
(f) Similarly, there should be Indiana and Illinois regiments in the CSA force pool, and perhaps some possibility for them of getting conscripts if they occupy cities in southern Illinois and/or Indiana.
MORE UNITS IN THE POOL WHEN ACTIVATED BY EVENTS
(b) New “colored troops” units for the USA force pool, probably divided out by state (so the USA has to have cities within those states to raise the units). This goes along with a new source of conscripts for the US, see below
(c) White Unionist and Copperhead units in both sides’ force pools as well, see below.
DEFINE EACH STAGE OF INCREASING THE UNITS POOL, STATE BY STATE
- first call for volunteers event => give 1/2 milicias pool in all Northern & Southern States (not borders states)
- each year ?
- in Northern & Southern States : there is few units at the begining, then more each time a player do a Call or draft policy, it brings more units in the unit pool... => each begining of a year, there is a check if a draft policy is activated, and then it activated the unit pools increasing event - in border States :
- MO : when event StLouis massacre, and when some regions are controled ?
- WV : only when the event ???new state occure (before, only few milicias)
- KY : only when neutrality ends. (before, only few milicias)
- KS : only when the event ???new state occure (before, only few milicias)
-
Recruiting troops in captured territory You should be able to recruit units in enemy territory that you capture. The Union recruited over 100 regiments in states that joined the CSA, mostly blacks but also some white Unionists in Tennessee, Arkansas, and Louisiana. If the CSA had held southern Illinois and Indiana, they might well have been able to find regiments worth of troops. This would be very useful for both sides, permitting militia to be raised to defend strongpoints and keeping down on transportation delays. There should be a dozen or so militia regiments and maybe some regular regiments of infantry available for recruitment in almost every southern state for the USA and maybe the same for Indiana and Illinois and Maryland and maybe Ohio and Iowa for the CSA.
About "colored" troops costs and proportions in the US Army
All "colored" units cost in M$ should be only 2/3 of the amount of a similar "normal" unit, to reflect that "colored" volunteers were less paid and had less good materials during the first years of their recrutment. They also cost only 1 conscript each, because they are not supposed to use the basic "white" global conscript stock (the 1 conscript cost could simulate anyway the "white" officer staff).
The number of colored units available in the unit pool should fit to the historical situation : - 25% of the colored units available should be available in the northern free States, not more. The rest should only be available in the deep South States (and of courses only when USA control enough strategic towns there to rule this States). Not at all in the "Border States" unless the 13th amendment was voted. - Check again in the game if the total number of "colored" units available is close to the historical situation : the union player should be able to reach 10% of colored troops in the US army in 1865 (around 100 actual regiments, i don't know if it means also 100 infantry or cavalry elements in the game), and maybe 15% in 1866, etc. up to 25% if the game continue after till 1869 because of a FI.
Mini-MOD "ARTILLERIES & FORTS"
- clovis works ? welcomed if detailed here how to reproduce it.
- improve value of Siege Artillerie to 45/45 instead of :
OffFire = 35
DefFire = 35
- make O CP for all arty range from 7 to 9 (so 20 parrot, columbuad, fort battery, coastal battery & Siege artillery) Give a advantage to long range arty, since it's very rare in the game that they could be used at 7 or 8 range, then they get this free CP which make them ideal to be placed in stack with corps (push the player to use a part of the artillerie in Corps or Army reserve, not always all merged with the divisions). There is anyway not many of them in the game.
- fortress arty should be available to buy in the unit pool : should be cheeper => 15 M$ (because no horses and logistic convoy), should be THE unit to buy to improve the forts garrison division, put lower stat's or just like a 12pd arty.
- since coastal arty is suppoed to be the only to target ships now, it should be more interesting to buy => set price to 20 M$, be less expensive with replacements => put it in Family = $famMedArty instead of Family = $famHvyArty (then you do not have to pay too much expensive heavy arty replacements for useless remote coastal arty spreaded on the map at the start of the game), much more should be available in the pool, should also be the only unit to be able to bombard ships around forts (with siege arty) => in ACW/Settings/Bombard&Blockade.opt : set 8 instead of 5 in this line : bmbRange = 5 // Minimum range a gun should have to fire on passing ships
- Virer tous les ports des structure "forts d'avant guerre"...
pour éviter les stockage absurdes de flottes monstrueuses...
Augmenter leur prod locale en supply/ammo pour l'équivalent d'un garnison d'1 division maxi !
dans ACW/Include/Citiescampaign.inc enlever
SetType = $Port
mettre de la prod food et ammo sur la region pour que garnison soit autonome sans port :
ChangeAssetsProd = 60|0|0|10|2|0 ?????
=> give 4 time the consumation of a basic arty brigade because of this feature :
baseProdCoefLocked = 25 // Percent of base supply when under siege with port unblocked (see :http://www.ageod-forum.com/showthread.php?p=189175#post189175)
- House rules : not more than one brigade garrison for old fort, not more than a division to assault them.
- Permettre de construire des forts modern là ou il n'y a qu'un port (pas seulement dans les villes)
=> vérifier s'il y a bien un port de base à Henri & Doneldson. => enlever la ligne
MinCityLvl = 1
dans le fichier /GameData/Structures/1Fort.str (?) mais House rule : pas construire ds region ou y a rien, meme si c'est possible...
=> rajouter un Ingénieur nécessaire consommé pour construire un fort ? Mais alors augmenter le nb d'ingé dans le unit pool tous les ans ! peut permettre de limiter le nb de fort possible ou le nb d'ingé dans le jeu !
DoctorKing's proposals : 1. Weakening forts (a) Increase chance of fortress surrender as suggested by Lodilefty in the forum. (b) Increased range required for bombardment as you suggested. (c) Increased defense strength for ironclad ships. (c) Put a fort in California and Oregon. There were actually two of the pre-war masonry forts at the mouth of San Francisco harbor and a powerful battery at Fort Stevens at the mouth of the Columbia River in Oregon. => OlD forts
d) D. proposal about old coastal forts which should surrender if the main town they protect is occupied by the enemy (=> use the files of auto garrisoning and create events )
- To change some value in the siege of forts : see http://www.ageod-forum.com/showthread.php?p=189175#post189175
Mini-Mod "Prisoneers"
Proposals to implement : - penalty for refusing exchange :http://www.ageod-forum.com/showpost.php?p=154789&postcount=71
- si CSA accepte echange colored troops : -100 VP (mais gagne qd meme conscript et NM !) - si US accepte echange sans colored troops : -100 VP, bcp moins de conscript (mais gagne qd meme NM !)
- evt_nam_CSA_Andersonville1864 should we keep it ???? (see after)it do for the CSA :
ChangeWSUPool = -2 ChangeConscriptPool = -10
- evt_nam_USA_Andersonville1864 Actions
DescEvent = evt_desc_USA_Andersonville1864 ChangeFacMorale = 10 ==============> far too much !!
= > utiliser la commande "si pol great book $gmaExchPrisoners est en cours d'utilisation, alors ...pas de Andersonville scandale (NB : le faire ds les deux camps si il y a aussi un event du coté CSA => pour simplifier, eliminer evt_nam_CSA_Andersonville1864)
Principe : 1 event par an ( ) soit 7 events...1868
Conditions mindate = 1861/01/01 MaxDate = 1861/12/30 Probability = 25 Evalevent France declare war = 0 Evalevent england declare war )=0 ActorUnderUse = $gmaExchPrisoners
evt_nam_USA_PrisonerExchange1862 ====> give 2 NM , 25 PV and "param1 33" conscript => increase to "66" ????,
- evt_nam_CSA_PrisonerExchange1862 ====> ,????? give 1 NM , 25 PV and "param1 33" conscript => increase to "66" ????,
- evt_nam_USA_PrisonersPolicy ??????????
ChangeFacMorale = 1
Mini-MOD "USA Early bad command"
=> merge it in a mod with all commands affairs ( desactivation, etc.)
"Early USA bad command" till end 63
- How to give the USA a bad (3) detection value ! 1. Change all units stats and change it back in january 63 2. Test the CiC "$abiCiCDtcLandByLand" ability on Mac Clellan and Mac Dowell : http://www.ageod.net/agewiki/Ability_Category_23:_Commander_in_Chief_Modifiers but does it works with ACW ?
Global USA bad command
- Si on doit modifier les regles de MTSOG, c'est dans ACW/Settings/Reserve.opt => rendre quasi indispensable la presence du HQ Army pour obliger les joueurs a rassembler leurs corps autour d'un (mauvais ou pas ) chef qui DOIT par ailleurs etre sur le front pour que ses corps soient solidaires !
=> 19) I modified too the march to the guns parameters. Basically, the march to the gun will be more dependant of the strategic value of leaders. => l'augmenter aussi mais encore plus !!!
- check the 3. "Armys' HQ range" House Rule : and 2. "Number of Divisions in the forces" House Rule : ???? est-ce qu'on le fait vraiment ?? utile ???
- pour la limitation de division, mettre directement :
Actions
SetCombiUnits = 0;0;99
pour les deux evenements suivants dans Events/1861 April...sct : StartEvent = evt_nam_CSA_DivisionFormation|1|1|NULL|NULL|$Richmond, VA|NULL StartEvent = evt_nam_USA_DivisionFormation|1|1|NULL|NULL|$Prince George's, MD|NULL
OU H.R. :
http://www.ageod.net/aacwwiki/index.php?title=Modding_special_abilities&action=edit&redlink=1
Here is how i believe to really recreate the historical US poor
cavalry scouting skill and the lack of Intelligence service of the MacClellan Command (which most of the time believed he was outnumbered with a 1/2 to 1/4 ratio !) in all the east front during the 2 first years of the conflict :
- conscript and early US cavalry Detection value is set to 3, late
US cavalry detection is set to 4 (late cavalry which appear with the first flavor brigades have been changed to early cavalry*).
- US Balloon unit detection is set to 3. - US light infantry detection is set to 3. - US sharpshooters detection is set to 3. - Well, US detection is set to 3.
List of files (.../ACW/GameData/Models/) :
86USACavalry (early).mdl 87USACavalry (late).mdl 88USACavalry (conscript).mdl 89USALight Infantry.mdl 90USASharpshooters.mdl 91USASharpshooters.mdl 109USABalloon.mdl 126USAUnionists.mdl
246USAGeorge B. McClellan.mdl , 247USAGeorge B. McClellan.mdl ,
248USAGeorge B. McClellan.mdl , 249USAGeorge B. McClellan.mdl
- Some generals could get a +1 detection if in the Western
Departement ?
That way, US command can really know about the detailed strentght of
CSA forces only if they have a force in the same region.
* Here is the list of the flavour brigades which have late cavalry : uni_USA_BdeN3 uni_USA_BdeN24 uni_USA_BdeN10 uni_USA_BdeN23 uni_USA_BdeN5 uni_USA_BdeN21 uni_USA_BdeN17 uni_USA_BdeN19 uni_USA_BdeN25 uni_USA_BdeN8 uni_USA_BdeN2 uni_USA_BdeN1 uni_USA_BdeN4 uni_USA_BdeN22 uni_USA_BdeN6 uni_USA_BdeN12 uni_USA_BdeN20 uni_USA_BdeN18 uni_USA_BdeN11 uni_USA_BdeN27
Links:
[1] http://www.ageod-forum.com/showpost.php?p=164846&postcount=176) [2] http://www.ageod-forum.com/showthread.php?t=16572
10. "US early bad command" House Rule :
- The general with the highest ranked in seniority should ALWAYS be the one in command of the main army around the capital (seven region around the town). A free Redeploiement is allowed for this.
- The US player can't force a promotion to switch the MacClellan seniority (or McDowel's if Manassas is taken) before early september 1862.
- All the USA units have to be MODed so that their Detection value is never more than 3, except the for the Late Cavalry units. [EDIT : soon a link here to show how to MOD this rule]
This is to really recreate the historical US poor cavalry scouting skill and the lack of Intelligence service of the MacClellan Command (which most of the time believed he was outnumbered with a 1/2 to 1/4 ratio !) in all the east front during the 2 first years of the conflict. That way, US command can really know about the detailed strentght of CSA forces only if they have a force in the same region.
Mini-MOD "VARIOUS CHANGES"
About stacking strategical options
A general which order a single Corps to size one valley per day will take much more time to get the military control of a region than the one which will order 10 brigades to patrol ten different valley a day.
Because you have to spread many forces in a whole region so that this 2 actions could be efficient, i suggest that : - The more you have different stacks in a region, the more you get police points to take the military control of the region (e.g. the police value of a single stack is never counted after, let's say, 5 police points (whatever is the total number of police points of its units/elements), so a single corps with 3 divisions won't take the control of a region in one turn, but 3 stacks with each a division will do the job). - Then the more you have different stacks in a region, the more you get chance to find food in it while foraging (see article after).
After invading a hostile region, the players will then have to choose strategically beetween a good defense in one stack or a weakest defense but getting a speed full control of the region and its ressources.
no more police point for infantry ? Only for division unit and cavalry ?
Improve the role of the GHQ army unit in the March to Sound of the guns (to push the players to use it in the main battles, even if badly commanded and/or full of bad abilities) :
resModIsGHQ = 25 // +25% if the army HQ itself resModAdjGHQ = 10 // +10% if adjacent to army HQ
Add 50 to each of this values (?) in the /ACW/Settings/Reserve.opt file.
number of divisions per stack :
It Aims : More info here : http://www.ageod-forum.com/showthread.php?t=14801&page=7
So players can choose as House rules that :
- It can never be more than 1 Division unit in a force if this force is not a Corps. - It can never be more than 3 (4 for the CSA) Division units in a Corps. - The GHQ Army's units can not welcome any Division unit in their force.
- Reworked map production :
=> The numbers of War supply production should be reduced for both sides to have a real interest for industrialization or blockade runners (or raising transport fleet for USA).
=> Pour les prod supply/ammo local des region : mettre 10/10 par level de ville puis mettre 10-20/O par region sans villes supposé agricoles. http://www.ageod.net/agewiki/ChangeAssetsProd
About Mexican army, i add here a link to a proposal about the missing of Saragoza 3 star mexican general and about the lack of some one stars generals : http://www.ageod-forum.com/showthread.php?t=15137
State of California :
- there is still a problem with its produced milicia which sometime pop up in ...Fort Laramie (Great Plains). => see in area.ini or else and put this regions out of their zone : Great Plains, South West, Rockies, Oregon. Then it will (maybe - Test to do) only pop up in California.
// Area #33 {Area} UID = $OMB_West Name = OMB_West Hierarchy = 0 ListParams = $Great Plains|$Rockies|$Oregon|$California|$South West| {/Area}
- evt_nam_USA_YMCA1861
=> create a similar event for the CSA, should cost 50 VP, some WS, railpool, too, should bring all the hospital units in the pool for the first time (no hospital at all in the game before end 1862,check it) => current effect :
Conditions EvalVP = <;75 Actions
DescEvent = evt_desc_USA_YMCA1861 ChangeFacMorale = 5 ChangeConscriptPool = 20 ChangeUnitPool = $uni_USA_Med;2 ChangeVPCount = -75
- evt_nam_USA_GeneralWarOrderTwo1862Warning (change the text, see after) , evt_nam_ArmyaroundWashington => Try the new AGE feature (http://www.ageod.net/agewiki/EvalSubUnitCount) : if more than 50 elements in the Around Wahington area, then ...
SelectFaction = $USA
StartEvent = evt_nam_ArmyaroundWashington|1|0|NULL|NULL|NULL|NULL
Conditions
SelectSubUnits = $Around_Washington;FriendOnly EvalSubUnitCount = >=; 50
Actions
EndEvent
- evt_nam_USA_ArmyinVirginia4 , evt_nam_USA_ArmyinVirginia3 => idem that evt_nam_USA_GeneralWarOrderTwo1862Warning we could also use EvalSubUnitCount command instead...
- evt_nam_USA_PapersPushOffensive1861 & evt_nam_USA_PapersPushOffensiveEarly1862 & evt_nam_USA_PapersPushOffensiveLate1862 ===> USA loose half less NM but loose all its VP stock ! ====> change the lines
ChangeFacMorale = -10
by
ChangeFacMorale = -5 VP = 1
- evt_nam_CSA_LincolnCall1861 => erase the line
VP = 1 => it's too strong...
- evt_nam_USA_SinkAlabama1862 => erase the line
ChangeFacMorale = 5 => it's too strong...and CSA already loose NM on its side...
- evt_nam_USA_SinkAlabama1862Penalty ==> again a useless event if not explained in the manual...(if USA have less than 5 units in the shipping Lanes during 3 turn from 1862/09/15 it loose 3 VP...) => should loose more VP to make this event efficient : replace the line :
ChangeVPCount = -3
by
ChangeVPCount = -15
11. "Allowing a retreat to a sea/river region" House Rule :
"At the start of a turn, if a player ask for it, its force in a region adjacent to a river or sea region could be let in peace by any enemy forces which are in the same region (both players should set the green passive order to their forces in the region) if it retreat in a adjacent river or sea region (using global naval transport capacity or loading in a fleet with enough transport ships if there is one)."
- Baisser le cout des Brig/corvette ??? pour anticiper l'inflation ?
- Sherevreport (LA), Baton rouge ?(already?), Elizabeth (WV) set VP-town, Winshster (VA) should not be VP-town.
New departure of the game
- the army of the Potomac can unlock on turn 5 or 6 and the army of NVA can unlock on turn 5 or 6 as well. In this chaotic alternate AACW, both players have to plan for the uncertainty of when their army will unlock, and when their opponents army will unlock. - mettre un depot en debut de partie à Alexandria (VA) et ds la region ou apparait la deuxième force US du debut de partie (en WV) - Hunt the locked units in the game (search for FixType = 999 in the events files...) : players should be able to choose to redeploy any of their units...
- 14. "Far western map boxes House Rule :
For this reasons (http://www.ageod-forum.com/showthread.php?t=18762), it need to set the "short" distance (it mean a minimum of always 2 turns away if good weather and good cohesion, and (much) more if not) :
- From the South West (Tucson) to California, to implement it :
- in the file .../ACW/GameDAta/Regions/1095South West.rgn, replace the line : "JumpLink0 = 1094|27" by "JumpLink0 = 1094|22"
- in the file .../ACW/GameDAta/Regions/1094California.rgn, replace the line : "JumpLink0 = 1095|27" by "JumpLink0 = 1095|22"
- From North Mexico to California :
- in the file .../ACW/GameDAta/Regions/1509North Mexico.rgn, add the line : JumpLink4 = 1094|22
- in the file .../Regions/1094California.rgn , add the line : JumpLink3 = 1509|22
- pour limiter l'arriver n'importe où des unités dans un etat, arrivée "préférentielle" : Change line : RaiseRule = $recTown (milicias,...) by ? : RaiseRule = $recObj (hospital, signal;etc.) RaiseRule = $recCity (sharpshooter,...) => a priori, toutes les flavour brigades (big cities ?) RaiseRule = $recHarborWSU (ironclads) RaiseRule = $recWSU (siege artillery !!!! RaiseRule = $recHarborWSU (coastal arty)
- "Generals' Desactivation"
- I can see the sense in the leader activation rules but think they've been over-employed to provide game-balance. A simple and realistic rule would be to increase a general's political value each turn he remains inactive. This is basically what got Buell and McClellan fired.
- Hidden desactivation
- land movement delayed like naval movement
Hospital units & Epidemics
- Use the event file where the Epidemics events are defined, add Conditions :
- IF Hospital is in the region, then chance are X% - IF Hospital is not in the region, then chance are XXX% - IF more than XX units in a region, only then it could happen (it's useless to have epidemics on one single milicias somewhere on the map).
- evt_nam_USA_CottonStockpiles ??????relaize this idea ??? => are the units ready to used ?
Conditions
MinDate = 1862/01/01
?????????????????????
Actions
DescEvent = evt_desc_USA_CottonStockpiles
SelectRegion =
NULL = Any city with a cotton stockpile (At least Charleston, Savannah, New Orleans, Wilmington, Memphis, Jackson, Mobile) will have the opportunity to burn the stockpile before it's taken by a Union army. NULL = If foreign intervention occurrs, any stockpiles remaining in a Southern port area will be converted into supplies or artillery units. NULL = If the stockpile is captured and transported back to a Northern port, it will be converted into supplies for the Union.
- evt_nam_USA_TheLostOrder1862 ??????relaize this idea ???
Conditions
MinDate = 1862/09/13 Probability = 25
Actions
DescEvent = evt_desc_USA_TheLostOrder1862
SelectRegion =
NULL = CSA gets fog of war removed within 3 areas of Army of Potomac ?
_____________________________
SCHURTZ EVENT
Shurtz was not cavalry man and command volunteers infantry rgt. So give him instead a new "milicia brigade" instead of a cavalry unit. He was also republican activist, give him the new ability "Political General (Rep.)". Maybe give him 4-0-0 as stat's and a good seniority (political support).
SelectFaction = $USA
SelectRegion = $New York, NY
StartEvent = evt_nam_USA_CarlSchurz1861|1|2|evt_txt_USA_CarlSchurz1861|Event-img_USA_CarlSchurz1861|$New York, NY|15
Conditions
MinDate = 1861/04/12
Actions
DescEvent = evt_desc_USA_CarlSchurz1861
SelectFaction = $USA SelectRegion = $New York, NY
CreateGroup Posture = $Defensive SetKind = $Land Entranch = 0 InCS = 0 FixType = 0 SetName = Schurz Brigade Apply CreateUnit SetType = $uni_USA_Schurze SetName = C. Schurz Apply CreateUnit SetType = $uni_USA_Cav1PA????????????????? FlavorName = Col. H. Halberstadt SUFlavorName = Schurz Volunteers Brigade SetLevel = 1 SetName = Schurz Brigade Apply
EndEvent
Railroads Transport capacity H.R.
- Players should not be able to increase their railroad capacity more than it was possible. So USA player can't buy more than (?) and CSA player more than (?). see proportions stats up
Hidden ship's holds for oceanic/fluvial fleets :
As it was already said about here : http://www.ageod-forum.com/showthread.php?t=13766 => check if it can be the solution : in each earth-unit's stat', change "DetectSea = 3" by only "1"...
_______________________ NAVAL INGENEER & IRONCLAD PRODUCTION
Naval Eng. should be in some specific (or not?) ports so that ironclad get produced...
TROUVé http://www.ageod.net/agewiki/CountUnitDef
Conditions CountUnitDef = $New_York(to test?); $uni_GBR_Inf0(naval_ingeneer?); >=; 1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
OR
SelectSubUnits = Area $USA_States(?);Models $mdl_USA_Nvg;FriendOnly EvalSubUnitCount = >=; 1
ORn
SelectSubUnits = Area $USA_States(?);Units $Naval Engineers;FriendOnly EvalSubUnitCount = >=; 1
Actions AutoRaise = $uni_CSA_Reb2TX|2|20 AutoRaise = $uni_CSA_Ran|2|20
ou
Actions create unit
____________________________________________________________ Engioneer, Pioneer Marines, seamens etc.... - (re)create the pioneer units 31CSAPioneers & 106USAPioneers, add them in the unit pools but set this 2 lines instead of the current ones : SubType = $Regular Family = $famLine => NO ! SEt Elite instead !!! => add them an abiliy defensive "improve entrenchment" !!
- remove pontoneer abilities from seamens & marines, Marines & Seamens are now new "mini-brigade" made up each with one unit of Naval Ingeneer : it simulate that if you place this seamens units in harbor, it helps the fleet to repair faster , and for the Marines, it simulate that this units, doing the same, are units which logically follow the fleets' activty and movements.
- set only 10 seamens, 4 marines and 4 Naval Ingenners in the units pools CSA & and 15/6/6 for the USA
- give one different ability more to make this 3 units available for 3 different use : Naval inegeer(NI), Marines element, Seamens element. This shoud give an interest to use single Naval Ingeneer unit.
- pour le bug des replacements étrangers : le traiter avec un event qui utilise http://www.ageod.net/agewiki/EvalReplacement et http://www.ageod.net/agewiki/Replacement => faire que les reserves de remplacements etrenger soient inépuisables, seuls les unités sont limités.
Mini-MOD "SUPPLY IMPROVEMENTS"
It aims to : 1. 2. 3. 4.
How to realize :
1.
2.
3.
4.
Pour les prod supply/ammo local des region : mettre 10/10 par level de ville puis mettre 10-20/O par region sans villes supposé agricoles. http://www.ageod.net/agewiki/ChangeAssetsProd
- A TESTER/DEMANDER : Pour que les depot stock moins (ou au moins, pour qu'il soient moins efficace) mettre les meme stat que les forts niveau 2 dans les fichiers /GAmeData/Structures/1Fort.str et 2Depot.str :
mettre : SupplyWant = 20 AmmoWant = 20
plutot que : SupplyWant = 50 AmmoWant = 35
Some supply system improvments
1. To improve the long line supply difficulties inside enemy territories it would be good to fix a maximum of stockage for the depot : - depot level 1, could never stock more than 80/80 supply/ammunition - depot level 2 : max. of 160/160 - depot level 3 : max. of 320/320 (This values here are illustrations, it need to be tested...) - it would be now possible to increase the level of a depot by constructing again a depot in the same place (till level 3 only). Towns up to level 5 behave as usual like depot but can't welcome more supply/ammo than = their level x 80/80.
With this limit of capacity, if the line of supply is cut, then the invading troops will really have to restablish it because the headline depot where they are will not have enough stock to hold the position for months like now. Players will have to build more little depot in a sector sometimes if needed (keep the price of depot to a supply/transport unit with 4 element). So more places to garrison, and if not, more places to be raided...
Other point : All the supply which can not be stocked all around in the country should disappear ! But it could bring some money or some EP because we can say that some of it is sell/distribute to the population, the big rest is actually what was never produced because it wasn't possible to stock it somewhere. This finally avoid absurd astronomical stocks in few main towns and the global surproduction of supply in the hands of the players. This way, the South may lack GLOBALY of supply, not only localy in some sectors like now.
2. Chariots' supply units should appear : - empty of any supply and amno stock - only in a region with a depot This will avoid the trick which is to build chariots already full of supply in remote areas just to get supply when all the sector is not producing any/enough supply.
Mini-MOD "Indians"
introduction :
Watie's brigade
In early 1863, there is the Watie brigade event (evt_nam_CSA_WatieBde1863) : - it's say it give 3 indians raider replacements, but i don't see them in the Great Book replacement pool, like we are supposed to see the other french or english replacements. Since it don't improve the CSA raider/partisan pool by 3 too, i wonder were are they ? - i always buy normal CSA raider/partisan replacements for the indians, is it like this that it works or the indians replace themselves automatically in the game... - Next to this, the text say that Watie was autorized to form its own brigade from this date (april 1863), so i don't see why he already appeared one year before and players can already use it as divisional general from a long time ago... maybe change the text, give him a special ability which allow him now to command CSA faction "white" troops without a huge malus (and give him at the start of the game an ability which give him a huge malus, or no possibilty to command non-indian units), and also give him few indian units in case of at this stage of the game there is already no more indians on the map.
- The control of Gibson (IT) by the CSA should be the condition to the evt_nam_CSA_NativeAlliance1861 : set only cherokee units (mdl_IND_Bra2) instead of apache ($uni_IND_Bra1), after Conditions line : remove " MaxDate = 1862/02/14" and add EvalRgnOwned = $Gibson, IT
- add the following event to get some indian raiders sometimes from the IT :
___________________________________ SelectFaction = $CSA SelectRegion = $IT StartEvent = evt_nam_CSA_PartisaninIndianTerritory|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/09/01 SelectRegInArea = $IT;NotEnemy
EvalEvent = evt_nam_CSA_NativeAlliance1861;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
AutoRaise = $mdl_IND_Bra2|2|20
EndEvent ____________________________
- the CSA event evt_nam_CSA_PimasTreaty1863 should not be limited in the time (remove MaxDate = 1864/01/01) and by the enemy in adjacent region (remove ;NotAdj) and should be duplicated for the Rockies (each time, CSA can create a new Native local alliance with one unit bonus for them.
- evt_nam_CSA_WatieBde1863 ===> give 2 stars to Watie : how ????? and give 3 cheyennes units more and
_______________________________________
SelectFaction = $CSA StartEvent = evt_nam_CSA_WatieBde1863|1|2|evt_txt_CSA_WatieBde1863|Event-img_CSA_WatieBde1863|NULL|122
Conditions
MinDate = 1863/04/01
Actions
DescEvent = evt_desc_CSA_WatieBde1863 Remplacement = IND;$famRaider;3
SelectFaction = $CSA SelectRegion = $Gibson, IT
CreateGroup Posture = $Defensive SetKind = $Land Entranch = 0 InCS = 0 FixType = 0 SetName = Indians Apply CreateUnit SetType = $uni_IND_Bra2 FlavorName = _genName SUFlavorName = _genName SetName = _genName Apply CreateUnit SetType = $uni_IND_Bra2 FlavorName = _genName SUFlavorName = _genName SetName = _genName Apply CreateUnit SetType = $uni_IND_Bra2 FlavorName = _genName SUFlavorName = _genName SetName = _genName Apply
EndEvent _______________________________
- evt_nam_USA_GreatSiouxUprising1862 ==> should give 2 more units (that's supposed to be the "great" uprising and there is far less Sioux than Cherokees... ; USA should not get 5 NM (they have already the VP from the new objective created...) and indians should not be locked because they starve from attrition if they can't go around to look for supply... and finally put Sioux units and not apache or cherokees... So erase the lines :
ChangeFacMorale = 5 FixType = 999
And change the lines :
SetType = $uni_IND_Bra1 SetType = $uni_IND_Bra2
by
SetType = $uni_IND_Bra3
and add this lines : CreateUnit
SetType = $uni_IND_Bra3 FlavorName = _genName SUFlavorName = Sioux Indians SetLevel = 3 SetName = Sioux Indians Apply CreateUnit SetType = $uni_IND_Bra3 FlavorName = _genName SUFlavorName = Sioux Indians SetLevel = 3 SetName = Sioux Indians Apply
Mini-MOD "RAIDING PARTY !"
Confederates' "Political" deep Raids :
Remove the Albans raid event (evt_nam_USA_StAlbansRaid1864) and instead create this kind of event wich appear each year in early january from january 1863 : "The CSA can try to organize a strong symbolic raid this year which objective is less to destroy or plunt than taking a objective deep in the North to show its weakness to the public opinion : If 4 cavalry elements/units take the control of any town deep in the North-East (Indiana, Ohio, Pensylvania, NY, and up), then the USA loose 1 NM and XX EP."
About foraging/plunting game's feature and abilities
I think this feature is not enough important in the game, it happen too rarelly and its effect is marginal. It could be linked with a strategical option for the players which miss in AACW : the scorched earth policy.
- First, the production on the map should be more spreaded : each basic "empty" region should now produce some supply (the current situation is absurd : e.g. there is only ONE region in all Louisiana which produce supply, this is the swamp around New Orleans with a ...+200 supply production !). All regions with a town on the map should also produce some ammo, and sometimes some WS and/or money. The supply/ammo overproductions are automatically sent to the nearest town, which send it automatically to the nearest depot, etc, according to the stock limit of each structure like said above.
- When a force is out of supply, it automatically try to forage : the chance of foraging depend on the % of military control (so if you have 25% military control, you have 25% chance to forage each turn, some Leader's ability give also a bonus of 25% for foraging, in this case it would give 50% chance to forage...) - If a force succeed its forage, it is supplied for this turn. There should be a report in the event report screen and the current icon and delay before it could be used again like now with the plunt feature.
- A special "Plunt Order" (like Forced March), available only in the second part of the war, could be created for Plunting a region. The chance of plunting depend on the % of military control (so if you have 25% military control, you have 25% chance to plunt each turn, some Leaders' or irregular units' ability give also a bonus for plunting.
- If a force succeed to plunt, all the forces in the region are supplied, but only for this turn. The region loose ALL its supply production for the time the plunt icon is there, so till next summer, and also 2/3 of its other kind of regular productions if there is a town in it are definitly destroyed (it should be re-Industrialized). It can't be plunted again while there is the icon.
- A small force can get supply from foraging/plunting any terrains. - A middle force should never be able to get supplied from foraging/plunting in Mountains, wild areas, swamp, etc. - A large force should never be able get supplied from foraging/plunting a region.
Thus, like in the reality, a big invading force having problems with its supply lines to its States, will have interest to split its troops in middle or small forces to forage around in enemy territory.
4. "Deep Raids" House Rule :
- There is a general prohibition on forces without leader to move in enemy-controlled areas, unless those areas have over 50% loyalty for your side, without the Passive Order (green). It is forbidden to use the order "Destroy RailRoads" and Destroy Depot" if in Passive Order.
- If any force is in a region were the addition of the loyalty and military control is less than 50%, its special orders "Destroy Depot" and "Destroy Railroads" should not be used (even if available).
This would allow small CSA partisans or USA cavalry units with a dedicated Leader to destroy the railroads of a region only if they can count on the support of the population. But if you don't have a dedicated Leader, a minimum of elements and a minimum of population support and/or of military control of a region should only be needed.
- trouver un moyen pour que les villes soient capturée que si minimum 75% de control militaire ds la region
- Partizan should pop up sometimes rather than beeing in the unit pool and planified. More fun. So in CSA Events.sct > evt_nam_CSA_PartisanRangerAct1862
- replace (like in Clovis MOD) the lines :
ChangeConscriptPool = 20
ChangeUnitPool = $uni_CSA_Par2;8
ChangeUnitPool = $uni_CSA_Cav5;2 ChangeUnitPool = $uni_CSA_Lit;4
by this lines :
AutoRaise = $uni_CSA_Reb2VA|4|20 AutoRaise = $uni_CSA_Rai|3|50 AutoRaise = $uni_CSA_Par1|3|50 AutoRaise = $uni_CSA_Cav5|3|50 AutoRaise = $uni_CSA_Par2|3|50
NB: check the units Cav5, if normal cavalry, erase it... put all kind of irregulars in this list... and some sharpshooters too...
- add the "petty war" rule : RulPettyWar = 1
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisanRangerAct1862|1|2|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1862/04/21 MaxDate = 1863/01/01
Actions
DescEvent = evt_desc_CSA_PartisanRangerAct1862 ChangeConscriptPool = 20 ChangeUnitPool = $uni_CSA_Par2;8 ChangeUnitPool = $uni_CSA_Cav5;2 ChangeUnitPool = $uni_CSA_Lit;4
RulPettyWar = 1
EndEvent
- Add this events too which will pop up some partizan in CS states occupied by more than 5-10 US units (from Clovis MOD) BUT use instead the count sub unit (elements) script !!!!!! :
SelectFaction = $USA StartEvent = evt_nam_UsArmyTX|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $TX;1;$USA;-1;>=;5
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyTX2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_UsArmyTX;=;1
CountUnits = $TX;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_UsArmyTX;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninTX|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmyTX;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
SelectFaction = $CSA
AutoRaise = $uni_CSA_Reb2TX|2|20
AutoRaise = $uni_CSA_Ran|2|20
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyTN|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $TN;1;$USA;-1;>=;5
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyTN2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_UsArmyTN;=;1
CountUnits = $TN;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_UsArmyTN;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninTN|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmyTN;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
SelectFaction = $CSA
AutoRaise = $uni_CSA_Reb2TN|2|20
AutoRaise = $uni_CSA_Cav5TN|1|20 AutoRaise = $uni_CSA_Par1TN|4|20
EndEvent
SelectFaction = $USA
StartEvent = evt_nam_UsArmySC|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $SC;1;$USA;-1;>=;5
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmySC2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_UsArmySC;=;1
CountUnits = $SC;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_UsArmySC;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninSC|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmySC;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
SelectFaction = $CSA
AutoRaise = $uni_CSA_Reb2SC|2|20
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyNC|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $NC;1;$USA;-1;>=;5
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyNC2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_UsArmyNC;=;1
CountUnits = $NC;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_Us ArmyNC;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninNC|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmyNC;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
SelectFaction = $CSA
AutoRaise = $uni_CSA_Reb2NC|4|20
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyMS|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $MS;1;$USA;-1;>=;5
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyMS2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_UsArmyMS;=;1
CountUnits = $MS;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_Us ArmyMS;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninMS|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmyMS;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
SelectFaction = $CSA
AutoRaise = $uni_CSA_Reb2MS|3|20
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyLA|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $LA;1;$USA;-1;>=;5
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyLA2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_Us ArmyLA;=;1
CountUnits = $LA;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_Us ArmyLA;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninLA|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmyLA;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
AutoRaise = $uni_CSA_Reb2LA|3|20
EndEvent
SelectFaction = $USA
StartEvent = evt_nam_UsArmyKY|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $KY;1;$USA;-1;>=;10
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyKY2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_UsArmyKY;=;1
CountUnits = $KY;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_Us ArmyKY;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninKY|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmyKY;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
SelectFaction = $CSA
AutoRaise = $uni_CSA_Reb2KY|1|20
EndEvent
SelectFaction = $USA
StartEvent = evt_nam_UsArmyGeorgia|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $GA;1;$USA;-1;>=;10
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyGeorgia2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_UsArmyGeorgia;=;1
CountUnits = $GA;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_Us ArmyGeorgia;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninGeorgia|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmyGeorgia;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
AutoRaise = $uni_CSA_Reb2GA|2|20
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyAlabama|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $AL;1;$USA;-1;>=;5
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyAlabama2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_UsArmyAlabama;=;1
CountUnits = $AL;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_UsArmyAlabama;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninAlabama|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmyAlabama;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
SelectFaction = $CSA
AutoRaise = $uni_CSA_Reb2AL|3|20
EndEvent
SelectFaction = $USA
StartEvent = evt_nam_UsArmyFlorida|1|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/06/01
CountUnits = $FL;1;$USA;-1;>=;5
Actions
EndEvent
SelectFaction = $USA StartEvent = evt_nam_UsArmyFlorida2|999|0|NULL|NULL|NULL|NULL
Conditions MinDate = 1861/07/01
EvalEvent = evt_nam_UsArmyFlorida;=;1
CountUnits = $FL;1;$USA;-1;=;0
Actions
ChgEvtOccurs = evt_nam_UsArmyFlorida;CuOccurs;-1
EndEvent
SelectFaction = $CSA
SelectRegion = $Richmond, VA
StartEvent = evt_nam_CSA_PartisaninFlorida|999|0|evt_txt_CSA_PartisanRangerAct1862|Event-img_CSA_PartisanRangerAct1862|$Richmond, VA|123
Conditions
MinDate = 1861/04/21
EvalEvent = evt_nam_UsArmyFlorida;=;1 TurnIndex = 1;3;5;7;9;11;13;15;17;19;21;23 Probability = 20
Actions
SelectFaction = $CSA
AutoRaise = $uni_CSA_Reb2FL|2|20
EndEvent
- Southern Unionists events : add this kind of events in the USA Event files to simulate the unionists in the south (only for AR, TN, KY, MO, WV)
type d'unité à placer :
mdl_USA_Ran
mdl_USA_Cav4
mdl_USA_Par
SelectFaction = $USA
StartEvent = evt_nam_USA_ArkansasUnionUnits|1|1|NULL|NULL|NULL|NULL
Conditions
MinDate = 1862/01/21
EvalRgnOwned = $Fayette, AR EvalRgnOwned = $Van Buren, AR
Actions
ChangeUnitPool = $uni_USA_Bde501AR;1 ChangeUnitPool = $uni_USA_CavAR;2 ChangeConscriptPool = 10
EndEvent