Here are the files for v2.0. Changes to this version include:
1. The Lincoln Administration (St. Leo's Workshop) is now obsolete, so it can no longer "upgrade" Union volunteers into conscripts.
2. A fortress has been added to Key West, to prevent "sudden descents" by the Confederates.
3. Costs of Union infantry has been increased by 1 row of shields.
4. Costs of heavy artillery have been increased by 4 rows of shields.
5. Costs of spies and trade units have been reduced.
6. The attack value of gunboats and warships has been reduced and defense of ironclads has been increased.
7. Union engineers are replaced, with a 6 turn delay.
8. Named leaders which are killed while defending (only) are replaced 80% of the time, with a 2 turn delay.
9. Reduced odds of random creation of generic leaders.
10. Apache (barbarian) raids in west Texas have been strengthened.
11. The repeating Sioux event error has been fixed.
12. More N-S routes through the rough terrain between Chattanooga and Corinth have been added.
13. Movement and cost of Zouaves have been increased, reflecting their use as light infantry, as opposed to militia.
14. The events-based victory system has been deleted, in favor of a simple objective system.
15. House Rule change: all Confederate ships can stop in British waters, not just commerce raiders. I realized that I violated the written rule repeatedly in our last game, so now I'm making it retroactively legal.
While I've tested the new events individually, v2.0 has not been playtested as a whole. This IS the playtest. There are a number of icons/improvement icons unfinished. If anyone wants to try their hand, I'd be very appreciative.
Let me know when you're ready, and I'll post my first turn.