Jagger’s PBEM Mod for 1.10

by Brett Schulte on May 29, 2008 · 0 comments

NOTE: For help with this mod, refer to the proper AGEod forum thread as linked to below.

Mod Name: PBEM Mod for 110

Last Updated: Added May 29, 2008

Author: Jagger

Files to Download:

  1. AreasFeb3.zip
  2. TerrainsApril18.zip
  3. UnitsMay8.zip
  4. AbilitiesMay9.zip
  5. ModelsMay23.zip
  6. AliasesApril18.zip
  7. IncludesApr18.zip
  8. RegionsApril18.zip
  9. SettingsMay9.zip
  10. EventsMay23.zip
  11. XLSGameDataFeb3.zip
  12. ScensApril18.zip

Readme File (from the AGEod Forums):

The initial and primary purpose of the PBEM mod was to increase the power of offense and maneuverability within AACW. With time, the mod has expanded into many other areas.

March to the guns and command control have both been reduced substantially making isolated corps more vulnerable to concentrated armies. Entrenchment values are reduced at the beginning of the war but gradually increase to original power by 1864. Individual unit defense values have also been substantially reduced. These are the primary changes which increase offense and maneuverability.

The Union manpower advantage for the war has been increased from a 1.4 to 1 ratio to 2-1 ratio. Balancing the increased Union numbers is an increase in the quality of Confederate infantry and cavalry. The confederates may be outnumbered but their troops are very tough on both offense and defense.

The navy game has been completely redone. Many of the ship statistics have been adjusted producing new build times,combat power and speeds. The most obvious change is that many ships take longer to build. Combat is more deadly. Speeds of ships vary substantially. Monitors/Ironclads are now ocean going ships. Finally the numbers of ships required to blockade have been significantly reduced making blockades a worthwhile objective. The reinforcement pools reduce the number of certain ship types substantially. The naval campaign should be a significant part of both Union and CSA strategies.

New events have been introduced providing incentives for the CSA player to invade or strongly raid the north. These special objectives provide one time annual gains in VP’s, national morale and/or foreign intervention if the CSA captures a special objective. The Union will no longer be able to ignore CSA armies if they move north.

Both the Missouri and Kentucky theaters have been redone to reflect some of the unique qualities of the conflict within those states.

Automatic recruiting of USCT troops occur as the Union occupies more of the slave owning states of the south.

Recruiting pools for both the CSA and Union have been redone. Pools are updated annually. Unit types convert from the mixed early war brigades, mixed formations of infantry/artillery/cavalry, to the pure infantry formations typically raised from 1862 onwards. Cavalry brigades and artillery battalions/brigades have been introduced into the recruitment pools for both sides.

Hancock’s and Runyon’s leadership mod has been introduced with significant modifications to meet my own personal biases. Most notable is the reduction of Grant and Sherman’s attack/defense ratings but also a number of other adjustments as well. Also I restricted strat ratings between 5 and 2. The only general with a strat rank of 6 is Lee.

Grey’s excellent RR work is also included through patch 1.09.

I like the results of the mod. For me, I feel the frustration of trying to command a large but bumbling Union army or the desperation of stemming the Union tidal wave with a small but very tough CSA army. Both armies can lose the war quickly in the east or win slowly in the west. Either way, the game is a challenge as armies manuever for the knock-out blow. It is definitely much more a game of maneuver now.

Finally many thanks to Kilcavalry for his patience and suggestions in playtesting the mod.


Important: The mod now used Jabberwockies Generals Mod portraits for 1861, 1862 and 1863. His mod should be downloaded and used with the PBEM mod or those particular generals will not display properly. His mod can be downloaded here: http://www.ageod.com/forums/showthread.php?t=5296
Jabberwockies portraits are excellent and now necessary for general portraits to work properly.

***Important-Either install Jabberwockies mod first and then install the PBEM mod over it……..or install only the graphics files from Jabberwockies general mod. Do not install the events/models/units/etc files from the mod once the PBEM mod is installed. Doing so will overwrite necessary PBEM mod files.***

Installation directions.

(The first 5 file downloads are included at the bottom of this post. The remaining files are in following posts.)

1. Make a copy of your ACW game folder using copy/paste and rename as AACWPBEM.

2. Find the Models folder within the gamedata folder of your AACWPBEM folder. Open the folder and use “select all” command to highlight all files. Delete all files from the models folder. Upload and unzip the new models file into your models folder. You will end up with models numbered from 0-1000.

3. Find the units folder within the gamedata folder. Open the folder and use “select all” command to highligth all files. Delete all files from the units folder. Upload and unzip the units file into your units folder. You will end up with units numbered from 0-1300.

4. Upload and unzip the abilities file into the abilities folder within the gamedata folder. Adds the unitskirmisher ability.

5. Delete the old terrains folder. Upload and unzip the new terrains folder to replace the old terrain folder.

6. Upload and unzip the areas file into the gamedata folder. These files will overwrite the Area and AreaExtInfo files. The area files do not have their own folder within the gamedata folder. You will see area files as individual files alongside the other folders within the gamedata folder.

7. Upload and unzip the Regions file into your regions folder within the gamedata folder. Overwrite original regions files.

8. Upload and unzip the alias file into the alias folder within the AACWPBEM folder. Unzip and overwrite the following five files: abi_alias, mdl_alias, uni_alias, areas_alias and MetaAreas_alias.

9. Upload and unzip the Events file into the Events folder within your ACWPBEM folder. Overwrite original files.

10. Upload and unzip the Includes file into the Includes folder within your ACWPBEM folder. Overwrite original files.

11. Upload and unzip the settings file into your settings folder within the ACWPBEM folder. Overwrite original files.

12. Upload and unzip the events file into your events folder within the events folder of you ACWPBEM folder. Overwrite original files.

13. Finally, upload and unzip the scen file into your scenario folder within the ACWPBEM folder. Overwrite original files.

You are now ready to start a new game. YOu can click the AACW icon within the ACWPBEM mod folder or create a shortcut from the AACW icon to start up a game. From the scenarios selection screen, choose the 1861 April Campaign-PBEMPlay scenario.

That is everything for the new PBEM mod. If you have any questions or problems, please post here.

For those interested, I have also attached the XLS spreadsheets for the unit and models.

House Rules

1. Kentucky neutrality: Neither side can enter Kentucky unless an invasion is initiated. In other words, if either side enters Kentucky, they must attack an enemy city to end Kentucky neutrality. Control and movement of neutral Ky troops are allowed and KY troops may even leave Ky. However neutral Ky troops cannot launch an invasion from Ky into enemy territory. Battles between neutral Ky troops are Ok but may trigger invasion penalties.

2. Monitors/Ironclads may not enter blockade or commerce boxes.

3. Change entrenchment values. Highly, highly recommended. Max entrenchment values are set at 2 for troops without artillery and 5 for troops with artillery. Using wordpad or any text editor, the hosting player needs to open the Combats file within the settings folder and change the following data on the following dates:

cbtMaxEntrenchLevel = 5 // Max absolute entrenching level
cbtMaxEntrenchNotArt = 2 // Max entrenching level, if the stack has no artillery (high levels don’t benefits non artillery anyway)

Nov 62–change cbtMaxEntrenchLevel to 6 and CbtMaxEntrenchNotArt to 3
Nov 63–change cbtMaxEntrenchLevel to 8 and CbtMaxEntrenchNotArt to 4

(Unfortunately, there isn’t a command that will automatically change this data. Until available, changes will need to be done manually by the hosting player. I strongly recommend implementing the increased entrenchment values as they help to counter the Union numbers as the war progresses)

Below is a list of major changes within the mod. Below the list are detailed numbers and examples explaining many of the changes.

PBEM mod changes:

1. Entrenchment values vary by year. Entrenchment values are initially 2 without artillery and 5 with artillery. Increases with time to max of 4/8. (See notes below for details)
2. March to guns percentages reduced. (See notes below for details)
3. Army Command Control range reduced to one region except very strong commanders (strat 6 and up). (See notes below for details)
4. Army bonus to corps adjusted from -2 to -1.
5. Cavalry skirmisher ability increases ability of cavalry to retreat if retreat is necessary once a battle begins.
6. Cohesion loss due to movement reduced by 25% except for cavalry. Cohesion loss due to battle doubled. (See notes below for details)
7. Terrain offensive quota modifiers adjusted. More troops able to commit to battle in better terrain/ground conditions and reverse in poorer terrain/ground conditions. (See notes below for details)
8. DEFFire reduced substantially for infantry. Infantry defense not as strong. (See notes below for details)
9. Artillery DEFFire/OFFire proportionally modified in same manner as infantry.
10. CSA now allowed 48 divisions and US allowed 58 divisions
11. Manpower production adjusted to produce 2-1 advantage in Union manpower by the end of the war. (See notes below for details)
12. Early to Late conversion of Infantry/Cavalry delayed. (See notes below for details)
13. 12pdrs now upgrade to 10pdrs rather than 20pdrs. Smaller chance of upgrade which means longer time frame for conversion to occur.
14. In the original game, new troops were recruited directly at the level of early or late war troops. Now newly recruited brigades are modded to enter the game with conscript regiments instead of early/late war troops. A newly recruited brigade will take from 2-3 months to convert from strawfoot conscripts to trained early war troops. Even in late war time frames, conscripts must go through the same 2-3 month conversion to early war troops before converting to late war troops. However in the late war phase, the conversion time frame from early war to late war troops is very short once a conscript regiment reaches early war status.
15. Engineers now have the pontoneer ability. Formations cross rivers quicker.
16. Balloons now have the detector ability. Greater detection and patrol ability when formation is entrenched with balloon.
17. Cavalry brigades are now part of the recruitment pool. A cavalry brigade is composed of one cavalry regiment and one horse artillery battery. However, up to 3 additional cavalry regiments may be merged with the brigade to form a brigade with total size of 4 cavalry regiments and 1 horse artillery battery. ONce merged, regiments cannot be removed from brigades.
18. Artillery brigades/battalions are now part of the recruitment pool. Artillery brigades/battalions are raised with 2 batteries but two additional artillery batteries may merge with the brigade/battalion to make a total unit with 4 batteries. Command cost is 2 CP. ONce merged, regiments cannot be removed from brigades.
19. Amount of experience required for units to gain battle. Most fighting units have new prograte of 5-originally 10.
20. Western branch of the Atchafalaya River changed to shallow water from coastal water. Deep draft vessels will no longer be able to use the western branch of the Atchafalaya to bypass the New Orleans forts.
21. Additional level one towns added in Kansas, Iowa, Missouri, Arkansas, Kentucky, West Virginia, Virginia, Tennessee and Pennsylvania. Objective is to increase strategic options for both sides. Some VP’s removed and other’s added.
22. Missouri theater expanded. Iowa, Missouri and Kansas now produce volunteer regiments dependent on control of specific sets of cities. Starting in 1862, if all cities within a set are captured, then guerillas/partisans are produced instead of volunteer regiments if loyalty level above 30%.
23. Monitors/ironclads are now ocean going vessels. Speed reduced by 50% for monitors/ironclads. By house rule, Monitors cannot be used in blockade or commerce boxes.
24. Build times of ships lengthened. Ship speeds adjusted. Assault capability added to ships. Adjusted reinforcement pools changing numbers of Monitors, Ironclads, River Ironclads and gunboats available.
25. Ended freeze probability in upland south of “shallowfreeze” rivers. (Should eliminate the frozen rivers south of Cairo, Il.)
26. House rule. Neither side can enter Kentucky, while neutral, unless invading-must attack enemy Ky troops.
27. Using Brigade Name mod. Adds state name to recruited brigades.
28. Added Minnesota Infantry. Will appear in Iowa when recruited.
29. Added cavalry regiments from the following states: Minnesota, Missouri, Kansas, West Virginia, Indiana, New Jersey, Delaware, Massachuetts and Maine.
30. Added militia and volunteer regiments from Kansas and Colorado.
31. Added Rhode Island infantry. Will appear in Connecticut when recruited.
32. Added KS volunteer/militia regiments.
33. Changed blockade values. 4 Ships required to blockade a water region. If an enemy fort present, 6 ships required for blockade-not applicable in river regions. If you have a friendly fort in the region, then only 2 ships required to blockade.
Due to rotation, the practical reality is you will need double the number to maintain the seige. Placing cursor over water region will reveal the ship numbers required to blockade a zone.
34. CSA supply trains now carry 16 general and 12 ammo supply vs the original 20/20. Costs to purchase reduced by 40%.
35. Small Light infantry brigades available. These relatively rare units represent hardy troops raised from harsh areas outside of settled, domesticated areas. Fight no better than regular troops but can more easily march and subsist in very difficult terrain such as mountains, wild terrain or harsh weather conditions.
36. Complete revision of the recruitment force pools. Two recruitment pools received in 1861 with the standard mixed brigades of infantry, cavalry and artillery. The final 1861 force pool and one additional recruitment pool per year are pure formations of infantry, artillery or cavalry.
37. CSA cavalry regiments may merge with each other to form 2 cavalry regiment mini-brigades. Command point cost is 1 CP. They cannot separate once merged.
38. 6 pdr, 12pdr and 10pdr artillery may merge with each other to form 2 artillery battery units. Command point cost is 1 CP. They cannot separate once merged.
39. Regimental names fixed. All regimental names should now be from the same state as the brigade state.
40. Added rebel special objectives. CSA receives VP’s, National morale, intervention and/or conscripts bonuses if they capture certain “difficult to capture” objectives. The purpose of these special objectives is to provide benefits to compensate for the high risk of attacking northward beyond the original pure objective points. There are no penalties if the CSA does not attempt to capture any of the objectives. See notes below.
41. Added Hancock/Runyon’s leadership mod. I have made a substantial subjective changes to ratings and abilities. Only Lee has a 6 strategic rating. All other commanders have 5 strat rating or less. All 1 strat rating leaders now have 2 strat rating. Grant and Sherman have lowered offensive and defensive tactical ratings.
42. The “on to Richmond” event has been changed to require Union capture of Manassas or loss of 10NM.
43. New auto raise process for USCT troops. see notes below.
44. Detection ratings for infantry and artillery reduced by 1. You must depend on your cavalry for good reconnaisance information.
45. Added additional ship names.
46. Adjusted CSA monthly conscripts. Will receive more monthly conscripts in later years than previous mod version.
47. Fixed terrain format to match new AGeod format. Fixes river/ocean bugged movement. Mud movement is now considered light to moderate mud rather than heavy mud. Wagons move better in frozen conditions than snow conditions. The opposite is true for infantry/cavalry.
48. All ship types are now purchased as single ships except transports.
49. Reduced cohesion loss for generic river, river and ocean transports from 30 to 10.
50. Railroads now cost $30,000 and 30 war supply to build. Riverine supply costs $20,000 and 10 war supply to build. Both Union and CSA had way too much railroad capacity.
51. Overcautious commanders now move at 40% of normal speed instead of a CP reduction.
52. Dispirited commander trait removed from all commanders.
53. CSA infantry/arillery now have supply useage of one per turn with stock of three. Ammo useage and stocks are unchanged. CSA infantry/artillery can last 3 turns in the field without resupply instead of 2 turns. Reflects typical CSA operations with far less supply than the Union. CSA cavalry unchanged to prevent too many long range raids.
54. All corps/army commanders have minimum strategic ratings of 3. Divisional commander strategic ratings are unchanged. All Union commanders have a -1 reduction to their attack/defense ratings.
55. Additional tweaking to reinforcement build pools.
56. Increased VP value of both Richmond and Atlanta from 1 Vp per turn to 3 VPs per turn.
57. Redid harbor exits for many locations in Texas and Louisiana.
58. Fixed portrait problem with the late war USCT troops.
Wanted to add an update to changes which I forgot to mention in previous posts.
59. The “Hold at all costs” defense has been modded. Originally, a defending unit with “hold at all costs” would never attempt to retreat. This has been modded such that units will not attempt to retreat until the 3rd round of combat. Basically “hold at all costs” is no longer a fight to death, suicide defense but a very stubborn defense. (See below for actual changes.)
60. The VP costs for promotion of a general over another general has been reduced by approximately 2/3. The cost in VP’s combined with the extreme slowness of promotion resulted in too great an impact on total VP’s due to early promotion, IMO.

Important: the mod now used Jabberwockies Generals Mod portraits for 8161, 1862 and 1863. His mod should be downloaded and used with the PBEM mod or those particular generals will not display properly. His mod can be downloaded here: http://www.ageod.com/forums/showthread.php?t=5296
Jabberwockies portraits are excellent and now necessary for general portraits to work properly.

Detailed numbers, examples and notes are provided below for the various modifications-

1. Entrenchments- Modified from max 4 for troops without artillery and max 8 for troops with artillery to–
–Restricted to Lvl 2 and 5 in 61-Oct, 62—-(for some reason, level 2 entrenchments for troops without artillery appears to work but max entrenchment goes to 6 instead of 5. Not sure why.)
–Restricted to Lvl 3 and 6 in Nov, 62-Oct, 63
–Regular entrenchments of Lvl 4 and 8 from Nov,63 till end of war.


2. March to Guns- Possibility of reinforcement through march to guns between corps of the same army in adjacent regions is significantly reduced. Don’t count on MTG reinforcement of independent corps. Fairly good odds if reinforcements moving along railroads regardless of strat command of leaders. Need good strat leaders for possibility of MTG if not moving along railroad.

Below are the modded MTG parameters and percentage chances of arriving as MTG reinforcements.

March to Guns (MTG)

20% base chance offensive posture
15% base chance Defensive posture
// -5% for each day of marching —(inactive commanders have longer marching times)
// +6% if adjacent to army HQ
// +9% if the army HQ itself
// +3% for each pt of strat factor of the leader
// Every 10% of MC lacking gives -1% chance (both for start and end region)

Railroad(1day)-Independent Corps-defensive posture
Corps Leader—9—8—7—6—5—4—3—2—1–Strat rating

Clear Terrain(5days)-Independent Corps-defensive
Corps Leader—9—8—7—6—5—4—3—2—1–Strat rating

Woods Terrain(6days)-Independent Corps-defensive
Corps Leader—9—8—7—6—5—4—3—2—1–Strat rating

Adjusted percentages for other situations:
-Corps in same region as Army HQ—add 2 to strategic rating to find correct percentage column from above tables.

Example: Corps with strat leader of 3 in same region as Army HQ is equivalent to an independent corps with strat leader 5. So Jackson, (strat 6, with Army HQ, Using railroad to MTG), is equivalent to strat 8. He has an 92% chance of MTG by battleround 6.

-Army HQ—add 3 to strategic rating to find correct percentage column from above tables.

Example: Army commander McClellan HQ with strat rating of 1 is the equivalent to an independent corps with strat rating 4. Army HQ McClellan has a 11% chance of MTG reinforcements battleround 6 in clear terrain.

So General Lee as Army HQ, (strat 6, army HQ, MTG in clear terrain), is equivalent to a strat 9. Army HQ Lee has a 67% chance of MTG by battleround 6 from clear terrain.

A corps commanded by Stonewall (strat 6, HQ region, MTG clear terrain) in the same region as Lee HQ has a 60% chance of MTG by battleround 6. If he were not with Lee’s Army HQ, he would be strat 6 and have a 39% chance of MTG by battleround 6. Corps with army bonus will also impact strategic rating.

A corps commanded by Bonham with strat rating of 2 in the same region as a CSA HQ is equivalent to strat 4 and has a 11% chance of MTG by battleround 6 in clear terrain. If Bonham were not in the same region as any CSA army HQ, he would not have any chance of MTG from clear terrain. Although the army bonus may adjust the strat rating of Bonham as well which might give him a different strat value.


3. Command Control-Reduced army control radius but increased army bonus for those under army control. Army commanders, with less than 6 strategic command, only provide army command bonus in their own region. Army leaders of strat rating of 6 and above, normally have 2 region command radius. Army bonus is now -1 instead of -2.


5. Cavalry Mod- Increased possibility of cavalry retreating from battle–increases survivability


6. Cohesion loss reduced by 25% due to movement except for cavalry. However increased cohesion loss due to battle-approximately double vs regular game. Troops can march further with less cohesion loss (-25% from regular) but suffer greater when in battle (+100% over regular).


7. Offensive infantry frontage quota modifiers increased in clear/hill/woods terrain but reduced in poor terrain such as wilderness and mountains. Artillery frontages also modified-increased for high vision terrain and reduced for low vision situations. Mud, snow, frozen, blizzards reduce quota modifiers due to poor mobility. Makes the assumption that offensive side able to concentrate troops vs defends and reflects initiative advantage of offense. Allows side on offense with greater numbers to better use those numbers. Ground conditions more important. Best in terms of utilizing maximum troops to attack with good ground conditions. This change only has an impact on larger formations containing more troops than can be effectively used in the specific terrain/ground type.

Infantry Offensive multiplier modifier (Percentage modifier to offensive quota)
Best offensive situation listed generally from top to bottom and left to right. Clr/Clr (200%) best offensive quota situation. Swamp/blizzard (65%) worst situation.

Clear——200/125/150/150/75 (and desert/prairie)
Swamp——75/65/70/100/65 (and marsh)

Artillery offensive Quota

Prairie—-150/100/125/125/25 (and desert/prairie)
Swamp——75/65/70/100/25 (and marsh)


8. The spread between OFFFire and DEFFire significantly reduced. Early war Rebs have slightly greater OFFFire than US troops. Advantage of defense reduced but not eliminated. Early war Rebs maintain their cohesion, TQ, Asslt, etc advantages over early war Union troops. Reb infantry improved partially to compensate for the increased manpower ratio between US/CSA.

Early War Union: 10/12—————————————–previously 10/16
Early war Rebs 12/13++ early war Tq, asslt, etc advantages—previously 10/16
Late war Union 11/14—————————————————-11/21
Late war Rebs 13/16—————————————————-11/21


10. CSA now allowed 36 divisions instead of 24 divisions.


6. Brigade Name Mod- Adds state origin to brigades name identifier


11. Reduced manpower———Not implemented yet. Union will have approximately 2-1 advantage in manpower over the course of the game.

The following will be the manpower

Monthly conscription increased for Union. Volunteer and drafts reduced for both Union and CSA. The importance of drafts reduced substantially for both sides as draft/conscription produced a very small proportion of total troops.

The primary source of manpower for both sides are the total volunteers. The volunteer manpower is a combination of monthly volunteers and twice a year special calls for volunteers.

Manpower production per year:

(Monthly Prod)Monthly Tot/Vol Tot/Draft Tot–Annual Tot


(Numbers in Parenthesis are the totals if one side picks an early draft.)





CSA 5420
US 10360

Note that both CSA and Union peak in manpower production in 1862. However the CSA decline in annual manpower production is more severe than the US starting in 63. Drafts become a more significant source of manpower as volunteers drop off as the war progresses. By 1865, CSA manpower is close to tapped out.

CSA Volunteer and Conscription Production

Twice a Year Vols
CSA——1861–62—-63—-64—65 Year
Vols, 1K–150—200—-60—50—50 Conscripts produced

Once a Year Draft

Union Volunteer and Draft Production Choices

Twice a Year Vols
Vols, 1K–200—200—135—-70—50

Once a Year Draft

Note that 2k and 3k volunteers are available but expensive for the small number of extra troops provided. Although towards the end of the war, they are a more attractive option. 1K volunteers are the logical choice in 61-63.

If a player calls a draft before the actual historical timeframe, there is a significant National Morale penalty.


12. Early War to Late War Conversion of infantry and cavalry delayed.

New phase dates per time frame:
Early to Late, Phase I— 1862/10/01-63/09/31–3% US 6% CSA
Early to Late, Phase II– 1863/10/01-64/09/31–35% US 40% CSA
Early to Late, Phase III- 1864/10/01———–40% US 45% CSA

Here is the promotion ranking of troop type and percentage chance of promotion per Time Phase:
Phase I Phase II Phase III
early war infantry:—-3%-6%——35%-40%—40-45%
late war infantry:

Militia promotes to volunteers, then conscipts, then early war, and finally late war infantry.

Cavalry, Conscript:—-7/7%
Cavalry, early war:—-3/6%——-35%-40%—40-45%
Cavalry, late war:

Each Spencer Rifle event provides an extra 10% chance per occurence for conversion from early to late war for Union cavalry in 1863.
16. Balloons now have the detector ability. Greater detection and patrol ability when formation is entrenched with attached balloon unit.
15. Engineers now have the pontoneer ability. Formations cross rivers quicker. (May remove this ability as it can cause problems with synchronized movement.

17. Cavalry brigades are now part of the recruitment pool. Cavalry brigades are typically 3-5 cavalry regiments and 0 or 1 artillery battery. Command cost is 2 CP. (A single leader can command a cavalry regiment outside the command chain without penalty.)

-CSA may recruit 3 cavalry brigades beginning in July 61. An additional 3 cavalry brigades may be recruited in Dec 61 for a total of 6 cavalry brigades.
-US may recruit 4 cavalry brigades beginning in March 62. An additonal 4 brigades may be recruited both in March 63 and March 64 for a total of 12 cavalry brigades.
18. Artillery brigades are now part of the recruitment pool. Artillery brigades are composed of 4 batteries of 12pdrs, 10pdrs and/or 20pdrs either as a mixture or single type brigades. Artillery brigades cost 2 CPs and may be commanded by a leader.

-CSA may recruit 6 batteries beginning in Feb 62. An additional 6 batteries may be recruited in December 62.
-US may recruit 8 batteries beginning in Feb 62. An additional 8 batteries may be recruited in December 62.
19. Amount of experience required for units to gain battle experience stars reduced by 50%. Prograte changed from 10 to 5 for most fighting units.
21.Added level one towns:
Iowa: Chariton, Ottumba
Kansas: Fort Scott
Missouri: Chillicothe, Mexico, Versaille, Pappinsville, Neosho, Hillsboro, Ironton, Van Buren, Buffington
Arkansas: Batesville
Kentucky: Mt. Sterling, Richmond, Madisonville, Bardstown, Lebanon
West Virginia: Beverly, Summersville
Virginia: Staunton, Harrisonburg
Pennsylvania: Oakland, Chambersburg
Tennessee: Sparta
22. Troop Production for KS, Mo, Iowa;
Iowa-Control of at least one of the following Ia cities, (Chariton, Ottumba, Des Moines, Council Bluffs) produces 2 volunteer regiments a year.
Kansas-Control of at least one of the following Ks cities, (Scott, Lawrence, Smith) produces 2 Jayhawker regiments a year.
a. Control of at least one of the following Mo cities, (Chillicothe, Bloomington, Mexico, Saint Joseph) produces 2 Union volunteer regiments a year.
b. Control of at least one of the following Mo cities, (Rolla, Ironton, Van Buren, Buffington, Charleston) produces 2 CSA volunteer regiments in 1861. From 1862 onwards, produces 1 volunteer regiment a year.
c. Control of at least one of the following Mo cities, (Lexington, Papin, Versailles, Jefferson City) produces 2 CSA volunteer regiment in 1861. From 1862 onwards, produces 1 volunteer regiment a year from 1862 onwards.
d. Control of at least one of the following Mo cities, (Springfield, Neosho) produces 4 CSA volunteer regiment in 1861. From 1862 onwards, produces 1 volunteer regiment a year from 1862 onwards.

The above sets of cities will produce partisans/guerillas if all cities are controlled by the opposing side and loyalty remains above 30%. (Not implemented until new commands created)
Approximate Build Times, US Ships
2 months Brig, Gunboat, all others
3 months Frigate, River Ironclad
4 months Monitor, Steam Frigate, Blockade Flotilla
5 months Ironclad, Armored Frigate

Approximate Build Times, CSA Ships
2 months Brig, Gunboat, all others
3 months Frigate
4 months
5 months Steam Frigate
6 months Ironclad

Ship Speeds: (Normal=100)
50- Monitor, bateaux
60- Ironclad
80- River Ironclad
100-Blockade ships, Brigs, gunboats, transports, all others not listed
120 Frigate
125 Armored Frigate
150 Steam Frigate

Reduced CSA production of Ironclads to 9 per year.
Reduced US production on Monitors to 16 per year.
Reduced US production of River ironclads to 11 per year.
Gunboats for both sides increased.
40. CSA special objectives: The CSA Player gains the listed VP’s/NatMorale/ForeignEntry if they capture listed cities. Points are good only once per year. Points reset annually upon CSA Special Objective event notification. No penalties if the CSA never captures the objectives.

Cairo, IL 1861/07 20VP
St. Louis, Mo 50VP +4NM +4FE
Cincinnati 40VP +3NM
Louisville 35VP +1NM
Bowling Green 1862=10/15VP 1863=15VP 1864=20VP 1865=25VP
Lexington 1862=15VP +1NM 1863=35VP +2NM
Nashville 30VP +2NM
Baltimore MD 50VP +4NM +8FE
Elizabeth WV 20VP +1NM
Wheeling WV 20VP +1NM
Harrisburg 5VP +1NM
Chambersburg 5VP
York 5VP +1NM
Pittsburg, Pa 40VP +2NM

43. To reflect the historical sources of USCT troops, I have produced events providing USCT regiments.

When the Union player chooses Emancipation Proclamation, a number of events are activated. In every slave state in which the Union occupies a town, there is an immediate 33% chance per turn for the raising of a single USCT regiment. Beginning in 1863, every March and June a single USCT regiment will be raised per slave state in which the Union occupies at least one town.

The slave states which can produce USCT regiments are KY, TN, LA, MS, MO, AR, Al, GA, FL, NC, SC and VA. Texas had few slaves, so I didn’t include Texas.

The Union player can still recruit USCT brigades using the normal recruiting process from OH, PA, MD and NY.

A one time special event provides the 1st KS USCT regiment.
59. Below are the numbers for “hold at all costs. This change has been in the mod since ROE was introduced but I forgot to document. I use “hold at all costs” often when troops are well dug-in.

// Defensive Posture – First ROE (Defend at all cost)
roeRetreatWill————– = 000|000|080|100|100|100
roeRetreatChance———- = 000|000|080|100|100|100
roeCombatCoeffOwn——– = 110|110|110|110|110|110
roeCombatCoeffOpp——– = 110|110|110|110|110|110


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