Civil War: A House Divided 3.0

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Civil War: A House Divided 3.0

Pulicat
This post was updated on .
I'm happy to announce that Civil War 3.2.2 is ready for download from the depot.



Updates from 3.2.2:

-1 loan per turn

 because optimizing $600 is too much math for fun gameplay

-fieldworks weakened

 only 1 each of breastwork, entrenchments, fortifications allowed. No more stacks of 3 fortifications.

-fortifications protect against bombard

 Forts offer limited protection, -1 to bombard rolls

-torpedoes weakened, casualties randomized

 Torpedoes no longer participate in battle and take as casualties, as they are infrastructure. Each torpedo fires once at one random ship, rolled at 3, and that's it. Also, Confederate can build torpedoes with shipyard without engineers. Union must use engineers.

Updates from 3.2:

-upkeep prices

 reverted, because of surplus supplies: militia 0, infantry/elites 2, cavalry/elites 4, engineers 3

-artillery counts as new units

 just like militia and is therefore limited to 2 builds per territory

-blockade bug:

 Fixed a bug in the blockade that affected Union ships as well. Now all ships only consumes supplies as upkeep.

-rail branches

 Two missing rail connection with branches (in the Georgia area) added.

-shipyard placement

 Shipyards can be placed in territories with value 3 or territories originally containing shipyards.

-Political Victory adjusted

 Union must only capture either Tennessee or the river forts to avoid Confederate political victory.

-Custom victory condition: Moral Victory

 Moral victory is now a custom condition negotiated by the players. Players bid for "Confederate survival until:" (e.g. June 1865, Feb 1866, etc., default June 1865) and whoever gets the latest bid plays Confederate and needs to survive until that agreed-upon date. Terms of survival are: either holding 50 original territories or holding 1 of: Vicksburg, Richmond, Atlanta. Players input the custom victory condition into game options before game start, with checkboxes for the year and month of the agreed time.

Updates from 3.1.4:

-Upkeep prices

 adjusted for more stable supply economy: militia 0, infantry/elites 1, cavalry/elites 2, engineers 3

-balance:

 Union gunboat added in the Gulf of Mexico to counter Confederate Key West rush, minor placement adjustments

-Rivers vs Seas:

 further differentiated river/sea spaces to not only regulate pontoon bridge placement but also restrict frigates and battleships from sailing up shallow rivers. Changed some lower river regions in the Mississippi and Potomac to "sea" spaces.

-cosmetics

 removed names of impassible mountains to reduce clutter, shuffled place.txt locations for St Louis so that overflow does now block Alton Station.

Updates from 3.1:

-War Financing:

 Players can take loans at interest, to be repaid in installments every round through User Actions. Failure to meet payment obligations will result in higher interest rates. Failure to meet payment obligations two turns in a row will result in government default, which sets all your resources to 0 and disbands your entire army except for militia.

-Civilian Economy:

 Pricing changed to flat rate of 8 PU + 12 Industry per upgrade.

-Blockade effects upkeep:

 Inflation from blockade also applies to units with PU upkeep.

-Reduced supply production:

 Supplies were being produced to the point of being a non-limit. Supply infrastructure now changed to 2/4/6 production.

-Blockade Effects:

 Blockade effects on production revised.

-Balance:

 Confederate slightly nerfed in the St. Louis and river forts area.

-Minor updates:

 Added missing connections, decorations, gave Stockton, CA 1 production, removed infrastructure duplicates, fixed typos in notes.

Major updates from 3.0.1:

-Unit recruitment:

 Only drill camps can build new units--militia, and only at a rate of 2 per turn. Barracks and parade ground can place more, but can only be upgrades. This means a surrounded city can't just pump out 10 units a turn--you need to have a network of drill camps behind the lines to feed into your front-line barracks. Surrounded positions can't hold on for long.

-Key West naval base

 controls movement between the Atlantic and Gulf of Mexico, provides a major anchoring point for bringing Union blockade ships to the Gulf, and the reinforcement of Pensacola

-Northern and Southern rail networks now connected in Kentucky, making the Louisville-Nashville corridor extremely strategically important

-Fieldwork downgrade upon capture

-New territories:

 Splitting Potomac and Rappahannock rivers, new Atlantic SZ, Sargasso Sea

-Pro-Union and Pro-Confederate border territories

 joins your side when you march troops through them

-Raising troops on native soil only:

 Can only raise troops or build recruitment centers in territories originally under control or originally belonging to Pro-Union or Pro-Confederate border areas friendly to you. It makes no sense for an invading Union Army to be able to raise fresh troops from Georgia.

-Unit upkeep and manpower consumption

 keeps the sizes of armies in check

-Territory value represent population density

 to the best of my 1860 data research

-Maximum infrastructure level limited by territory value

 because it'd be absurd to build an industrial center in the middle of the Mojave desert

-Monthly turns:

 game time is an approximation of real time of 1 turn = 1 month. Each turn begins with a notification displaying the month and year.

-fuelcost:

 troops consume supplies as fuelcost, trains consume industry. Destroying enemy industry cripples their rail network. Plus, make sure you have enough supplies if you plan on campaigning aggressively

-Campaign seasons:

 Troops that use supplies a fuelcost double their supply consumption when moving around during the 4 turns (2 rounds) of winter months every year (November [Confederate], December [Union], January [Confederate], February [Union]). This naturally encourages a realistic summer campaigning tempo

-Torpedoes att/def at 1/4

 so they don't auto-die on offense. Torpedoes are like forts in the water: they need to be garrisoned by another ship or else enemy can ignore torpedoes in movement. But a stack of torpedoes garrisoned by 1 gunboat is a potent combination.

-Forts, entrenchments, breastwork now nerf the enemy both on offense and defense

 because the garrison counter-attacks after a stalemate.


Summary of old features:

-12 sided dice

-Asymmetric strengths, asymmetric victory goals

--Limited combat rounds

 -- Two rounds of battle, then stalemate if both sides have troops remaining.

-5 resource types

-- Supplies, Manpower, Industry, PUs, Leadership

-resources collected from upgradable economic infrastructure

-Union blockade

-- reduces Confederate resource production and creates inflation

-Confederate special ability: "Forced March"

-- an additional Non Combat Move before combat moves, allowing the determined army to cover more distance. Historically, Jackson's Brigade was nicknamed "foot cavalry" for their speed of through familiar terrain.

-Union special ability: Union logistics

-- depots and supply centers give +1 movement to all units during Combat Move, shipyards give +1 to ships, railyards give +1 to trains.

-Ravages of war:

 supply (+supplies), industrial (+industry), and civilian economic infrastructure (+PUs) are downgraded 1 level upon capture. Manpower infrastructure are destroyed upon capture. Neutral infrastructure does not downgrade upon capture

-Optional commander labels

-- By default not used. If you want to use them, change default AI to Human player and edit in the labels during gameplay to your heart's content -- up to 25 favorite commanders for each side. Examples:




Unit Chart:




Pulicat
how now brown cow?
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Re: Civil War: A House Divided 2.0 (multiple resources)

Karl-591
I look forward to this.
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Re: Civil War: A House Divided 2.0 (multiple resources)

eurofabio
In reply to this post by Pulicat
Awesome!!

Anxious for the map!
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Re: Civil War: A House Divided 2.0 (multiple resources)

Veqryn
Administrator
In reply to this post by Pulicat
glad to see the most innovative map maker is back!

will you be using "morale" at all?  (the original idea you talked with me about was that this unit was required to move other units)

please let me know of any bugs you find, or simple house rules that could be simply coded for the next version of triplea

also ping me for questions about all the new features, and how to use them

thx,
veq
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: Civil War: A House Divided 2.0 (multiple resources)

Pulicat
This post was updated on .
In reply to this post by Pulicat
Game notes:


A House Divided



"It is well that war is so terrible, else we should grow too fond of it."-- Gen. Robert E. Lee



"We seek no conquest. All we ask is to be left alone."-- President Jefferson Davis

"We are engaged in a great civil war, testing whether that nation or any nation so conceived and so dedicated, can long endure."-- President Abraham Lincoln


The disparity between Union and Confederate strength is offset by their different paths to victory. The United States, fighting for the integrity of the Union, can accept no less than a total conquest of the seceded South, whereas the Confederate States need only to force the Union to negotiate for a modus vivendi.

Confederate Diplomatic Victory -- Recognition by Britain and France
Union blockade less than 40% efficient, maintain Richmond, AND one of the following must be true by the beginning of January 1863 (Round 10):
  • Slow Union Action: Union troops occupy fewer than 10 Confederate territories.
  • Early CSA Offensive: Confederate troops occupy more than 5 Union territories.

Confederate Political Victory -- Lincoln loses 1864 election to Peace Democrats
Maintain Richmond AND one of the following must be true by by the beginning of November 1864 (Round 21):
  • CSA maintain control of rivers: Confederates maintain control of at least 1 river fort.
  • CSA maintain control of Tennessee: Confederates maintain control of at least one of: Nashville, Memphis, Chattanooga.

Confederate Military Victory -- Southern troops prevail
Maintain Richmond AND one of the following must be true:
  • CSA capture one Union city before January 1863 (Round 10).
  • CSA capture one Union city plus Louisville after January 1863.

Confederate Moral Victory -- Prolonged resistance effort
One of the following must be true:
  • CSA maintain control of one of: Vicksburg, Atlanta, Richmond by the end of April 1865 (Round 23).
  • CSA maintain control of 50 territories by the end of April 1865 (Round 23).


Union Total Victory -- Crush the rebellion
  • Union forces secure the Mississippi by capturing all the river forts.
  • Union forces capture all major Confederate cities.


"Let us determine to die here, and we will conquer. There is Jackson standing like a stone wall! Rally behind the Virginians."-- Gen. Bernard E. Bee


Timeline: Each turn represents a month, each full round covers two months. For example, Confederates play January 1862, Union plays February 1862, Confederates then play March 1862, and so on. A notification announcing the month of year appears at the beginning of each player's turn.

Limited Battle: Rarely were battles in the 19th century battles of complete annihilation. Combat last only two rounds, after which a stalemate is declared if both sides still have troops remaining in the field. The attacker only has one chance to retreat--after the first round of combat. A stalemated territory remains in the ownership of the defender, including all infrastructure within, and continues to generate resources. The defender of a stalemated battlefield then has the option on his turn to:
  • Remain in the territory, initiating a counter-attack whether with or without additional reinforcements.
  • Voluntarily withdraw to a friendly territory, giving up the contested territory to the attacker.
Abandoned territories are conquered at the end of combat move, so be sure to leave a unit behind to occupy the abandoned territory if you intend to pursue a withdrawing enemy during cmbat phase.

Confederate Special Ability: "Forced March."
  • Extra non-combat move before normal combat move resets movement counters.

Union Special Ability: "Union Logistics."
  • Depots and supply centers give +1 movement to all units, railyards give +1 movement to trains, shipyards give +1 to ships. All units blitz except general, who recieves blitz ability when paired with an elite cavalry, and militia, which does not blitz at all.


Confederate Turn
  • War Financing: may take loans and pay debt.
  • First Purchase: may purchase resources in addition to units.
  • First Non-combat move (Forced March): movement counters reset after this phase
  • Second Purchase: may use resources obtained during First Purchase to purchase units
  • Place: newly placed units may be immediately used in subsequent phases.
  • Combat Move
  • Battle
  • Second Non-Combat Move
  • Confederate endturn / produce resources / pay upkeep


Union Turn
  • War Financing: may take loans and pay debt.
  • First Purchase: may purchase resources in addition to units.
  • Second Purchase: may use resources obtained during First Purchase to purchase units
  • Place: newly placed units may be immediately used in subsequent phases.
  • Depots, supply centers, railyards, and shipyards, including newly placed ones, give bonus movement to units.
  • Combat Move
  • Battle
  • Union Non-Combat Move
  • Union endturn / produce resources / pay upkeep


Cannonades: This game introduces the idea of cannonades, which represents bombardment from afar. Cannonade mechanics work simililar to aaGuns in that they occur before regular combat and casualties are removed from battle. Note that artillery has both a cannonade ability (shooting shells from afar) and regular attack and defense values (firing grapeshot at close range), meaning artillery units fire in both the cannonade and regular combat sequences.


Combat Sequence in Detail
  • Attacker artillery cannonade (when applicable): Attacker's artillery fires a long-distance bombardment, rolling at 1/12 against each elegible enemy defender. These casualties are removed from battle and do not participate in further combat.
  • Defender artillery cannonade (when applicable): Defender's artillery fires a long-distance bombardment, rolling at 1/12 against each elegible enemy attacker. These casualties are removed from battle and do not participate in further combat.
  • Defender entrenchment and fortification cannonades (when applicable): Defender's fieldworks fire long-distance bombardments, rolling at 1/12 (for entrenchments) or 2/12 (for fortifications) against each elegible enemy attacker. These casualties are removed from battle and do not participate in further combat.
  • Attacker fire: Attacking units close in for combat. These casualties return fire.
  • Defender fire: Defending units return close-combat. These casualties are removed from battle.
  • End of combat round: At the end of the first combat round, attacker has the choice to retreat or stay for the second round. At the second combat round, stalemate is reached if both sides still have troops remaining.




"The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on."-- Gen. Ulysses S. Grant


The river forts restrict enemy nagivation of the rivers under normal canal rules. Control of the river forts is a key Union objective; defending them is a Confederate imperative.
The following water connections are regulated as canals:
  • Mississippi River Upper 2 -- Mississippi River Lower 1,
    controlled by Cairo
  • Mississippi River Lower 1 -- Tennesee River Confluence,
    controlled by Cairo
  • Tennesee River Confluence -- Tennesee River Lower,
    controlled by Fort Henry-Donelson
  • Cumberland River Middle -- Cumberland River Lower,
    controlled by Fort Henry-Donelson
  • Mississippi River Lower 2 -- Mississippi River Lower 1,
    controlled by New Madrid and Columbus Kentucky
  • Mississippi River Upper 3 -- Arkansas River Lower,
    controlled by Fort Hindman
  • Mississippi River Lower 4 -- Mississippi River Lower 5,
    controlled by Vicksburg
  • Mississippi River Lower 7 -- Mississippi River Delta,
    controlled by Fort St Philip and Fort Jackson


There are four additional sea connections regulated as canals:
  • North Carolina Coast SZ -- Albemarle Sound SZ,
    controlled by Outer Bank North
  • North Carolina Coast SZ -- Pamlico Sound SZ,
    controlled by Outer Bank North and Outer Bank South
  • South Carolina Coast SZ -- Pamlico Sound SZ,
    controlled by Fort Macon and Outher Bank South
  • Gulf of Mexico East SZ -- Sargasso Sea SZ,
    controlled by Key West



"To move swiftly, strike vigorously, and secure all the fruits of victory is the secret of successful war."-- Thomas J. Jackson


Railroads are important tools used by both the North and the South for mobilizing for the war effort. Railroad lines are marked on the map as segmented lines connecting the railroad stations, which are separate "sea" territories entirely enclosed by the host territory. Two stations are considered connected if there exists a direct dotted line path between them. Trains may move between stations only if:
  • You own the two host territories to which the stations belong.
  • You own the territories through which the rail line passes.

You must have control of a rail route at the beginning of your turn in order to use it.
Loading, moving, and unloading trains work just like transport ships; rail lines work via normal canal rules.

Trains are 1/0/2 units and trains trapped in captured stations immediately die when you move your own trains to the captured station.



"War is cruelty and you cannot refine it."-- Gen. William T. Sherman


There are five resources in this game:
  • Supplies, representing food and equipment,
  • Industry, representing industrial goods such as coal, steel, and machinery,
  • Manpower, representing the pool of able-bodied men who can be recruited,
  • PUs, representing cash available to the government through taxes and bonds, and
  • Leadership points, representing battlefield experience and the quality of your officer corps.


Resources are produced from upgradable infrastructure units located in your territories, not from territory values. Territory values represent the historical population density of the territory, not PU production. Some infrastructure requires a minimum territory value to be placed. Union manpower and training infrastructure can only be built in original Union territory or Pro-Union territory. Confederate manpower and training infrastructure can only be built in original Confederate territory or Pro-Confederate territory. Each territory may contain only one of each of the folloing categories of infrastructure:

Supply infrastructure
unit costs may only be placed in territories valued at produces when captured
storehouse 6PUs + 6 Supplies + 6 Industry 1 2 Supplies is destroyed
depot storehouse+ 8 PUs + 6 Supplies + 6 Industry 1 4 Supplies downgrades to storehouse
supply_center depot + 8 PUs + 6 Supplies + 6 Industry 1 6 Supplies downgrades to depot


*You may also purchase Supplies at the rate of 2 PUs per Supplies.

Industrial infrastructure
unit costs may only be placed in territories valued at produces when captured
foundry 4PUs + 6 Industry 1 3 Supplies is destroyed
mill foundry + 6 PUs + 12 Industry 2 5 Industry downgrades to foundry
industrial_center mill + 8 PUs + 18 Industry 3 7 Industry downgrades to mill


*You may also purchase Industry at the rate of 5 PUs per Manpower.

Manpower infrastructure
unit costs may only be placed in territories produces when captured
recruitment_center 6 PUs originally owned by player or sympathetic neutral valued at 1 1 Manpower is destroyed
recruitment_center2 recruitment_center + 6 PUs originally owned by player or sympathetic neutral valued at 2 2 Manpower is destroyed
recruitment_center3 recruitment_center2 + 6 PUs originally owned by player or sympathetic neutral valued at 3 3 Manpower is destroyed
recruitment_center4 recruitment_center3 + 6 PUs originally owned by player or sympathetic neutral valued at 4 4 Manpower is destroyed
recruitment_center5 recruitment_center4 + 6 PUs originally owned by player or sympathetic neutral valued at 5 5 Manpower is destroyed

New England bonus: New England supplies an additional 30 off-board Manpower to Union every turn.

Tax infrastructure
unit costs may only be placed in territories valued at produces when captured
civilian_economy 8 PUs + 12 Industry 1 1 PUs is destroyed
civilian_economy2 civilian_economy + 8 PUs + 12 Industry 1 2 PUs downgrades to civilian_economy
civilian_economy3 civilian_economy2 + 8 PUs + 12 Industry 2 3 PUs downgrades to civilian_economy2
civilian_economy4 civilian_economy3 + 8 PUs + 12 Industry 2 4 PUs downgrades to civilian_economy3
civilian_economy5 civilian_economy4 + 8 PUs + 12 Industry 3 5 PUs downgrades to civilian_economy4
civilian_economy6 civilian_economy5 + 8 PUs + 12 Industry 3 6 PUs downgrades to civilian_economy5
civilian_economy7 civilian_economy6 + 8 PUs + 12 Industry 4 7 PUs downgrades to civilian_economy6
civilian_economy8 civilian_economy7 + 8 PUs + 12 Industry 4 8 PUs downgrades to civilian_economy7
civilian_economy10 civilian_economy8 + 8 PUs + 12 Industry 5 9 PUs downgrades to civilian_economy8


Leadership points: Leadership points are earned as a result of "battlefield experience."
  • Confederacy gains 1 leadership point per cumulative 100 enemy TUV destroyed.
  • Union gains 1 leadership point per cumulative 110 enemy TUV destroyed.



  • The following are responsible for creating or upgrading new units. Only drill_camp is a "factory" in that it can build new units instead of just upgrading old ones.:
    Training infrastructure
    unit costs may only be placed in territories may train/upgrade when captured
    drill_camp 6 PUs + 6 Supplies where there is any recruitment center 2 of: militia is destroyed
    barracks drill_camp + 6 PUs + 6 Suppies where there is any recruitment center 6 of: infantry, cavalry, artillery (with mill) is destroyed
    parade_Ground barracks + 8 PUs + 8 Suppies where there is any recruitment center 8 of: infantry, cavalry, elite_infantry, elite_cavalry, engineers, artillery (with mill) is destroyed

    Other infrastructure
    unit costs may only be placed in territories valued at may train/upgrade when captured
    railyard 5 Supplies + 1 Manpower + 10 Industry 3 3 of: train is destroyed
    shipyard 5 Supplies + 1 Manpower + 10 Industry 3 3 of: gunboat, ironclad, frigate, battleship, transport, torpedo, submarine is destroyed



    "The Army of Northern Virginia was never defeated. It merely wore itself out whipping the enemy. "-- Gen. Jubal Early


    Resources are spent:
    • to recruit new units or upgrade old units during purchase and place phase
    • as fuel during noncombat and combat move
    • on unit upkeep at the end of your turn

    *Infantry, elite infantry, cavalry, elite cavalry, and engineers charge fuel cost of 1 Supplies per movement point. Artillery, ironclads, and trains charge fuel cost of 1 Industry per movement point. Be careful: Lack of Supplies will make your armies unable to move; lack of Industry will paralyze your rail network. Militia does not require fuel.

    *Movement during winter months (November, December, January, February) will cost twice as much Supplies for infantry, elite infantry, cavalry, elite cavalry, and engineers.

    *Generally speaking, land units charge additional Supplies as upkeep regardless of movement at the end of your turn, whereas naval units charge PUs as upkeep.

    *All field units (that is, all units recruited or upgraded by drill_camp, barracks, parade_ground, or general) charge 1 Manpower upkeep. These units include militia, infantry, cavalry, elite_infantry, elite_cavalry, artillery, and engineers. Because Manpower production per territory is capped at territory value (which represents population density), this means that there are only so many units you can field at any time based on the kinds of territories under your control, and that there is an absolute map maximum of 544 field units that can be present on the map at any time. Comparing these numbers to historical data, we can conclude that each field unit roughly represents two thousand men.

    *Submarines, tproedoes, and transports do not block movement.

    unit information
    unit class resource costs built by a/d/m upkeep fuelcost other properties
    militia combat unit 1 manpower + 1 supplies recruitment center, barracks, parade ground 1/1/1 1 supplies, 1 manpower none transportCost:2, leadership bonus: +1/+1, artillery cannonade target, fieldwork cannonade target
    infantry combat unit militia + 2 supplies + $3 barracks, parade ground, general 2/3/1 1 supplies, 1 manpower 1 supplies transportCost:2, leadership bonus: +2/+1, artillery cannonade target, fieldwork cannonade target
    elite infantry combat unit infantry + 3 supplies + $2 parade ground, general 3/4/1 1 supplies, 1 manpower 1 supplies transportCost:2, leadership bonus: +4/+3, artillery cannonade target, fieldwork cannonade target
    cavalry combat unit militia + 5 supplies + $4 barracks, parade ground, general 3/2/2 2 supplies, 1 manpower 1 supplies transportCost:3, leadership bonus: +2/+1, fieldwork cannonade target
    elite cavalry combat unit cavalry + 3 supplies + $3 parade ground, general 5/3/2 2 supplies, 1 manpower 1 supplies transportCost:3, leadership bonus: +4/+3, fieldwork cannonade target
    artillery combat unit 2 industry + 1 manpower + 3 supplies + $5 (barracks or parade ground) + (mill or industrial center) 3/6/1 1 supplies, 1 manpower 1 industry transportCost:3, leadership bonus: +3/+2, cannonade rolls against up to 12 units @1, artillery cannonade target, fieldwork cannonade target
    general command/ logistics 2 leadership points n/a 0/0/2 none none transportCost:3, two-hit, gives leadership bonus to 5 of each type of combat unit (eg. militia, elite cavalry, etc.), can upgrade 2 units (eg. infantry to elite infantry)
    engineers command/ logistics 1 manpower + 5 supplies + $6 parade ground 0/0/1 1 PU, 1 manpower 1 supplies builds fieldworks, pontoon bridges, and torpedoes up to 2 per turn
    breastwork fieldwork 2 supplies + $1 engineers 0/0/0 none none -1 att/def to up to 2 enemy units, max 3 per territory, destroyed upon capture
    entrenchments fieldwork breastwork + 1 artillery + 1 supplies + $1 engineers 0/0/0 none none enemy cavalry attack as infantry (dismount), -1 att/def to up to 4 enemy units, cannonade rolls against up to 12 attackers @1, max 3 per territory, downgrades to breastwork
    fortifications fieldwork entrenchments + 1 artillery + 2 supplies + $1 engineers 0/0/0 none none enemy cavalry attack as infantry (dismount), -2 att/def to up to 6 enemy units, cannonade rolls against up to 12 attackers @2, max 3 per territory, downgrades to entrenchment
    gunboat naval combat unit manpower + 8 supplies + $5 shipyard 3/2/1 1 PU none bombard
    ironclad naval combat unit gunboat + 5 industry + $4 shipyard 4/3/2 1 PU 1 industry bombard, two-hit
    frigate naval combat unit 1 manpower + 10 supplies + $6 shipyard 4/4/2 1 PU none can blockade
    battleship naval combat unit frigate + 5 supplies + $5 shipyard 7/7/2 2 PU none bombard
    submarine naval combat unit 1 industry + 1 manpower + 2 supplies + $5 shipyard 1/1/1 1 PU none sub
    torpedo naval combat unit 2 supplies + $1 by engineers or shipyards 1/4/0 none none sub
    transport transport 1 manpower + 6 supplies + $5 shiyard 0/0/1 1 PU none capacity:5, can perform amphibious assaults
    train transport 2 industry + 1 manpower + 3 supplies + $5 railyard 0/0/3 1 industry 1 industry capacity:10
    pontoon bridge transport 8 supplies + $3 engineers 0/0/0 none none capacity:20, can NOT perform amphibious assaults



    "Nothing was to be learnt from the struggle of two armed mobs chasing each other across the country."-- Helmuth von Moltke the Elder

    During the Civil War, both the Confederate and Union governments accrued significant amounts of government debt in order to finance the war. In this game during the War Financing phase, players may choose to take out 2-year (12-round) loans of $200 each, at variable interest compounded (see below), and pay back past debt commitments.

    Players each have 3 loan "slots" and therefore can only have a total of 3 active loans at any one time. Loans are lump sums of cash (PUs) given to the player as soon as a player takes out a loan, and are repaid as principal plus interest in flat bimonthly installments every subsequent round. If a player skips a payment or is unable to pay these debt commitments, then the interest rate on all of the player's debt and on any future loans is increased by 5% and owes backpay the subsequent round. If a player fails to pay for two rounds in a row, the player defaults on their loans, which is very, very bad.

    For example:
    • You take out a loan for $200 at 25% compounded interest. Congratulations, you suddenly have $200.
    • Starting the subsequent round for 12 rounds, your payment each round will be $27, for a total of $324 you will have paid by the time you finish repaying your loan.
    • If you miss a payment, all of your interest rates increase to 30% and the prices of your monthly payments are adjusted.
    • The next round, you will have to pay $30 (the new price) for the backpay you missed AND another $30 for the payment owed that round.
    • If you miss your payment again, you default on your loans.
    • There are no interest rates available above 50%. If you miss a payment priced at 50%, you default as well.

    When a player default on their loans:
    • All resource stockpiles are set to 0
    • All non-infrastructure units except militia are disbanded and removed from the map.

    If you still have loan slots left, you can of course take out new loans to finance your old debt, but that's a pyramid scheme and not sustainable long-term. The chart below explains the payment prices for loans in detail.

    Loan Rates
    Principal interest rate, compounded bimonthly payment per round total amount repaid in 12 rounds
    $200 20% $25 $300
    $200 25% $27 $324
    $200 30% $30 $360
    $200 35% $33 $396
    $200 40% $37 $444
    $200 45% $40 $480
    $200 50% $44 $528


    The Union, which has better credit, starts out at interest rate 20%, while the Confederacy starts out at interest rate 30%.


    "You might as well appeal against the thunder-storm as against these terrible hardships of war."-- Gen. William T. Sherman

    The Union blockade had a profound effect on the Southern economy, choking off cotton exports and driving inflation to runaway levels. In this game, there are 12 blockade zones marked with the blockade icon, as well as 12 blockade ports, marked with the anchor icon. Blockade efficiency is measured in increments of 10% from 0-100%, and calculated as follows:
    • Naval patrols: 10% for each Union frigate in the weakest-blockaded zone, up to 4 frigates.
    • Port capture: 10% for every 2 blockade ports captured by Union ground forces.

    Note that the efficiency of Union naval patrols is only as good as its weakest patrol. If you have 3 frigates in each of 11 blockade zones, but only 1 in the 12th, your ships still only contribute 10% blockade efficiency. Also note that naval patrols can only contribute up to 40% blockade efficiency--In other words, having 5 or 6 or 10 frigates per blockade zone still brings in only 40%. If you want to push blockade efficiency higher, you must capture the ports themselves.

    The Union blockade will cause inflation and reduce industrial and supply production (see chart below)

    Blockade Effects
    blockade level inflation level industrial material production (foundry/mill/industrial center) Supplies production (storehouse/depot/supply center)
    no blockade regular prices regular (2/4/6) regular (2/4/6)
    10% +1 PU to all prices 2/4/5 --
    20% +2 PU to all prices -- 2/4/5
    30% +3 PU to all prices 2/3/4 --
    40% +4 PU to all prices -- 2/3/4
    50% +5 PU to all prices 1/2/3 --
    60% +6 PU to all prices -- 1/2/3
    70% +7 PU to all prices 1/1/2 --
    80% +8 PU to all prices -- 1/1/2
    90% +9 PU to all prices 1/1/1 --
    100% +10 PU to all prices -- 1/1/1



    "I hope to have God on my side, but I must have Kentucky."-- President Abraham Lincoln


    Some Border State areas such as Missouri, Kentucky, Eastern Tennessee, northern Alabama, West Virgia, etc. are not directly controlled by Union or Confederate forces but start the game as Pro-Union or Pro-Confederate neutrals. These territories may contain infrastructure as well as Pro-Union or Pro-Confederate local militias.
    • You may move your troops into sympathetic territory at any time to bloodlessly capture the territory and any local units sympathetic to your side will join your army as you march through.
    • You WILL have to pay upkeep for sympathetic militias you absorb into your army.
    • Sympathetic territories WILL NOT allow you to move through canal type areas under their control such as train lines and river forts; You have to capture them first.
    • Hostile neutral territories are treated as enemy and will cause combat if you move through them.
    • Infrastructure captured from sympathetic or hostile neutrals never downgrade.
    how now brown cow?
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Re: Civil War: A House Divided 2.0 (multiple resources)

Pulicat
This post was updated on .
In reply to this post by Pulicat
In this mod, the historical overwhelming resource advantages of the Union were significantly scaled back, while still retaining an overall resource superiority vis-à-vis the Confederacy.

Historical Resource comparison


Overall comparison




Detailed comparison




Starting Resource Production in the mod


Manpower



Industrial Material



Supplies



Why did I give the Confederates an advantage in supplies when historically they produced fewer food on their farms and had smaller farm acreage? Well, other than giving the disadvantaged side something interesting to work with, I wanted to emphasize the relative cheapness of supplies (which can be increased by changing cotton fields to corn fields, and by developing light industry) compared to other resources such as manpower (population is inflexible) and heavy industry (too underdeveloped and costly for investment). Hopefully this relative abundance of supplies versus other resources will push Confederate players towards militia and infantry type units rather than industry-heavy units (navy and artillery).

Income



I'm more than happy to discuss any suggestions regarding the economics of the mod with anyone with concerns.

--puli
how now brown cow?
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Re: Civil War: A House Divided 2.0 (multiple resources)

Pulicat
This post was updated on .
In reply to this post by Pulicat
reserved
how now brown cow?
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Re: Civil War: A House Divided 2.0 (multiple resources)

Veqryn
Administrator
In reply to this post by Pulicat
hey dude,

in case you are curious, here is all the work that has happened since 1.3.2.2 came out:

http://triplea.svn.sourceforge.net/viewvc/triplea/trunk/triplea/changelog.txt

http://triplea.svn.sourceforge.net/viewvc/triplea/trunk/triplea/maps/the_pact_of_steel/games/pact_of_steel_2.xml

let me know of any features you want, and I'll consider them.

i'm also looking into fixing any issues with canals and also allowing them to be more complex (you should be able to make land canals, or have unit exceptions, and of course multiple canals per territory)

thx,
veq
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Re: Civil War: A House Divided 2.0 (multiple resources)

eurofabio
Any idea when this new version will be released?

Can you answer me some questions?

- which kind of abilities can give through "receivesAbilityWhenWith"?

- how this "canInvadeOnlyFrom" works exactly?

- with this new version will be possible make peace and/or join the enemy?


Veqryn wrote
hey dude,

in case you are curious, here is all the work that has happened since 1.3.2.2 came out:

http://triplea.svn.sourceforge.net/viewvc/triplea/trunk/triplea/changelog.txt


thx,
veq
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Re: Civil War: A House Divided 2.0 (multiple resources)

Veqryn
Administrator
i can answer future questions in a separate thread, as we shouldn't hijack pulicat's map thread

1. so far, just canBlitz
2. all it does it prevent amphibious assault of that unit during combat move, so you have to move it during non-combat move instead
3. yes, but its not done yet

and no clue when it will be released, maybe 6 months i guess
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Re: Civil War: A House Divided 2.0 (multiple resources)

hepster
In reply to this post by Pulicat
Fantastic stuff!  Look forward to the finished product!
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: Civil War: A House Divided 2.0 (multiple resources)

Donald Duck
awesome.
Love the "manpower" Icon. Thats a couple making love, right? : P
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Re: Civil War: A House Divided 2.0 (multiple resources)

Namolis
In reply to this post by Pulicat
Sure you don't want to swap the image for militia and infantry? Those lazy-looking inf units seem more militia-ish than the other pic (which actually look cool).
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Re: Civil War: A House Divided 2.0 (multiple resources)

Pulicat
In reply to this post by Donald Duck
Haha, the manpower icon is Leonardo's Vitruvian Man.
@Namolis
I see your point, the militia has a cooler kneeling pose, but unfortunately the militia uniforms are just that...militia uniforms, lol. The infantry have accurate uniforms.

puli
how now brown cow?
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Re: Civil War: A House Divided 2.0 (multiple resources)

hepster
In reply to this post by Pulicat
Here is just an idea for you.


“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: Civil War: A House Divided 2.0 (multiple resources)

Pulicat
Ooo I like that!

Unfortunately...land transports can only work on a 1 to 1 basis... But I def. want to use supply wagons once higher capacity land transports are coded.

Also, supplies are "isInfrastructure" because I want them to be capturable, and I'm pretty sure being infrastructure conflicts with isInfantry or isParatoop :(

--puli
how now brown cow?
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Re: Civil War: A House Divided 2.0 (multiple resources)

Veqryn
Administrator
it shouldn't conflict, unless you bring them into combat on a paratrooper,
and even then, it might work, since I haven't tested all the possibilities

we desperately need to rewrite the whole transportation / validation of transportation part of the engine

right now, there are a million separate validations and also specific separate tracking for sea transports, land transports, air transports, and carriers

they should all be turned into a single method of transporting, that lets you define what can transport what, how many of what, etc.

unfortunately, that probably won't be done unless we get another dev
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Re: Civil War: A House Divided 2.0 (multiple resources)

hepster
In reply to this post by Pulicat
It was just an idea.

Out of curiosity, if supplies are infrastructure and cannot be transported by any means other than train (I'm guessing), then it means that the structures can only be built in territories with a train station present?  Maybe I'm missing some thing.  Also wouldn't this mean that armies would have to travel to a fight, fight for one round (with the ammo they can carry) then have to travel back to a territory with the appropriate structures and then travel back to the front line?  Seems like it might make the game quite long & laborious.  Going on the offensive would be almost impossible.  

As Veq pointed, if the unit is a none combat move only unit wouldn't it function properly.  In Rolfs game (Total War)  he had trucks that could carry units and supplies during non-combat only.  Seemed to work well.

“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: Civil War: A House Divided 2.0 (multiple resources)

Pulicat
Actually, all the resources, manpower, supplies, industrial material, have move 1--it is assumed that the transport mechanism is included in the unit. It is ammo that can't move, and must be carried by combat units on a 1 to 1 basis. ^_^

puli
how now brown cow?
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Re: Civil War: A House Divided 2.0 (multiple resources)

eurofabio
In reply to this post by Pulicat
Where can I download this latest svn?

Pulicat wrote
CIVIL WAR 2.0 IS ONLY PLAYABLE WITH THE LATEST SVN, NOT THE CURRENT STABLE.
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