|
MAIN FEATURES
A player controls one of the major contenders in the campaign in play,
trying to achieve military (and political) victory according to
scenario conditions.
Scope of the game covers all of the USA, from the Eastern seaboard to Kansas, from 1861 to 1865.
Game map is divided into
more than 1500 regions, each being hand-drawn in normal and winter
mode, for a whopping 120 millions pixels surface (handled dynamically
by a caching technique), with a great diversity of terrain and climate
as well as development/infrastructure items and levels. It
includes the ability to use most of the major navigable rivers, which
played a crucial role during the Civil War.
|
Alfred Waud, Hotel Dieu Near Southwest Pass
|
Game turns correspond
to one fortnight (15 days) to one month of historical time (depending
on scenario or campaign in play). Scenarios vary from a few months to
almost 5 years with players primarily controlling the military action
of their nation.
This includes such activities as drafting forces, building forts and
depots, sieges and blockades, raiding enemy cities, supply lines and
rail network, building ironclads, raiding commerce, escaping blockade,
and battles, both on land and at sea.
|
Scenarios: there
are mainly two camps fighting each other (with possible foreign help)
of in all of the game's yearly or monthly campaign scenarios or the
multi-years campaigns, as follows:
• Seeing the Elephant (Bull Run 1861 Battle Scenario)
• Bloody April (Shiloh 1862 Battle Scenario)
• Thunder at the Crossroads (Gettysburg 1863 Battle Scenario)
• 1861: The Coming Fury (July - 2 Theater Campaign)
• 1862: Struggle for the Heartland (2 Theater Campaign)
• 1863: Triumph & Defeat (2 Theater Campaign)
• 1864: Bloody Roads South (2 Theater Campaign)
• 1861: The Civil War (April - Full 2 Theater Campaign) |
 |

Troops are depicted down to
the individual regiment and battery level with the basic manipulable
unit being the brigade. These can be arranged into various needed
organizations such as divisions, corps and armies, handled by a
realistic yet easy to understand Command Chain rule. Naval units come
in the form of warship squadrons and flotillas. You can also manage
supply lines and wagons, water transport, forts and depots. Wide
diversity of troop types is implemented, including: light infantry;
sharpshooters, engineers, railroad and medics units, balloons, coastal
and siege artillery; Rangers (Texan or not!) and irregulars; marines;
militias; monitors and ironclads, ships of the line; frigates and
transport flotillas, timberclads and cottonclads, etc. There are more
than 250 different models of units in all. All are rated for various
aspects such as offensive and defensive strength, morale, experience,
cohesion, troop quality, geographical origin and movement type. Foreign
units include the British, French, Indians and Mexicans.

A large array of historical leaders (over 300) is
included, most feature unique abilities based on their historical
performance. Over 50 different abilities are included, some examples of
which are: Charismatic, Hated Occupier, Stealthy, Expert Seaman.
Population-based
(i.e. political) aspects of the conflict (especially during the Grand
Campaign) are taken into account, impacting militia and guerrilla
levies, Foreign intervention, shifting loyalties, information
gathering, reconnaissance, etc.
No Diplomacy: there
is no diplomatic module per se in the game; foreign war (and peace) is
dealt with as a series of conditions (victory points and locations)
that accumulate and are tested regularly by the game script engine and
events. It is combined with a system of random events which asks the
players to make crucial decisions.
Military Production:
the production system is limited to military units. The players will
have to handle assets such as conscripts and war supplies to produce
various types of units in their production centers. Special units like
ironclads and such are handled by engineers units on the map, and can
be captured before completion.
Technological Improvements: the
system is rendered via our original script tool. Technical or tactical
improvements that could be considered as “research” will be
handled via events and the game script engine, with the player inputing
choices.
|