Latest Version

Strategic Command: American Civil War gives you the opportunity to battle for the future of the United States in this grand strategy game. Command the Confederacy in a desperate struggle for independence, or lead the Union armies in a march on Richmond.

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battlevonwar
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Latest Version

Post by battlevonwar »

Have to say I see a very good chance for the South to survive into 1865 = Skill in the Grand Campaign. . . Money is the key factor in this game as far as I can see if your skill is the same. So this addresses a lot... I can't wait to have a couple games in 1.2 to see all the changes. Good job team so far!
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metabagel
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Re: Latest Version

Post by metabagel »

Is there a difference money-wise for the south in the grand campaign?

This change applies to the 1861 Mannassass to Appomattox Campaign:
1861/7
- Increased Confederate starting MPPs to 1000 (was 700)
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battlevonwar
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Re: Latest Version

Post by battlevonwar »

CAMPAIGNS
1861
• Added Longstreet HQ to Confederate production queue, to deploy on 1861-10-07
• Garibaldi HQ will now spawn with 1.5 experience stars if made Commanding General (was 3)
• Garibaldi HQ will now spawn with 0 experience stars if made Army Commander (was 1) 1861, 1861/7
• Fort Donelson now begins the game with 1 experience (was 0)
• Confederate units associated with a YES answer to DE 101 (‘Sibley’s Army’) or DE 102 (‘Van Dorn’s Army) will deploy in San Elizario or San Antonio if El Paso is unavailable
• Van Dorn HQ removed from Confederate build list to prevent duplicate name issue
• DE 101 and 102 will now appear if El Paso is Union-owned to ensure Confederacy still receives
associated units 1861, 1861/7, 1862, 1862/T
• Added Atlanta Monitor to Confederate production queue, to deploy on 1862-11-22 1861/7
• Increased Confederate starting MPPs to 1000 (was 700) 1861/7, 1862, 1862/T
• DE 513 will no longer be associated with DE 525 1864
• Lincoln Re-elected popup will no longer display in this campaign by default

I don't see precisely in the Grand Campaign if there is more money. that's 1861/7 Scenario doesn't precisely state Grand Campaign :/

LongStreet and the Ironclad would be a = to some MPPs and they would be nice. One is usable right away... But I think you're right they're leaving out the Grand Campaign. I thought I had heard Sell the Cotton is a later decision? But I could be wrong?
metabagel wrote: Sat Jul 16, 2022 1:20 am Is there a difference money-wise for the south in the grand campaign?

This change applies to the 1861 Mannassass to Appomattox Campaign:
1861/7
- Increased Confederate starting MPPs to 1000 (was 700)
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BiteNibbleChomp
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Location: Australia

Re: Latest Version

Post by BiteNibbleChomp »

metabagel wrote: Sat Jul 16, 2022 1:20 am Is there a difference money-wise for the south in the grand campaign?

This change applies to the 1861 Mannassass to Appomattox Campaign:
1861/7
- Increased Confederate starting MPPs to 1000 (was 700)
The formatting of the pinned post isn't great, hopefully this list is clearer for you: https://www.matrixgames.com/forums/view ... 8&t=386127
The extra MPPs in 1861/7 is there because in 1.01 Longstreet was in the production queue in 1861/7 but not in 1861, whereas in v1.02 he is in the queue in both - those extra MPPs are really just there to remove the cost of paying for him under the old rules.
Money-wise the addition of DEs 125 and 126 for the Confederacy are going to be the most significant change. These are present in all campaigns in v1.02.

DE 125: Pass the Tithe Act?
Event Fires: On or after April 24, 1863, if Confederate Fighting Spirit is below 85%.
Cost of Accepting: Nothing
YES: Confederacy will receive 150 MPPs each turn until the end of the game.
Confederate Fighting Spirit will immediately fall by 5000 points.
NO: Nothing.
DE 126: Abandon Cotton Strategy?
Event Fires: On or after February 1, 1864, if the Confederacy said NO to DE 109, and no
European power has entered the war nor recognized the Confederacy, and one Confederate
unit is located in any of (Galveston TX, New Orleans LA, Mobile AL, Charleston SC or
Wilmington NC)
Cost of Accepting: Nothing
YES: Confederacy will receive 200 MPPs for the next ten turns. European mobilization
will be locked at 0% for the remainder of the game.
NO: Nothing

- BNC
Ryan O'Shea - Strategic Command Designer
https://www.youtube.com/@bitenibblechomp
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battlevonwar
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Re: Latest Version

Post by battlevonwar »

Thank you for clarifying. . . It makes sense and I hope that there will be future patches that continue to make things balanced even if the CSA may be in fact heavier balanced now. I don't think they are though the opponent above is giving me a run for my money. :mrgreen:
BiteNibbleChomp wrote: Sat Jul 16, 2022 5:53 am
metabagel wrote: Sat Jul 16, 2022 1:20 am Is there a difference money-wise for the south in the grand campaign?

This change applies to the 1861 Mannassass to Appomattox Campaign:
1861/7
- Increased Confederate starting MPPs to 1000 (was 700)
The formatting of the pinned post isn't great, hopefully this list is clearer for you: https://www.matrixgames.com/forums/view ... 8&t=386127
The extra MPPs in 1861/7 is there because in 1.01 Longstreet was in the production queue in 1861/7 but not in 1861, whereas in v1.02 he is in the queue in both - those extra MPPs are really just there to remove the cost of paying for him under the old rules.
Money-wise the addition of DEs 125 and 126 for the Confederacy are going to be the most significant change. These are present in all campaigns in v1.02.

DE 125: Pass the Tithe Act?
Event Fires: On or after April 24, 1863, if Confederate Fighting Spirit is below 85%.
Cost of Accepting: Nothing
YES: Confederacy will receive 150 MPPs each turn until the end of the game.
Confederate Fighting Spirit will immediately fall by 5000 points.
NO: Nothing.
DE 126: Abandon Cotton Strategy?
Event Fires: On or after February 1, 1864, if the Confederacy said NO to DE 109, and no
European power has entered the war nor recognized the Confederacy, and one Confederate
unit is located in any of (Galveston TX, New Orleans LA, Mobile AL, Charleston SC or
Wilmington NC)
Cost of Accepting: Nothing
YES: Confederacy will receive 200 MPPs for the next ten turns. European mobilization
will be locked at 0% for the remainder of the game.
NO: Nothing

- BNC
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OldCrowBalthazor
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Re: Latest Version

Post by OldCrowBalthazor »

Please be cautious with anymore 'balance changes' for the CSA going forward. (I do like the newest changes btw).

I'm in a MP match (as CSA) with the release version playing an opponent of equal skill and in spring of 1862 was able to do a devastating counter-stroke on the Union.

I don't want to give anymore spoilers as it's going to show on YT in a future episode but my feeling is that there was/has been a hue and cry that MP Blue and Grey was far too weighted in the Union's favor. Well it is weighted as should be, but not as much as some folks think in my opinion.

All the Union as to do is make a few mistakes and the CSA with proper medium term planning can ruthlessly leverage those mistakes into victories in 1862 on.

I'm sure more adjustments for the CSA concerning MP play maybe needed, but too many and this game could be turned into Fantasy American Civil War.

At least, this is my opinion on this topic currently. 😊
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana

SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
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metabagel
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Re: Latest Version

Post by metabagel »

BiteNibbleChomp wrote: Sat Jul 16, 2022 5:53 am DE 126: Abandon Cotton Strategy?
Event Fires: On or after February 1, 1864, if the Confederacy said NO to DE 109, and no
European power has entered the war nor recognized the Confederacy, and one Confederate
unit is located in any of (Galveston TX, New Orleans LA, Mobile AL, Charleston SC or
Wilmington NC)
Cost of Accepting: Nothing
YES: Confederacy will receive 200 MPPs for the next ten turns. European mobilization
will be locked at 0% for the remainder of the game.
NO: Nothing

- BNC
I am skeptical that refusing to sell cotton (No to DE 109) is a viable strategy, although I believe OldCrowBalthazor went that route, and apparently it's working OK for him. Speaking of which, gotta check in and see how that campaign is going. :)
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BiteNibbleChomp
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Location: Australia

Re: Latest Version

Post by BiteNibbleChomp »

OldCrowBalthazor wrote: Sat Jul 16, 2022 7:51 pm Please be cautious with anymore 'balance changes' for the CSA going forward. (I do like the newest changes btw).

I'm in a MP match (as CSA) with the release version playing an opponent of equal skill and in spring of 1862 was able to do a devastating counter-stroke on the Union.

I don't want to give anymore spoilers as it's going to show on YT in a future episode but my feeling is that there was/has been a hue and cry that MP Blue and Grey was far too weighted in the Union's favor. Well it is weighted as should be, but not as much as some folks think in my opinion.

All the Union as to do is make a few mistakes and the CSA with proper medium term planning can ruthlessly leverage those mistakes into victories in 1862 on.

I'm sure more adjustments for the CSA concerning MP play maybe needed, but too many and this game could be turned into Fantasy American Civil War.

At least, this is my opinion on this topic currently. 😊
Quite likely at this stage I'll be waiting for the tournament results before making any more major balance changes, no need to worry there.
I've been watching your game with the Colonel - great stuff so far :D

- BNC
Ryan O'Shea - Strategic Command Designer
https://www.youtube.com/@bitenibblechomp
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OldCrowBalthazor
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Location: Republic of Cascadia

Re: Latest Version

Post by OldCrowBalthazor »

BiteNibbleChomp wrote: Sat Jul 16, 2022 11:24 pm
Quite likely at this stage I'll be waiting for the tournament results before making any more major balance changes, no need to worry there.
I've been watching your game with the Colonel - great stuff so far :D

- BNC
Ah yeah it will be like watching molasses drip in winter till the spring of 62.
However, things will heat up dramatically when the irises of Tennessee push up to greet the sun.

The Confederacy will not disappoint! 🤠
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana

SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
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