Confederate States of America - BtS Edition

meatwad4289

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The Confederate States of America

Name: The Confederacy

Starting Techs: Agriculture, The Wheel

Leaders:
Jefferson Davis - Industrious, Philosophical, favors Free Market
Robert E. Lee - Spiritual, Creative, favors Nationhood

Unique Units: The Blakely Rifle (replaces cannon)
-Receives defensive bonuses
-40% withdrawal chance

Capital: Richmond
Color: Custom deep red


Cityview.jpg

http://i30.photobucket.com/albums/c320/Minnxx/Lee1.jpg
http://i30.photobucket.com/albums/c320/Minnxx/Jefferson1.jpg
http://i30.photobucket.com/albums/c320/Minnxx/Civilopedia1.jpg

Known issues:
-The formal name of the Confederate States of America is one character too long for the entry screen, causing it to drop out when you pick your leader. However, it works fine in other places.
-The Blakely Rifle isn't reskinned - I might do this if folks want it
-The discovery of rifling comes after a rifled unit. D'oh.

Planned Changes:
-Better Civilopedia entry for the nation
-Possible addition of another UU - maybe carbine calvary
-Addition of other national flags, other potentional leaders

For this post I pretty much just copied what Wirklichkeit wrote about his mod, because for right now it is still almost the exact same thing I just Upgraded it To BtS.

I felt the Need of creating a new Thread, because the old thread has about 6 or so pages debating on what the UU should be, Why America had a civil war, and asking Wirklichkeit to make the mod for Warlords and now Beyond the Sword. Took me a while to figure out the code problems when I actually sat down, woodelf was kind enough to help me out and point out some of the problems. Most of my problems were small mistakes that just kept building up.

Anyways as Wirklichkeit seems to no longer be here, I have taken his Mod over, and will be responsible for improving it. So new version, new modder, new thread.

I have been thinking about changing the UU, I downloaded some Civil War skins for riflemen, so I may redo the UU but I'm not sure. I figured I'd release the file, and then play so if theres any problems in game, please tell me. Loading has no issues for me.

Also if I'm right, the Blakey Rifle, since it's still based off the Original Code should still be able to kill Units. which would give it an advantage over others, however can also have a disadvantage because other Artillery units are being used for the point exploit of BtS.


any suggestions for changes?


Download Here
 
Great update. You might want to consider a Confederate Sharpshooter as the UU. Horse artillery is also a unit that the South used effectively.

I know you know the history well. I just thought I'd put in my $0.02.

Thanks for taking this on.
 
yeah I've been thinking if I redo the UU it may be riflemen, calvary, or even Ironclad, Im unsure if I should do the ironclad though, because in all my games Iron clads have short lives. Which is why I'm more likely going to make it Rifle or Calvary because they seem to stay for a longer time.
 
I agree about the ironclads. They would be nice down the list in a multiple UU version of the mod.

The carbine calvary would be resiliant. That was the reason that mentioned the Confederate sharpshooter. The unit should probably move without penalty and have 1 or 2 1st strikes in it own territory and have a good chance to retreat and high accuracy. If I am missing in of the facts on this unit let me know.

I don't know if it is possible in the game but to match the way General Stuart used his horse artillery it should allow for 2 attacks per turn.

What do you see as the characteristics of the carbine calvary?
 
I was thinking similiar style for it, however I think two attacks might be over powered. It is possible, Modern Armors do it. If I did two attacks then I'd have to remove movement penalties from the list.
 
I was thinking similiar style for it, however I think two attacks might be over powered. It is possible, Modern Armors do it. If I did two attacks then I'd have to remove movement penalties from the list.

The movement penalties were for Confederate Sharpshooters. Really on that a second attack would only be appropriate on one out of 20 attacks at random if that is possible.

The Horse Artillery regularly had 2 attacks. J.E.B. and the other Horse Artillery units would line them up across a ridge and fire them and then move them about 50 feet and fire them again (loading them hot) then move them back. It gave the illusion of twice as many cannons as they really had.
 
Oh meatwad you beat me to making this compatible to BTS, I was just working on it. Nice Work
 
Aside from an additional leader, the only change I can think of that would help the mod is to change the defence bonus of the infantry to +10% strength or extra first strike to better reflect the tactics of the Confederate infantry man. The reason for this is because the Confederate soldiers were very accurate shots, hence the strength bonus, and prefered hit and run guerrilla warfare tactics and flanking manuvers due to the larger number of Union soldiers, hence the tactics (30% withdrawl chance). Also, I think that the name of the UU should be sharpshooter, simply because the Confederate soldiers in general were much better shots than their Union counterpart.

Also, is there a unique building yet?
 
the Unique Building is same as America's for right now. I just wanted to get it done quick. so i can see if it's done. I may be moving soon, so if I find out Im going to move, work on this will be very slow, and if I don't I'll crack out an update in the next few weeks. However, If i do move it could be a little days after we get settled in before Internet and cable get hooked up. So. yeah.
 
Here is an idea for the unique building that I from the other CSA civ topic. Also, on a side note forget what I said about renaming the CSA UU sharpshooters. I realized that that was the term given to the elite Union marksmen. From a short bit of research I did it looks like Enfield Rifled Muskets and Whitworth Rifles were among the more common Confederate weaponry.

"As for the Unique building if it hasn't been suggested yet, perhaps a Merchant Post (the name trading post was already taken by the Viking empire) would be a good fit. It would replace the market place. The Merchant Post's traits would be +45% city income as apposed to the +25% boost the market offers (modeled on the 20% boost in income the mall offers over the supermarket); +1 happy from fur, ivory, whale, silk; +1 gold from fur, silk to reflect the importance of that type of trade in the south at the time (I would have suggested cotton instead of silk but cotton is not a resource); available with currency; free on industrial or later starts."
 
I was just looking over my UB suggestion and realized it would need to be modified a bit for it to work. The reason for this is because of the likelyhood that the CSA likely wouldn't even encounter silk or fur until late game. For this reason I think it would be good to include deer, cattle, and pigs to the +1 gold catagorty for the Merchant post. Because this would place the Merchant Post on the income level as a Corporation only without the penalties I think that the income cap for the Merchant Posts resource bonus should be capped off at 2 gold to ensure game balance.
 
I've been actually trying to read into how to do animated leader heads, I was thinking of doing Lee with Cyruses, just make him white hair, no crown, and try to make it look like gray suit. Then do Davis using Peters a little modification would work however I'm having problems along the way, Says to follow a guide on hwo to configure it to leader heads for civ4.. But the guide doesnt tell me how to get to the menu it uses to do it. in blender. So. lol I want to do leader heads before I do anything else, If i can do it.
 
Maybe you could ask for help in one of the mod forums.
 
Another possible UB would be the town hall. It would be very representative of the Southern tendency to move all but the issues that require state or federal involvement to the local level.

Another possibilty would be the Farmers Co-op. It could help with production of crops and pasture animals.
 
As I understand it, the CSA was very dependant on foreign trade, which is why the Union blockade hurt so much. Perhaps a UB based on the Custom House would be appropriate? If you could work out how to add the iTradeYields tag from the civics file to the building file, you could have it grant bonus hammers and food from foreign trade routes, simulating the reliance of the CSA govt on tarrifs for its main income.
 
the download for this says "file is empty in your country" . Which is interesting since i am not in antartica rather the southern u.s.
 
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