SCENARIO: The United States Civil War

Jon Shafer

Civilization 5 Designer
Joined
Jul 14, 2002
Messages
2,102
Location
Maryland
Here it is, finally up.
Trip's United States Civil War scenario v1.03 is now complete and ready for download.

You need an up-to-date version of WinZip or WinRar in order to play this scenario. If you use any other program the scenario won't work properly.

This may seem obvious, but since there aren't diplomacy options, make sure you declare war on the other side on the first turn. I've forgotten to do that plenty of times while playtesting it, and wondered "hey, why isn't the Union attacking me"? :D

The File is about 3 MB in size, so non-broadband users be patient. :)

PLEASE READ THE README.TXT FILE INCLUDED IN THE SCENARIO FOLDER.
It contains some valuable information, and if you skip it, you may be sorry later on.

To install, just follow these directions:
Download the .ZIP, then go into your Civ 3\Text\ folder. Right-click on the file "Civilopedia.txt", then uncheck where it says "Read-Only". Then with an up-to-date version of WinZip (I have v8.0), extract the .ZIP into your Civ 3 folder. It will overwrite nothing except your 'Civilopedia.txt' and 'Pediaicons.text' files, which is no problem if you're not using modified versions of those files. If you are, make back-ups of them first. After you've extracted the .ZIP, then everything will be ready for you to play. Go into Civ 3, select 'scenarios', find the folder and .BIC, and you're set to play.

Right now the Civilopedia on all the units and techs is not functioning, do not try to open them up in the Civilopedia or your game will crash. I may add Civilopedia support later on, but that's for another version, another day. :)

Anyways, I think that's about it. Hope everyone enjoys the scenario! Send feedback to GuardianOfTime@hotmail.com, or PM me.

My next project will probably be a scenario about Napoleon. We'll see when I can get started on that. ;)

'Til then...

Download the file here.

New Version 1.04
The problem of the massive money shortage has been fixed. You will now make more cash. :)

New Version 1.05
Bunch of stuff changed. Check the readme if you care to find out what. :D
 

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I cant wait to play. And I hope you get more units. There are quite a few in fanatics. You could add a few like:

Bandit= costs very high but has good attack and speed.
gunboat= request an artist for this. Good bombard and str. Slow

I think the idea is th cost between units is much different instead of the techtree getting new units. Maybe the techtree just increase ablitties of a unit and few new units.

I cant wait till friday!
 
Added 2 units: Rifled Artillery and "Veterans" (which I need another better name for).

If anyone has any particular unit images that they suggest for the scenario, then please feel free to give some advice. This is a lot of work as it is, and I don't really have time to go out and search for many units myself. ;)

[Edit]I like the Gunboat idea, so I added it. It will be good to have smaller ships to use inside the rivers.[/Edit]
 
Yeah, you could use a whole lot more ships. I noticed you forgot about the Ironram. You may want to include this unit, seeing as it aided in the sinking of many warships, both Union and Confederate. Also, perhaps you could make a submersible. I believe the Confederacy had one or two of these, one of them, a very famous one, I can't remember the name though, heh, was a submersible and sunk near the coast of Virginia or the Carolinas, I cannot remember. You might be able to find something on the US Navy website about the history of the ships of the Civil War, I know they have something there, but I just cannot remember what the URL was.
 
How about a light artillery or horse drawn artillery unit. It would have a movement of two, but maybe slightly lower bombardment ratings to compensate.

Instead of Veteran infantry (which would be reflected by the promotion system that Civ 3 uses anyways), how about something like Repeating Rifle Infantry (okay, so that's not such a great name either, but it gets the point across). Basically a technology for the Sharpe's Repeating Rifle that allows infantry with higher attack and defense ratings.

Also, Realn mentioned the bandit unit, but a more accurate name would be Guerrillas or raiders. They were used primarily by the South. They should probably be cavalry with lower attack and defense, but an extra movement point to reflect their mobility. Perhaps they can have invisibility to, to reflect their ability to meld back into the civilian population.
 
Almost forgot about Blockade Runners, basically steam powered ships that smuggled cotton and such to Europe and smuggled back weapons and other things the Confederacy couldn't make for themselves. Of course, this has more of a economic effect than military, so I'm not sure how to make this work well. If we had scripting, smugglers could possibly work.
 
Yep, Ed beat me to it. Blockade Runners would be one thing you might want in it, Cruisers, which would hunt out enemy raiders I think.. What else, oh yeah, gunships like the CSS Alabama (a sloop I think).
What about a wonder that isn't very costly and is just like Battlefield Medicine? Since military hospitals were first used in the Civil War, I think you should be able to make a small wonder that would heal a fraction if possible, of hit points, since the sanitation wasn't very good.
 
Originally posted by Ed O'War
Almost forgot about Blockade Runners, basically steam powered ships that smuggled cotton and such to Europe and smuggled back weapons and other things the Confederacy couldn't make for themselves. Of course, this has more of a economic effect than military, so I'm not sure how to make this work well. If we had scripting, smugglers could possibly work.
Yeah, that's what I was thinking also. Privateers/commerce raiders/smugglers will be useless, since there is no way to properly apply them in the scenario I'm afraid. The same goes for a submersible, and probably a literal 'iron ram' unit. I don't want to add useless units. :p While they'd spice things up, I don't want to include anything unless it serves a direct purpose. I feel that the "Warship" "Ironclad" and "Gunboat" units can fulfill any purpose. That is, of course, unless someone can convince me why a particular unit is so very important to include. Naval warfare isn't exactly best represented by the Civ 3 engine as it is. ;)

Ed: I will add some sort of 'Raider' unit. I know that "Veterans" is a bad name, but it's just temporary to represent the advance in technology towards rifled muskets later in the war, along with the increased amount of troops on both sides that could be considered 'seasoned'. I also like the light artillery idea... I wish there was a graphic that I could use to best represent it (I don't think there is). :(

Explodin Dog: I'll look into the small wonder thing. Hopefully I'll be able to know more later once the editor comes out.

I downloaded all of those units (hooray!).

I'm going to use the Iron Frigate graphic for the "Warship" unit, the Ironclad Ram for the Gunboat, and perhaps the Grenadier, not sure for what yet though.

And thanks for all the input! It's constructive criticism and pointers that help make great scenarios. Keep the stuff coming :goodjob: :)
 
I'm trying to remember the US name for dragoons - and I know there is one - but I think you should distinguish between them and normal cavalry, with normal cavalry fighting at the levels mentioned, but dragoons having an infantry defence value and very low attack value.

R.III
 
Heres a link to Dark Sheers Bandit unit. IMHO, it looks more appropriate for Civil War era cavalry than the default cavalry unit that comes with the game. It will look great in Union blue or Confederate gray (in red, it looks kind of like a Canadian Mountie, too).

http://forums.civfanatics.com/showthread.php?s=&threadid=15638

As for light artillery, a simple work around is to make a unit .ini that uses the standard cavalry graphic for movement, but the cannon graphics for default, attack and death. When it moves, it looks like cavalry, when it attacks it looks like artillery. It's not perfect, but it is a simple work around. If you have any trouble, I could probably make the .ini for you fairly quickly.

I think submersible is still a viable unit. It should be a later technology, to reflect the time required to perfect it (i.e. so it could deliever explosive charges without sinking itself :) ).

Regarding Veteran infantry, at the beginning of the war the South had better infantry largely because most Southern men grew up around guns, hunting, rustic living, etc. They could be considered more seasoned because they were tougher and probably better exposed to the harsher aspects of life.

Most Northern men grew up in cities and had never fired a gun in their lives, or if they had, probably only fired a pistol or revolver. Northerners were lousy shots, and they were city slickers who for the most part weren't used to living in the field.

So, the only side that can possibly benefit from acquiring more 'seasoned' troops would be the North, because the North had more 'unseasoned' men to start with. As the war drags on, the South will actually be loosing seasoned troops, because they don't have enough recruits to replace their losses. Ultimately this concept is reflected by attrition--the North can simply outproduce the South.

For balance, Southern units should start as veterans and a few elites, while the North has more units, but most of them should be conscripts and regulars. As the game progresses, those Northern conscripts and regulars will gain experience by winning battles. Also, the North will gradually build more barracks in it's cities, allowing them to produce more veteran units to start with (again, reflecting the seasoning of troops). Vice versa, as the game progresses, the South will be loosing it's more experienced units and it's production deficiency will make it difficult for the South to keep up with the losses.

Well, this took a bit longer than I thought it would. I think you have the beginnings of a great idea here.
 
Originally posted by Richard III
I'm trying to remember the US name for dragoons - and I know there is one - but I think you should distinguish between them and normal cavalry, with normal cavalry fighting at the levels mentioned, but dragoons having an infantry defence value and very low attack value.
What would the purpose of including them be? Scouting can be done by the relatively inexpensive Cavalry units, and the old days of massive charges of Lancers and Dragoons over a routed enemy died 40 years previous. Would they simply be 'cheapers scouts', or do you think they might have some other purpose?
 
I think Dragoons were primarily Napoleonic era cavalry units. If the US had any dragoons at the start of the Civil War, they were probably already obsolete. The future of cavalry were soldiers using repeating rifles; this combined mobility with firepower.
 
Originally posted by Ed O'War
Heres a link to Dark Sheers Bandit unit. IMHO, it looks more appropriate for Civil War era cavalry than the default cavalry unit that comes with the game. It will look great in Union blue or Confederate gray (in red, it looks kind of like a Canadian Mountie, too).

http://forums.civfanatics.com/showthread.php?s=&threadid=15638
Beautiful unit! I will certainly use this for Cavalry. Thank you for finding it, I didn't see it! :goodjob:

As for light artillery, a simple work around is to make a unit .ini that uses the standard cavalry graphic for movement, but the cannon graphics for default, attack and death. When it moves, it looks like cavalry, when it attacks it looks like artillery. It's not perfect, but it is a simple work around. If you have any trouble, I could probably make the .ini for you fairly quickly.
:eek:
Sheer brilliance! Wonderful idea, I'll certainly impliment this as well.

I think submersible is still a viable unit. It should be a later technology, to reflect the time required to perfect it (i.e. so it could deliever explosive charges without sinking itself :) ).
Hmmmm... I'm still not sure about this one. It would certainly spice up the naval units. Not sure what I'd use for a graphic though. Anyone have a graphic of a metal barrel? ;) :D

Regarding Veteran infantry, at the beginning of the war the South had better infantry largely because most Southern men grew up around guns, hunting, rustic living, etc. They could be considered more seasoned because they were tougher and probably better exposed to the harsher aspects of life.

Most Northern men grew up in cities and had never fired a gun in their lives, or if they had, probably only fired a pistol or revolver. Northerners were lousy shots, and they were city slickers who for the most part weren't used to living in the field.

So, the only side that can possibly benefit from acquiring more 'seasoned' troops would be the North, because the North had more men to start with. As the war drags on, the South will actually be loosing seasoned troops, because they don't have enough recruits to replace their losses. Ultimately this concept is reflected by attrition--the North can simply outproduce the South.

For balance, Southern units should start as veterans and a few elites, while the North has more units, but most of them should be conscripts and regulars. As the game progresses, those Northern conscripts and regulars will gain experience by winning battles. Also, the North will gradually build more barracks in it's cities, allowing them to produce more veteran units to start with (again, reflecting the seasoning of troops). Vice versa, as the game progresses, the South will be loosing it's more experienced units and it's production deficiency will make it difficult for the South to keep up with the losses.

Well, this took a bit longer than I thought it would. I think you have the beginnings of a great idea here.
I debated about how to impliment this.
Clearly, Union troops were much less experienced in all areas (especially horseback riding and marksmanship), while the Confederates had the advantage. I feel that a viable way to represent that would be your idea.
However, should the unit stats for both be the same? I'm not sure if they should be the same or not, with the experience difference. What do you think?

And I agree Ed on the part about Dragoons. The rifles of the time were simply too accurate and the Dragoons would be sliced to pieces in an attack.
 
More on it way...

-Guerillero by sween32 http://forums.civfanatics.com/showthread.php?s=&threadid=22289&perpage=20&display=&pagenumber=10 12 and 13 down
A cheap unit the north has or both south and north.

-Bombard Cannon by JimmyH
http://forums.civfanatics.com/showthread.php?s=&threadid=22289&perpage=20&display=&pagenumber=11 13 and 14 down
??bombard of 6 replaces the one you had before so this is the weekest one???

-Marine(sailor) by Smoking Mirror
http://forums.civfanatics.com/showthread.php?s=&threadid=22289&perpage=20&display=&pagenumber=14 1st on on top
If you want to add any water attacks 6.6.1 amphioubis

-North Vietnamese Infantry by Sween32
http://forums.civfanatics.com/showthread.php?s=&threadid=22289&perpage=20&display=&pagenumber=14
3rd picture down
add it to the south for a good defence because he is used to the weather???

There are a few artillary but they are kinda modern. YOu tell me if you want them posted.
 
Trip:

I think the stats should be equal given the assumption that the technology is equal: i.e. both sides are using muzzle loading rifles which basically have the same capabilities, range, firepower, etc. The difference in quality or 'seasoning' should be reflected by experience levels. Less experienced units have fewer hit points and will thus will have statisically lower chance of surviving battle. Also, this allows Northern units to gain experience; some Northern units can, and will, eventually become the equals, if not the betters, of their Southern opponents in terms of battle experience.

If you decide to introduce an infantry unit that uses repeating rifles, then the unit stats should be changed because the technology itself is different/better. For example, a conscript unit with Sharpes repeating rifles still only has 2 hit points, but could have a really good chance of surviving an encounter with elite Southern muzzle rifle infantry because of the advantage imparted by faster firing rifles (especially if they are firing from an entrenched position) - the technology gives them an edge reflected in better unit stats.

Another idea for unit experience: I usually like to give my elite units 6 hit points instead of 5. This is just a personal preference that works out fine for me, and IMHO better reflects the effectiveness of elite units. So, the hit point progression would be: 2/3/4/6.

Other mods use a hit point progression of 2/4/6/8, which many people say works well for them, but I haven't tried this method myself. Just another idea for you to think about, if you haven't already.
 
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posted by Ed O'War
Heres a link to Dark Sheers Bandit unit. IMHO, it looks more appropriate for Civil War era cavalry than the default cavalry unit that comes with the game. It will look great in Union blue or Confederate gray (in red, it looks kind of like a Canadian Mountie, too).

http://forums.civfanatics.com/showt...&threadid=15638
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Beautiful unit! I will certainly use this for Cavalry. Thank you for finding it, I didn't see it!

That is the same unit as the Reiter. Hah it just has a different name.
 
Originally posted by realn


That is the same unit as the Reiter. Hah it just has a different name.

Yeah, I think the Reiter was based on the Bandit. However, the Reiter is supposed to represent Nazi calvary during the early part of WWII. If I remember correctly, that unit graphic has a coal-scuttle helmet instead of a wide-brimmed 'cowboy' hat.

BTW, the Bandit itself was a conversion of the standard Cavalry unit that comes with the game.
 
Ed, you bring up many good points.

I'll have to try to figure out how to have the experience advantage shift from the South to the North correctly though.. might take quite a lot of playtesting (you, of course, would be one of the first ones in line for the job, should you with to take it. ;)).

[Edit]Unit values corrected.[/Edit]
 
Originally posted by Trip
Ed, you bring up many good points.

I'll have to try to figure out how to have the experience advantage shift from the South to the North correctly though.. might take quite a lot of playtesting (you, of course, would be one of the first ones in line for the job, should you with to take it. ;)).

Sure, I'd be happy to do some play testing for you. Between working on my own scenarios, of course. :)
 
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