The main goal of this mod was to introduce a different set of units to the player and AI for use in the game. I've made the case for it many times. You can read about it on the AGEOD forums, I won't go into it here.

If that was all I was going to do, I could now finish it up in about a week. I've tweaked so many other things that the mod is proceeding with other changes and it's no longer appropriate to call it just a force pool mod. Whatever.

Starting from this version, the ALT02 April '61 full campaign is the only one that is set up to work correctly. If you launch any of the other campaigns using the files from this mod, they probably will not work well, if at all. To prevent confusion, and *ONLY* assuming you've installed this mod into its own mod directory, I'd remove or relocate the other scenario files from the mod directory.

REQUESTS FOR 0.35 USERS: Please report any glaring errors; also, I need feedback on if the AI is purchasing units that I've assigned pool ratios to (i.e. any recruitable unit). Also, what the AI does or does not do with Robert Patterson and N.Bart Pearce.

UNITS/MODELS

I am still working out the forces that are placed on the board throughout the full April '61 campaign. I am trying to restrict the number of units placed on the board by script to give the player more flexibility on initial deployment, limiting the number that can be deployed while simultaneously providing a more useful set of unit definitions. Instead of having the almost the entire force pool available to you on 1861/08/01, the idea is to have it be grow over the years. I want to match to the number of elements that were placed, and in a way that employs real life unit names and their original muster or first duty locations up until 07/61. After 07/61 the AI is being tested to see if and when it will recruit in a predictable and useful manner. I will address that as things progress, but right now things are still a hot mess.

The majority of my research comes from internet sources, and records of CSA units are scattered online, especially for militia. It is very time-consuming to try to figure out which of the myriad and numerous Virginia militia units was "in service" and for how long and if they transferred wholly to federal service and if they had a new unit designation as a result and so on. From what I read, the Virginia militia effectively disbanded in late spring of 1862, coincident or in conjunction with the reorganization of forces the went along with the efforts at force retention. In the interests of time, representation may be just as simplified as what the game designers presented. The only tweaks might be regiment names and enlistment expiration.

Infantry, cavalry and artillery have been separated and new units created. 1-4 element units for infantry, 1-3 element units for cavalry, and 1-2 element units for artillery. Note that not all of these unit definitions have been finalized or employed yet. As of version 0.30, I've started the transition to all buildable units being recruits, although some will be placed on the board with a higher level. I started the mod by matching the number of regular and conscript elements available to each side, but that has been scrapped. I'll be adding up total line elements of all types and presenting that amount of recruits in the forcepool. Brigade sizes will still be as mentioned above. All states should have some individual infantry regiments. Kentucky forces will be significantly reduced, especially for the CSA, although I will speculate on totals in the event of early KY secession.

All multi-element units use the lowest capability elements. Definitions for all brigades specify conscripts as the building blocks, although now the description for those elements is "recruits". If I use them at all, conscript regiments will be rebuilt as a different element and be worse than recruits. Having a regular or elite brigade defined from the start means if you lose an element, the replacement element is also regular or elite, respectively, because the definition for the unit specifies it. If all I have to do is expend the men, money, war supply and time to get an elite replacement, why can't all my brigades be elite if I've got enough resources? Example of the new setup: you have a 3-element infantry unit that started as all recruit but now is trained up to all regulars. One of the elements is destroyed. If you don't combine it with another trained single infantry element (much more possible now since more are available), when the replacement kicks in it will be a recruit element. Original elite brigade definitions meant that you could only combine those units with $famElite elements, of which there were very few. New, non-expiring, infantry and cavalry multi-element units are only using $famLine or $famCavalry for family type.

LEADERS

I've cleaned up the leaders some on this version. For now they are all spawning in a group at their respective capitals, but I'll eventually change this to have them spawn closer to where they served, with large commands or as followers of a specific commander (e.g. Porter w/McClellan). Instead of getting a big leader drop at the beginning of the year, I've divided it up into quarters. I still have much work top 

I've created simple black and white images for some of the leaders who were using generic images and some of the new ones I've created. I've also linked one or two leaders to a copy of the generic portrait, renaming the generic portrait to something specific to the leader. If you want to use the images from the Portrait Pack, you can extract those files to a separate location, rename them to the names I use, and overwrite the files I have included. That way you don't have to go digging around in the model files for your general or recompile anything. I could have incorporated the images from the Portrait Pack, but I didn't feel comfortable incorporating the work of several other people without receiving consent first. At a later date I might do something like use the file names that were used by the Portrait Pack and that way you can just copy the entire directory of images into ALT02 and it'll be seamless.

NAMING

The goal of the new naming scheme for non-leader units and models is to provide more useful information to the player that's less redundant. Some of it has become more generic. Because of the way things are coded, there was no way to satisfy every request. 

Where before there were only 6-pdr & 12-pdr ("12 lb pounder") smoothbores, 10 lb and 20 lb Parrott rifles displayed, now there are pre-war smoothbores, smoothbores, rifled and rifled (hvy), with a horse appelation if the battery needs it. Pre-war smoothbores describe 1841 & etc 6-pdrs, plus 12-pdr howitzers. Smoothbores describe 1841 model 12-pdr guns, 12-pdr Napoleons (or gun-howitzers, not sure yet) and maybe 24-pdr howitzers. Rifled describes 10-pdr Parrotts, 3" ordnance rifles, and maybe oddball stuff like Blakely or Armstrong guns, middlin' James rifles, etc. Rifled (hvy) describes 20-pdr Parrotts. Columbiads and Rodmans in the game are nothing but wrong, but I'm not going to try to fix them yet. The in-game Rodman might be close to a 4.5" siege rifle, 30-pdr Parrott or some of the lowest class pre-war 18/24-pdr siege/garrison guns. I'm not sure how I ultimately want to handle 6-pdr James rifle conversions. They were used in the west for a long time, at least up until Atlanta. For now they are considered in the same class as pre-war smoothbores.

I hope to write a set of events that will search for captured batteries and convert their type, turn them into replacements/war supply. It's script-heavy, a long-term project for now. I worked up a preliminary set of events for the CSA and implemented it, but I'm not going to try to debug it while I'm doing everything else.

The way the engine works, when you're examining enemy forces on the board and you don't have enough detect value to see above a certain level, the game will report the subtype of the units on the unit hover ToolTip. Subunits fall into six land categories and one naval: regular, irregular, cavalry, artillery, militia, or supply (plus ship). AFAIK, frontage and movement in the engine still use these six subtypes. There may be additional modifications depending on families, but I cannot see them from my vantage point. Families are tied to subtypes, and I don't know if you can override the link anymore. The subtype field in the database was commented out some time ago by the developers, no longer placed explicitly in model or unit definitions.

I mention the above as a reference because the tentative naming scheme I've worked up uses modified subtype descriptions. I've replaced the strings in the Name field of the unit database with their subtype. Values will be Infantry, Cavalry, Support/Supply, etc. These values are followed by a bracketed number and possibly some symbols.

Some new unit definitions work similarly to the militia and other units in the original game that had a base definition of X elements but could be combined with other elements if the definition specified X+Y for the families. This is now limited to unique brigades, and there are very few of them. Only the owner of the unit can see these descriptions. The key for these symbols is:

[X+]	where X is a number, followed by one or more plus signs
	X represents the number of elements specified by the original unit.
	+ represents an element of the same family that can be added (but doesn't happen automatically).
	[2++] unit regularly has 2 elements, but up to 2 more can be added.
	[3+] unit regularly has 3 elements, but 1 more can be added.
	The vanilla militia units would have been [1+] by this naming scheme. If there are only numbers and no symbols in the set name, the unit has a standard, non-gamey definition.
[X^]	Unit requires less CP than other units of similar composition, and/or has other special abilities.
	A 4-element unit, [4], might normally require 4CP, but a special unit like the Stonewall Brigade, [4^], will only require 1CP (but still only gets recruit replacments if it loses an element ...)
	
[X] AB	Same as above, followed by two characters. A is a number, and B is a unit of time representing months (M) or years (Y). "Infantry [1] 2Y" is a single-element infantry unit, with an enlistment term of two years. "Cavalry [2] 9M" is a two-element cavalry unit with an enlistment term of nine months. This part of the naming scheme is tentative, as it can be easy to forget when a unit was placed on the board. If I can nail down a set of predictable unit times, I might switch to something like "Infantry [1] Jul62" making it easier to note these term limits at a glance.

When you select an individual unit in the stack panel, the inspector (lower right of game screen) displays information about the unit that is drawn from various sources. The top line is the CustomNames (record) /SetName of the individual unit. The second line is the Name (record) of the unit. Following that are the subunits and their CustomNames (record)/SUFlavorName values.

If I select an infantry brigade with a definition for three elements, the unit inspector will display "Infantry [3]". The only place the name field is displayed is on the unit selector, and only the player owning that unit can see the name. It is redundant in that you can see the same information in a different format on the unit graphic in the stack panel (the little black or white chevrons). But it provides more information than the original game does, because the original game never displayed how many extra elements and what types could be added to units.

CustomNames (record)/SetName are displayed on the top line of the unit inspector. If that value is too long, the engine displays the value in the unit ShortName field instead. The unit ShortName field is also used to describe units in the recruitment panel. The values in the unit CustomNames fields have been made more generic. All multi-element units for a state will be named "XXX [ state ] Brigade" or something similar. A brigade recruited from Alabama would be "3rd Alabama Brigade". A cavalry brigade from New York would be "2nd New York Cav. Bde", and so on. Single-element units will have unique CustomNames, and these names shouldn't be used in any other lists.

Depending on the level of detection, opposing players see the unit subtype or the CustomName/SetName in the tooltip when they hover over a unit. CustomName/SetNames aren't as interesting or informative as before, but in a way that's a nerf to human players. The AI cares nothing about the names of units when it is making decisions about when to fight. It's looking at power numbers, and it can still see those after my changes. The human player can't tell by unit description which opposing units are recruits or regulars. They won't know from the brigade name if the unit has 2 elements or 4. Your opponent won't know what types of guns are in your batteries. (The Richmond Howitzers started off with 6-pdrs, but it's late 1862; what are they packing now ...)

ENLISTMENT EXPIRATION

To simulate the Union 90-day to 3-year volunteer regiments that mustered out between August 1861 and July 1864, enlistment expiration has been introduced via script. These regiments/units are identified in a number of ways. In some cases (e.g. Patterson's Shenandoah army) an entry is placed in the message log, describing the forces and the dates that they will muster out. All of these units have a different background color than regulars or militia to help identify them at a glance. Their inspector descriptions should also prominently display the enlistment period (3mo, 2yr). Two turns before expiration, another entry is placed in the turn log telling the player the units are about to muster out. On the expiration date (last day of a turn), they are removed from the board. To simulate the fact that some of the men re-enlisted, and that their equipment wasn't just dropped on the ground, the event may return a small amount of conscripts and WS to the player (say about 10% of the resources needed to produce the regiments in the first place). A second set of enlistment expirations happens for Missouri troops in January '62. A third set of two-year enlistments is implemented but tentative. Right now it's limited to Zouaves, but a large number of New York regiments mustered out in the summer of '63.

One of the first manpower hurdles the CSA faced was in the spring of 1862, when the terms of many regiments was approaching and conscription was introduced. There were some regiments that disbanded, the remnants of which were folded into other units to keep them at regimental strength. 4th, 5th, 6th and 9th South Carolina were divvied up and combined, leaving a 4th battalion (which was merged later), a new regiment formed from other regiments called the Palmetto Sharpshooters, and reconstitued 5th and 6th regiments. Obviously I can't split up elements in the game, and after trying it out it there didn't seem to be much point in creating a short-term 4th & 9th which disappeared only to have two new regiments appear in the same place. Instead there's a brigade containing the 4th SC and 9th SC. Both of those regiments, if they exist at the time of the event, are renamed and their XP level is reduced slightly. One is called the 1st Palmetto (a variant of the name that was used for the Palmetto Sharpshooters), and the other is the 2nd SC Rifles / Moore's. The second one represents some companies that were temporarily attached to Orr's 1st SC Rifles, got split off into a battalion (5th, I think), and were expanded to a regiment in the spring. They were in the same brigade for much of the conflict. Something like this will be done for CSA units when appropriate. 

Thanks to the devs for creating a command for changing element names (AlterCuSubUnit) that doesn't allow for spaces. I haven't had to employ a NBSP (non-breaking space) character for a long time.

The majority of units with enlistment expirations will be spawned by script and limited to early war. I am trying to work out a version of the 9-month volunteers that the Union employed in 1863-ish that included soldiers such as the Vermont units at Gettysburg. Instead of having them spawn on a specific date, the player would have a range of dates, 3 to 6 months, to choose from. A turn counter would start from the time any of the units are built, and they'd all be removed from the board after the specified number of turns is reached. 

If enlistment expiration breaks something or is extremely unpopular, it's can remove it but I really won't like it.

UNIT PLACEMENT

The Bull Run forces, with a few exceptions, are being created in their original locations and conditions. There is no way I know of to instruct the AI to recruit a force of a specified size and composition, and then march it out from DC to Manassas. The force creation has to be heavily scripted, and what the original developers built works as well in that regard as anything when it comes to simulating Bull Run. This may change eventually, but it's not part of the project at this time.

Leaders have been repositioned, added or removed. Since this lowered the number of generals available early, new leaders have been generated. Eventually I'll publish a list ...

Elite brigades have been removed and in some cases replaced with regular line versions. These sometimes have fewer elements, but will have some perk or other (e.g. fewer CP required) and will use the historical regiment names. The goal is still to limit land unit size to no more than four elements. Elite pioneer units have been removed, but at least the engineering battalion portions of them will probably be added back.

Recruitable militia have been removed from the forcepools. Militia that was placed on the board via event have been replaced with new versions. It is similar to the original except it will never upgrade to a different model, and is used primarily for permanently fixed garrisons or emergency forces. At some point an alternative to recruitable militia will be released. It will be a different set of auto-garrisons, the AutoRaise feature that was used in CW1 but was disabled (but still available) for CW2, or my own scripted version. Something will place state-specific militia and fort/metropolitan garrisons on the board and require a minimum of player/AI management. I'm leaning toward a combination of auto-garrisons and AutoRaise.

Sailors and Marines have been removed from both sides. These will be replaced with much smaller versions, and will only be made available through a very few RGDs, 1-2 a year maximum. The RGDs for landing guns and sailors have been disabled (guns, probably permanent). The amount of sailors represented by what's available in the game amounts to a third nation sending in an expeditionary force to help the Union. I can't express how much I hated that part of the vanilla game. If you liked those features you probably want to bail on this mod now, because I will never add them back in their original form.

Exceptions to unit replacement as of 1/10/2021 include but are not limited to: Missouri & Kentucky forces for both sides, some permanently fixed garrisons, non-US and native American factions.

UNIT RECRUITMENT AND NO-REFUND UNITS

There was an idea on the drawing board to allow you to recruit unique units on a one-time basis only. That way their appearance wouldn't be as heavily scripted, could be somewhat planned by the player around circumstances on the board and mean less scripting to handle contingencies. This was done by placing the unit in the forcepool, allowing the user to recruit it, detecting the unit on the board and then immediately lowering that unit's forcepool amount to zero. Although the syntax for the script command I'm using to do this allows for negative numbers to be applied, it apparently doesn't allow the forcepool to be negative or zero (even though "-1" is set in any number of unit definitions in the database). I got tired of banging my head on that wall and went back to scripting unit appearances instead, which is time-consuming but at least it works.

Several single element units will be non-recruitable, mostly CSA. The game doesn't gracefully handle unit deterioration due to recruitment difficulties (meaning it doesn't really handle it at all). There was a unit type in the vanilla game, a volunteer brigade of 2 volunteer and 1 light infantry, that couldn't be recruited. If one of those units was destroyed completely, it was gone for good. But it's less common that you completely knock out many 3-element brigades, so these units would keep plugging the holes with replacements.

The mod doesn't use those units. In their place there are a few unit types that are carbon copies of the kind that are recruitable, but they are never in the force pool. I call these non-replenishable (NO-REFUND) units. The majority fall into a few categories.

	The unique brigades like the Stonewall or Laurel brigades.
	Units with an enlistment expiration.
	Infantry and cavalry battalions, and zouave units of any size.
	Units that had a significant amount of desertion, and/or had a confirmed record of not being reformed after being captured. This category is for now only being covered by early unit placements (04/61-07/61).

REGION CHANGES

This is a first attempt to address certain quirks about region sizes and adjacencies generally, and about coastal defenses specifically. One example is Savannah, GA, which wasn't taken by the Union until Sherman got there in 1864, even though Fort Pulaski fell in the spring of 1862. The game map is designed such that Savannah could be taken by slightly annoyed pelicans. Fort Pulaski can be bypassed and ignored by transporting a naval force to Wassage Sound and disembarking at Chatham_GA. I think this should be more difficult. I have removed the adjacencies between Savannah, GA, and the Savannah Estuary; and the adjacencies between Savannah, GA, and Wassage Sound. To reach Savannah now, it has to be done via Savannah Mouth or from one of the adjacent land regions. Thus, ships wanting to disembark a force directly at Savannah have to pass both the Fort Pulaski and Fort Jackson Batteries. Second example is Fort Gadsden, which never was a masonry coastal system fort but instead were earthworks built to cover Apalachicola River. It shouldn't be able to cover Apalachicola Bay ("Alabama Sound"?). It's even worse for Wilmington, what a joke.

I've experimented with two different sets of changes to region files to try to make this work. The first is the one included with this mod, and it is based on a bug I found a long time ago that prevented travel between adjacent regions in New England. Long story short, instead of a region file number reference in an adjacency listing, it is given a value of "-1". The second method seems to work also, but is more invasive and is based on conjecture about the region file syntax and structure. I'm going to try to squeeze the problems out of the first method which is easy to implement, before I resort to the second method which is not.

Below is a list of detailed changes per release version. It does not cover every change made.

KENTUCKY SECESSION: Works as before, but there's a one-turn delay for the regions to become unlocked. This is not exactly WAD. I know the source of this issue and at least one way to correct it. For now, there's a one-turn delay.

KEY
/***** release heading *****/
{->} main section headings {<-}
*[ files ]*
[ events inside files ]
RE: spelling/grammar errors, I am only fluent in English. If I correct string a description, it is either only the English string or I've replaced the all the translations with the correct English string.

/*****
*02/XX/2021 0.35*
*****/
{->} FIXES {<-}

mdl_USA_Inf6_Jul62EE element had an open-ended upgrade path that caused it to malfunction later, set training and tech upgrades to -1.

*[ 56-_abi_nam_Patriotic.abi ]*
Vanilla file set incorrect fields (Param2 & Param3) to accomplish stated results. New values Param3 = 5, Param4 = 20. Updated description in effort to help clarify effects of ability.

{->} UPDATES {<-}

Several support models (HQ, medical, etc) have updated stats. They generally cost less in war supply to create, some cost more time, some less money. Medical unit combat was slightly nerfed, HQ slightly buffed (doctors versus provost guards). Supply storage and weight was reduced for most of them.

Infantry and cavalry models from Texas and Missouri are separated from other sets. They've been given attributes to allow them to be identified by abilities that pair with McCulloch or Price and give a slight discipline buff during combat resolution for Texas or Missouri models, respectively. It is possible to do this with other models, but it costs me time to set them up and going beyond the state level is very difficult with this engine. The abilities are called "Hero of <STATE>", but I might change it to something else later.

I've lost track of the changes to region files but below are several I recorded before I went ballistic.
	01052Region.rgn - shifted city graphic
	01094Region.rgn - shifted city graphic
	00386Region.rgn - modified jumplinks between Charleston Harbor locations
	00387Region.rgn - modified jumplinks between Charleston Harbor locations, harbor exit now only Charleston Bay; new terrain type to represent smaller island region
	00388Region.rgn - modified jumplinks between Charleston Harbor locations, new terrain type to represent fort (original terrain type used specified it took several days to reach interior of Fort Sumter ...)
	00392Region.rgn - modified jumplinks between Charleston Harbor locations
	00394Region.rgn - modified jumplinks between Charleston Harbor locations
	00395Region.rgn - modified jumplinks between Charleston Harbor locations, harbor exit now only Charleston Bay; new terrain type to represent smaller island region
	02267Region.rgn - modified jumplinks between Charleston Harbor locations
	02638Region.rgn - modified jumplinks between Charleston Harbor locations
	region 386-396, 2267 & 2638 changes hopefully more accurately represent distances and level of transport available at Charleston, making it easier for the forts to be mutually supportive WRT reinforcements
	00794Region.rgn - shifted harbor graphic
	00902Region.rgn - shifted city graphic
	00903Region.rgn - shifted city graphic
	00009Region.rgn - changed terrain type to 62
	00023Region.rgn - changed terrain type to 62
	00052Region.rgn - changed terrain type to 61
	00063Region.rgn - changed terrain type to 63
	00070Region.rgn - changed terrain type to 63
	00080Region.rgn - changed jumplinks to region 00081
	00081Region.rgn - changed jumplinks to region 00080, changed terrain type to 58
	00099Region.rgn - changed terrain type to 63
	00119Region.rgn - changed terrain type to 64
	00128Region.rgn - changed terrain type to 64
	00146Region.rgn - changed terrain type to 58
	00341Region.rgn - changed terrain type to 59
	00342Region.rgn - changed terrain type to 59
	00344Region.rgn - changed terrain type to 59
	00347Region.rgn - changed terrain type to 59
	00349Region.rgn - changed terrain type to 59
	00413Region.rgn - changed terrain type to 59
	00469Region.rgn - changed terrain type to 59
	00473Region.rgn - changed terrain type to 59
	00526Region.rgn - changed terrain type to 59
	00710Region.rgn - changed terrain type to 59
	00711Region.rgn - changed terrain type to 59
	01361Region.rgn - changed terrain type to 59
	01100Region.rgn - changed terrain type to 60
	01105Region.rgn - changed terrain type to 60
	01138Region.rgn - changed terrain type to 60
		
*[ LocalStrings_CW2.csv ]*
Region description changes
	00854 - changed display name of region to "Mackinac Island, MI"
	
*[ ALT02ScriptApril61.ini ]*
Ft_Mackinac_MI, changed fort type to $REDOUBT, removed all forces but a fort battery.
Macomb_MI, added level one fort structure "Fort Wayne".
Malvern_AR, removed fort and depot structures, not in place until 1862.
Madison_AR, removed depot structure.
	
*[ ALT02_CitiesCampaignA61.inc ]*
Blue_Earth_MN, removed harbor.
Swapped city names/levels in Chisago_MN & Hennepin_MN. Did the twin cities swap after the 19th century? I didn't research it but it seems unlikely.
Moultrie_SC transport level changed to $Track.
Jones_FL, transport level changed to $Road to match map.
Sumter_FL, transport level changed to $Track, more closely matches map.
St_Joseph_IN, changed named to 'Michigan City', Gary wasn't built until 1900 and it's more or less a suburb of Chicago, not on the other side of the lake.
Joliet_IN, added level 2 city structure 'Joilet'.
Aurora_IL, added level 2 city structure 'Aurora'.
Ft_Williams_NY, changed fort structure level to 2.
Ft_Delaware_NJ, removed harbor.
Ft_St_Philip_LA, removed harbor.
Ft_Jackson_LA, removed harbor.
Pierre_LA, removed harbor.
Houma_LA, changed city structure level to 2/name to "Brashear City", added harbor structure.
Jackson_TX, removed city and harbor structures. Indianola is across the bay from here.
Calhoun_TX, created city and harbor structures for Indianola.
Kleberg_TX, removed city structure and harbor.
VP removed from several US regions well behind the front lines. Unrealistic objectives for the CSA, has negative affect on objective weights for AI playing either side. No reason to give VP to USA for holding Boston, MA, unless foreign entry triggers. If you can't hold Boston or New York versus the CSA, you deserve to lose. Removing those VP puts additional pressure on US player to advance since they are more rapidly losing VP if they abide the status quo. And anyway, why should the CSA be rewarded VP for owning Chicago or the like? That should be more of a trigger for foreign entry than slow accumulation of points.
Starting USA/CSA loyalty for the following regions was 90/10, doesn't seem right since some of these places didn't have forts and some were seized earlier than April '61. There's an event that does this automatically, but I swapped initial values for the following regions.
	Ft_Pulaski_GA
	Ft_Clark_NC
	Ft_Morgan_NC
	Ft_Brown_TX
	Ft_James_TX
	Ft_Pike_LA
	Ft_St_Philip_LA
	Ft_Jackson_LA
	Ft_Gaines_AL
	Ft_Morgan_AL
	Ft_Gadsden_FL
	Ft_Marion_FL
	Ft_Moultrie_SC
	Ft_Johnson_SC
	Ft_Caswell_NC
	Ft_Macon_NC

*[ Abilities Kind.ini ]*
$abiCiCModifiers = 23 // added explicity

*[ TerrainsTypes.ini ]*
Added new terrain types, 58, 59 & 60 (WIP).

*[ abi_Alias.ini ]*
Added two new abilities that are specific to Sterling Price: $abiMSGRegulars_ALT02 = 109 & $abiMSGMilitia_ALT02 = 110. One gives a cohesion bonus to units with home areas but only while they are in Missouri (effectively restricting it to Missouri militia in a stack led by Price), and the other gives a +1 TQ bonus to elements that have a *PriceMOBump* attribute (all qualifying units in the stack Price is in). The second set of units are infantry and cavalry recruited from Missouri. Combined, this makes Price a useful asset running Missouri troops in Missouri and helpful combined with regular Missouri troops elsewhere. It doesn't make him into an awesome battle commander. In fact I've nerfed his ProgRate, lowered his seniority and prevented him from running corps.

*[ ALT02_USAStockades.inc ]*
Nicollet_MN, changed spelling for Ft Ridgely.
Hennepin_MN, added Fort Snelling; structure predated conflict by almost 40 years.
Cooke_TX, changed named to "Ft Fitzhugh".
Saint_Clair_MI, added $STOCKADE "Ft Gratiot".
Teran_TX, removed $STOCKADE structure; Fort Teran was on the south side of the Neches, and wasn't a fort by that time.

*[ ALT02_USASettlements.inc ]*
Cotton_TX, settlement structure "Fort Teran" added.
Beaumont_TX, settlement structure "Sabine City" added.

/*****
*01/XX/2021 0.30*
*****/
{->} FIXES {<-}
*[ GameLogic.opt ]*
areaOutsideHomeTQ set to a positive value; while this might seem counterintuitive, the results on the board justify the change. The vanilla, negative value gives militia a bonus outside their home area.

*[ ALT02_CSA_Events.sct ]*
[ evt_nam_CSA_FirstLevy1861A ]
Wrong unit type for 30th VA Cav (doh!)

*[ LocalStrings__AGE.csv ]*
Updated 'Land Bombardment' string description (strSpecBombardNo).

*[ GameLogic.opt ]*
Changed bmbAllowFreeFireAnyCoastal = 0 (had it set to 1 for testing, not necessary for mod)

*[ ALT02_CitiesCampaignA61.inc ]*
Franklin_FL, changed spelling for Apalachicola. Apparently some sources used "Appalachicola", meh.
Dodge_WI, changed spelling for Fond du Lac. Maybe they used Fonds du Lac in the 19th century, not sure.

{->} UPDATES {<-}
New terrain type, #57 - MinorTransitionLink, for short duration travel for water regions that aren't adjacent. Used between Lake Pontchartrain and Koney Island to simulate travel through Pass Rigolets. 

*[ LocalStrings_CW2.csv ]*
Region description changes
	00473 - changed display name of region to "Prospect Bluff, FL"
	01305 - changed display name of region to "Bolivar Peninsula, TX
	02427 - changed display name of region to "Galveston Bay"
	02664 - changed display name of region to "Apalachicola Bay"
	02683 - changed display name of region to "Gulf Coastal Waterway"	
	
The following changes were made to region files:
	00293Region.rgn - removed jumplinks for regions 2250, 2622 & 2622, added jumplink for region 2621, Adjacencies for regions 2622/2623 set to -1, changed harbor exit to region 2250, moved harbor graphic left.
	00412Region.rgn - Adjacencies 4, 5, and 6 set to -1, jumplinks updated
	00433Region.rgn - cityscape object coordinates shifted right and down
	00472Region.rgn - Moved city and harbor structures, jumplinks updated; Apalachicola is waaaaaaaay west of vanilla position, I think the developers were drunk during the original edit
	00473Region.rgn - Adjacency 4 set to -1 (explanation below)
	00590Region.rgn	- cityscape object coordinates shifted left and up
	01100Region.rgn	- city/harbor graphics moved, harbor exit changed to region 2545, adjusted jumplinks
	01102Region.rgn	- added jumplink for region 2545
	01304Region.rgn	- removed jumplink for region 2683, Adjacencies for region 2683 set to -1
	02545Region.rgn	- added jumplink for regions 1102, 2673, terrain type now 4 (nofreezeshallow)
	02616Region.rgn - removed jumplink for region 293
	02640Region.rgn - Adjacencies 19 set to -1, jumplinks updated
	02641Region.rgn - Adjacencies 10 set to -1, jumplinks updated
	02622Region.rgn - Adjacencies for regions 293, 2623 & 2626 set to -1, removed jumplink for region 293
	02623Region.rgn - Adjacencies for regions ?? set to -1
	02624Region.rgn - Adjacencies for region 2626 set to -1
	02625Region.rgn - Adjacencies for region 305 set to -1
	02664Region.rgn - Adjacencies 11 set to -1
	02673Region.rgn - added jumplink for 2545
	02683Region.rgn	- removed jumplink for region 1304, Adjacencies for region 1304 set to -1
	
*[ Sounds_Alias.ini ]*
$sndGunRecruit = 13 // artillery, vehicle and armored train - changed from 92 02/16/2021 jm
$sndMoveTruck = 15 // retooled vehicle sound alias - added 02/16/2021 jm

*[ NATO Families Images pre Steam.ini ]*
$Imgfam54 = symbol_lightcav.png // change for utilizing light vehicle family

*[ Models Families.ini ]*
$famLightVehicle = 54 // added explicitly
	
*[ ALT02_USADistantBlockades.sct ]*
Previous set of events only checked for region ownership to establish blockade. USA could own Fort Sumter and have no unit there at all and somehow all of the James River was blockaded. New events require at least one heavy artillery battery in fort region before blockade via fort is established.

*[ ALT02_DynamicGraphics.inc ]*
Franklin_FL, adjusted graphic to match city structure relocation.
	
*[ ALT02_CitiesCampaignA61.inc ]*
Madison_TN added level 2 city structure "Jackson".
Henry_TN changed city name to "Paris", because Fort Henry was on the other side of the river.
Ft_Gadsden_FL, removed harbor and fort structures.
Ft_Fisher_NC, removed harbor.
Ft_Sumter_SC, removed harbor.
Ft_Marion_FL, removed harbor.
Lewis_WV, changed initial ownership of city structure Lewisburg.
Ft_Pike_LA, removed harbor.
Ft_James_TX, removed harbor, changed dev-level to $Cleared.
Ft_Morgan_NC, removed harbor; description of fort construction and later destruction indicates shoal water, no harbors on islands in the area.

*[ ALT02ScriptApril61.ini ]*
Chatham_GA, added level one fort structure "Fort Jackson".
Stewart_TN, removed fort structures from beginning of scenario; weren't built until later in year or beginning of '62.
Liberty_GA, added level one redoubt structure "Fort McAllister. At a later date, I'll script establishment of this fort in mid-late 1861. For now it's at the beginning of the scenario.
Ft_James_TX, removed fort structure.
Ft_Morgan_NC, removed fort structure and garrison from scenario start; Ocracoke/Morgan wasn't built until after May 28, 1861. Added depot called "Marine Hospital", name is subject to change.

*[ ALT02_USAStockades.inc ]*
Ft_Gadsden_FL, added stockade.

*[ ALT02_USA_Structures_1861.inc ]*
Removed structure "Hatch's Ranch". 

/*****
*01/XX/2021 0.25*
*****/
{->} FIXES {<-}
*[ LocalStrings_CW2.csv ]*
English-language spelling/grammatical errors corrected in the following strings:
	str_CMN_rgd_Martial_Law
	abi_txt_Dispirited_Leader
	abi_txt_Unpopular_Leader
	abi_txt_Beloved_By_Army
	
String descriptions for epidemics updated to reflect the actual number used by the event.

*[ ALT02_USA_Leaders.sct ]*
[ evt_nam_USA_1861Generals ]
name change for uni_USA_LWallace to match model/unit files

*[ ALT02_CSA_Events.sct ]*
[ evt_nam_CSA_AlabamaTrials1862 ]
Changed event to CSA faction selection; CheckIsPlayer does not allow CMN selection

*[ ALT02_USA_Events.sct ]*
[ evt_nam_USA_MartialLawMaryland1861 ]
Typos corrected

*[ ALT02_1861_April_Campaign.sct ]*
[ evt_nam_USA_SecondLevy1861 ]
EndEvent statement was missing, corrected.

*[ ALT02_KY_Extras.sct ]*
called by event but was missing from distro.

{->} UPDATES {<-}
*ALL* recruitable militia removed. Eventually these will probably be replaced with specifically tailored autogarrisons, but for now I'm going to see what effect it has when they are absent. Militia placed by event is still on the board.

The following changes were made to region files:
	00245Region.rgn	- harbor moved up on map, exit point changed from James_Estuary to York_Estuary
	02618Region.rgn - harbor exit added for James_City_VA
	02619Region.rgn - harbor exit removed from James_City_VA
	00587Region.rgn - city object shifted right 75 pixels

*[ LocalStrings_CW2.csv ]*
region description changes
	00052 - changed display name of region to 'Georges Island, MA'
	00245 - changed display name of region to 'York, VA'
	00246 - changed display name of region to 'Newport News, VA'
	00521 - changed display name of region to 'Key West Island, FL'
	00522 - changed display name of region to 'Dry Tortugas Islands, FL'

*[ ALT02ScriptApril61.ini ]*
uni_USA_McClellan2 removed
fixed 'Alexandria Garrison' removed
uni_USA_Palmer removed

*[ ALT02_CSA_Events.sct ]*
The following events have been disabled:
	evt_nam_CSA_GeorgiaStateLine1862 

*[ ALT02_1861_April_Campaign.sct ]*
Unit pool command and syntax changed from ChangeUnitPool to ChgUnitPoolInfos. Moved many pool additions to after July 30, 1861. Recruit percentages for AI are a WIP.

[ evt_nam_USA_WashDCImplosion_ALT02 ] & [ evt_nam_USA_FtMonroeImplosion_ALT02 ]
Events added to check for CSA ownership of Prince_George_MD or Ft_Monroe_VA, respectively. Events disable most other events that would have spawned units at those locations even after CSA takes and holds those regions. This is to prevent something like a CSA DC takeover, and while the rebels are looting DC the YMCA (or whatever) crawls out of the Potomac, I guess. It also assumes that many events wouldn't have taken place, like McClellan being removed. There likely wouldn't have been a clamor to take Richmond if CSA cavalry is trotting brazenly around the U.S. Capitol, and so on. The base game didn't have many units spawning at Fort Monroe, but I've added a few and they are blocked if the CSA takes it. This is a WIP, but I hope an event like this can be tailored to fit CSA units. If and when the front lines get moved back, units aren't still popping up in Union rear areas.

[ evt_nam_USA_FirstLevy1861B ]
uni_USA_Patterson2_ALT02 replaced uni_USA_Patterson3

[ evt_nam_USA_AlexandriaTaken1861_ALT02 ]
replaces Alexandria Garrison with two regiments from Bull Run forces

The following events were removed from the file:
	evt_nam_USA_FirstLevy1861A
	evt_nam_USA_FirstLevy1861B
	

*[ ALT02_USA_Leaders.sct ]*
[ evt_nam_USA_1861Generals ]
Date changed, original generals removed; the following were added:
	uni_USA_JCox
	uni_USA_Franklin_ALT02
	uni_USA_Hooker
	uni_USA_TSherman
	uni_USA_Sigel
	uni_USA_Buell_ALT02
	uni_USA_Smith
	uni_USA_Blenker
	uni_USA_Burnside
	uni_USA_Rosecrans_ALT02

[ evt_nam_USA_1862Generals ]
The following leaders were added:
	uni_USA_Hamilton_ALT02
	uni_USA_LWallace
	uni_USA_Sedgewick
	uni_USA_JPHatch_ALT02
	
The following events were disabled:
	evt_nam_USA_Rosecrans
	evt_nam_USA_Sherman
	evt_nam_USA_Buell
	evt_nam_USA_Burnside
	evt_nam_USA_Sedgewick
	evt_nam_USA_Pope

[ evt_nam_USA_Sherman_ALT02 ]
uni_USA_Sherman added @ Jefferson_KY or IN, different date

[ evt_nam_USA_GBMcClellan_ALT02 ]
uni_USA_McClellan2 added, fixed 4 turns in Clermont_OH

[ evt_nam_USA_1863Generals ]
uni_USA_SCasey removed

[ evt_nam_USA_Mansfield ]
date and location changed, fixed 16 turns

[ evt_nam_USA_Fremont ]
uni_USA_Fremont3 replaced with uni_USA_Fremont2_ALT02, plus cavalry regiment.

*[ ALT02_USA_Events.sct ]*
[ evt_nam_USA_ExpirationFirstTerm1861 ]
Conscript decrease changed from 100 to 50, description altered.

[ evt_nam_USA_BanksDivision_ALT02 ]
forces for Banks, simulating rebuild of Patterson's Shenandoah forces, locked 2 turns in Anapolis.

[ evt_nam_USA_DeptofMaryland_ALT02 ]
uni_USA_Dix2 created, forces for Dix simulating transfer of department forces from Banks, locked 8 turns in Baltimore.

[ evt_nam_USA_StoneDivision_ALT02 ]
uni_USA_CPStone created, (better) simulates Corps of Observation.

[ evt_nam_USA_LincolnCallVolD1861_ALT02 ]
uni_USA_McCall added at Dauphin_PA

The following events were disabled:
	evt_nam_USA_CoffeeMillGuns1862
	evt_nam_USA_CameronReplaced1862
	evt_nam_USA_CameronReplaced1862Next
	
The following events were removed from the file:
	evt_nam_USA_LincolnCallVolA1861
	evt_nam_USA_LincolnCallVolB1861
	evt_nam_USA_LincolnCallVolC1861
	
[ evt_nam_USA_CameronDrain_ALT02 ]
If USA money greater than 200, money reduced by 25, to simulate drain on resources before Cameron is replaced.

[ evt_nam_USA_ChasseursAfrique1862 ]
uni_USA_MilCol1 changed from 30 to 15

[ evt_nam_USA_ChasseursAfrique_Post1862Scenarios ]
uni_USA_MilCol1 changed from 30 to 15

*[ ALT02_OptionsMil_July61.sct ]*
Rail options for USA moved forward to 1862/01/01 to coincide with Simon Cameron replacement.

*[ ALT02_RegionsDecisionsRenewal.sct ]*
The following events have been disabled:
	USA_RGDUSLandSailors
	USA_RGDUSStripGuns
	
*[ ALT02_CitiesCampaignA61.inc ]*
James_City_VA city named changed to 'Yorktown'.
Ft_Monroe_VA level 1 city added, 'Newport News', harbor named changed to 'Newport News Point'.
Alton_IL, added level 2 city 'Alton'.
Jacksonport_AR city named changed to 'Jacksonport', because I grew up about five miles from there and it irks me to no end.
Lake_TN, removed harbor.

*[ ALT02_USAStockades.inc ]*
Luna_NM, removed Ft Cummings (not built until 1863)
Farnam_KS, removed Ft Scott
Scott_KS, added Ft Scott
North_Quay_NM, removed Ft Bascom (not build until 1863)
East_Chaves_NM, removed Ft Summer. For one thing, it's spelled wrong (especially irks me when I've actually been to the place); two, nothing there but native villages and a trading post until 1862.
South_Santa_Fe_NM, added Ft Marcy (covers that and the Presidio)
West_Eddy_NM, removed Ft Lee, research finds no records

*[ ALT02_USASettlements.inc ]*
North_Guadalupe_NM, added Hatch's Ranch

*[ ALT02_Secession_Events.sct ]*
Moved gunboat squadron from Lake_TN to Shelby_TN.

/*****
*01/XX/2021 0.20*
*****/
Leader changes to (hopefully) offset combined arms reductions, as well as historical reasons. Began propagation of leader name changes to scripts.

All militia now are $famMilitia|1, meaning they can no longer be combined. This affects *ALL* campaigns in the mod folder with ALT02.

*[ GameLogic.opt ]*
Current settings for command and leaders below. Command cap was changed after seeing that the out of command chain modifier was being applied to command cap, leading to 9CP for those stacks. 
	ldrCommandMaximaRank1		= 5		// Nb of CP provided by a rank 1 leader
	ldrCommandMaximaRank2		= 7		// Nb of CP provided by a rank 2 leader
	ldrCommandMaximaRank3		= 12		// Nb of CP provided by a rank 3 leader
	ldrCommandCap			= 15		// base CP cap to a stack

*[ ALT02_USAStockades.inc ]*
West_Dona_Ana_NM, removed Ft Thorn
East_Dona_Ana_NM, Ft Fillmore created under USA faction instead of CSA

*[ LocalStrings_CW2.csv ]*
All new string descriptions for ALT02 will be placed at the end of the file.

region description changes
	00070 - changed display name of region to "Fort Neck & New London Harbor, CT"
	00023 - changed display name of region to "Kittery Point, ME"
	00341 - changed display name of region to "Hatteras Island, NC"
	00342 - changed display name of region to "Ocracoke & Beacon Islands, NC"
	00387 - changed display name of region to "Sullivan's Island, SC"
	00388 - changed display name of region to "Ft Sumter, SC"
	00492 - changed display name of region to "St.Augustine Beach & Harbor, FL"
	00710 - changed display name of region to "Mobile Point, AL"
	00711 - changed display name of region to "Dauphin Island, AL"
	00711 - changed display name of region to "Rigolets & Chef Menteur Passes, LA"
	02376 - changed display name of region to "Plaquemines Bend"

*[ ALT02_CitiesCampaignA61.inc ]*
Transport level changed for the following regions to more closely match the map. This has nothing to do with the forcepool, it was just driving me nuts.
	Androscoggin_ME transport changed from $Road to $Railroad
	Montgomery_NY transport changed from $Road to $Railroad
	Boyd_KY transport changed from $Road to $Railroad

East_Dona_Ana_NM loyalty and control changed, city structure created under USA faction instead of CSA

*[ ALT02ScriptApril61.ini ]*
uni_CSA_Bragg created in Escambia_FL, locked 4 turns w/regiment
several US regular units relocated on board or moved to other scripts
Ft_Gorges_ME, structure name changed to "Fort McClary", since Fort Gorges was 1. never even manned 2. is almost 20 miles north in Casco Bay, unholy gods sometimes I think the original map creators just picked location names at random from a hat
Ft_Clark_NC, structure type changed to $REDOUBT, description "Hatteras Inlet Fortifications"
Ft_Morgan_NC, structure type changed to $REDOUBT, description "Fort Ocracoke"
Ft_Fisher_NC, structure type changed to $REDOUBT
Ft_Pike_LA, description "Pontchartrain Fortifications"
uni_USA_Butler3 and associated force removed

*[ ALT02_CSA_Leaders ]*
uni_CSA_SJones_ALT02 created by evt_nam_CSA_SJones_ALT02
uni_CSA_PAnderson created by evt_nam_CSA_JPAnderson_ALT02
uni_CSA_JOShelby created by evt_nam_CSA_JOShelby_ALT02
uni_CSA_Ruggles created by evt_nam_CSA_DRuggles_ALT02
uni_CSA_Maury created by evt_nam_CSA_DMaury_ALT02
uni_CSA_Withers created by evt_nam_CSA_JMWithers_ALT02

[ evt_nam_CSA_Quantrill ]
uni_CSA_Quantrill removed

[ evt_nam_CSA_Mosby ]
uni_CSA_Mosby removed

[ evt_nam_CSA_1861Generals ]
uni_CSA_RSGarnett_ALT02 added, promotion available
The following were removed
	uni_CSA_MJThompson
	uni_CSA_JOShelby
	uni_CSA_Ruggles
	uni_CSA_BJohnson

[ evt_nam_CSA_1862Generals ]
uni_CSA_BJohnson added
uni_CSA_Withers removed

[ evt_nam_CSA_Loring ]
date changed to 07/01/61

[ evt_nam_CSA_BraxtonBragg ]
event disabled

[ evt_nam_CSA_VanDorn ]
date changed to 07/16/61, location now Richmond_VA
uni_CSA_Maury removed

[ evt_nam_CSA_Pemberton ]
date changed to 07/16/61, location now Richmond_VA

[ evt_nam_CSA_1862Generals ]
uni_CSA_Withers removed

*[ ALT02_1861_April_Campaign ]*
evt_nam_CMN_UnblockKentucky_ALT02 created, called by any KY secession event and replacing that block of text to reduce redundancy/script size
evt_nam_CSA_KentuckySecedes1861, now calls evt_nam_CMN_UnblockKentucky_ALT02
[ evt_nam_USA_SecondLevy1861 ]
uni_USA_CCarson removed, militia redistributed to different regions
uni_USA_JReynolds added, Indiana forces combined at Indianapolis (Camp Morton)
[ evt_nam_CSA_FourthLevy1861 ]
uni_CSA_JBaylor removed, associated forces moved to El_Paso_TX

*[ ALT02_OptionsKY_1861.sct ]*
evt_nam_CMN_KentuckyInterventionBothSides61_Execute, now calls evt_nam_CMN_UnblockKentucky_ALT02
evt_nam_USA_KentuckyIntervention61_Execute, now calls evt_nam_CMN_UnblockKentucky_ALT02
evt_nam_CSA_KentuckyIntervention61_Execute, now calls evt_nam_CMN_UnblockKentucky_ALT02

*[ ALT02_OptionsKY_1862.sct ]*
evt_nam_CMN_KentuckyInterventionBothSides62_Execute, now calls evt_nam_CMN_UnblockKentucky_ALT02
evt_nam_USA_KentuckyIntervention62_Execute, now calls evt_nam_CMN_UnblockKentucky_ALT02
evt_nam_CSA_KentuckyIntervention62_Execute, now calls evt_nam_CMN_UnblockKentucky_ALT02
evt_nam_USA_KentuckyJoinsTheUnion1862, now calls evt_nam_CMN_UnblockKentucky_ALT02
evt_nam_CMN_KentuckySplit1863, now calls evt_nam_CMN_UnblockKentucky_ALT02

*[ ALT02_CSA_Events.sct ]*
added human check to the following, information to screen only, AI doesn't care
	evt_nam_CSA_Liverpool1861
	evt_nam_CSA_AlabamaTrials1862
	evt_nam_CSA_RaphaelSemmesGoesToAlabama1862
	evt_nam_CSA_Submarines1863
	evt_nam_CSA_HousatonicSunk1864
	
uni_CSA_MJThompson replaced with cavalry in evt_nam_CSA_StLouis1861R/evt_nam_CSA_StLouis1861M
evt_nam_CSA_StLouis1861R/evt_nam_CSA_StLouis1861M force/structure changes

*[ ALT02_Various_Events.sct ]*
garrison replacement events edited (list below), only AI gets free garrison units, event now checks that there's still a fort of some type so a locked garrison doesn't get stuck in an empty region
	evt_nam_USA_CaptureFtClark
	evt_nam_USA_CaptureFtMorgan
	evt_nam_USA_CaptureFtPike
	evt_nam_USA_CaptureFtJackson
	evt_nam_USA_CaptureFtStPhilipp
	evt_nam_USA_CaptureFtClinch
	evt_nam_USA_CaptureFtMacon
	evt_nam_USA_CaptureFtMarion
	evt_nam_USA_CaptureFtPulaski
	evt_nam_USA_CaptureFtGadsden
	evt_nam_USA_CaptureFtSumter
	evt_nam_USA_CaptureFtDonelson
	evt_nam_USA_CaptureIsland10
	evt_nam_USA_CaptureFtFisher
	evt_nam_USA_CaptureFtCaswell
	evt_nam_USA_CaptureFtMoultrie
	evt_nam_USA_CaptureFtJohnson
	evt_nam_USA_CaptureFtMorganAL
	evt_nam_USA_CaptureFtGaines
	evt_nam_USA_CaptureFtJames
	evt_nam_USA_CaptureFtBrown
	evt_nam_CSA_CaptureFtSumter
	evt_nam_CSA_CaptureFtPickens
	evt_nam_CSA_CaptureFtMonroe
	evt_nam_CSA_CaptureFtDelaware

The following events were disabled.
	evt_nam_CSA_OrphanBde
	evt_nam_CSA_TexasBde
	evt_nam_CSA_TrampBde
	evt_nam_CSA_LaurelBde
	evt_nam_CSA_MissouriBde
	evt_nam_CSA_GeorgiaBde
	evt_nam_CSA_ThomasLegion
	evt_nam_CSA_MissouriBdeReinforcement
	evt_nam_CSA_GamecockBde, units already on board, updated Pickett's name
	evt_nam_USA_PhiladelphiaBde & evt_nam_USA_CaliforniaBde events
	evt_nam_USA_OldGuardBde, New Jersey brigade added as part of levies
	evt_nam_CSA_TigersBde, units already on board
	evt_nam_CSA_MarylandLineBde, units already on board
	evt_nam_CSA_TexasRgrBde, units moved to evt_nam_CSA_ASJohnston
	evt_nam_CSA_MississippiBde, units already on board
	evt_nam_USA_WashingtonBde, units already on board
	evt_nam_USA_IrishBde, units already on board
	evt_nam_USA_UnionBde
	evt_nam_USA_ExcelsiorBde, units already on board
	evt_nam_USA_RegularBde
	evt_nam_USA_FlotillaBde
	evt_nam_USA_WesternBde
	evt_nam_USA_BullRunBde
	evt_nam_USA_BlanketBde
	evt_nam_USA_EagleBde
	evt_nam_USA_EmpireBde
	evt_nam_USA_FirstIronBde, units already on board
	evt_nam_USA_OldBde, units already on board
	evt_nam_USA_IronBde, units already on board
	evt_nam_USA_RailwayBde
	evt_nam_USA_StannardsBde
	evt_nam_USA_IrishLegionBde
	evt_nam_USA_PioneerBde
	evt_nam_USA_HornBde
	evt_nam_USA_GibralterBde, units already on board
	evt_nam_USA_KeystoneBde
	evt_nam_USA_LightningMuleBde
	evt_nam_USA_MerchantBde
	evt_nam_USA_SaberBde, units already on board

The following events were created.
	evt_nam_USA_PhiladelphiaBde_ALT02, replacement Philadelphia/California brigade (event disabled for now)
	evt_nam_CSA_OrphanBde_ALT02, replacement Orphan brigade
	evt_nam_CSA_OrphanBde_KYsecede61_ALT02, accelerated creation in case of '61 KY secession
	evt_nam_CSA_TexasBde_ALT02, replacement Texas brigade
	evt_nam_USA_RegularBde_ALT02, replacement Regular brigade
	evt_nam_USA_17th18thUS_ALT02, final US regular regiments
	evt_nam_USA_OldBde_ALT02, replacement Old Brigade
	evt_nam_USA_FirstIronBde_ALT02, replacement East Iron Brigade
	evt_nam_USA_IronBde_ALT02, replacement West Iron Brigade, uni_USA_King removed from event
	evt_nam_USA_IrishLegionBde_ALT02, replacement Irish Legion
	evt_nam_USA_KeystoneBde_ALT02, replacement Keystone Brigade

*[ ALT02_USA_Events.sct ]*
added human check to the following, information to screen only, AI doesn't care
	evt_nam_USA_PapersPushOffensive1861Warning
	evt_nam_USA_PapersPushOffensive1862EarlyWarning
	evt_nam_USA_GeneralWarOrderTwo1862Warning
	evt_nam_USA_PapersPushOffensive1862LateWarning
	evt_nam_ArmyaroundWashington, AI doesn't have a choice about forces around DC, no need to penalize
	evt_nam_USA_GeneralWarOrderTwo1862, AI doesn't have a choice about forces around DC, no need to penalize
	
[ evt_nam_USA_CapitalDefensesBeefedUp1861 ]
changed to AI only, USA has to own $Prince_George_MD and $Fairfax_VA

[ evt_nam_USA_LincolnCallVolB1861 ]
probability changed to 25, calls evt_nam_USA_LincolnCallVolD1861_ALT02 for force creation
	
[ evt_nam_USA_CarlSchurz1861 ]
uni_USA_Schurze removed, location of forces now Prince_George_MD, fixed until 01/01/62

[ evt_nam_USA_TheLostOrder1862 ]
changed probability to 10, still disabled

[ evt_nam_USA_BButler_ALT02 ]
uni_USA_Butler3 created, along with forces from Big Bethel, locked for 3 turns

[ evt_nam_USA_LincolnCallVolC1861 ]
calls evt_nam_USA_LincolnCallVolD1861_ALT02 for force creation

[ evt_nam_USA_LincolnCallVolD1861_ALT02 ]
forces from evt_nam_USA_LincolnCallVolB1861 and evt_nam_USA_LincolnCallVolC1861 rebuilt, renamed and relocated

*[ ALT02_USA_Leaders.sct ]*
[ evt_nam_USA_1861Generals ]
uni_USA_JReynolds added

[ evt_nam_USA_CSchurz_ALT02 ]
uni_USA_Schurze added

[ evt_nam_USA_Buell ]
uni_USA_CGilbert2 removed

[ evt_nam_USA_1862Generals ]
uni_USA_JReynolds removed
uni_USA_Dix2 removed

[ evt_nam_USA_EVSumner_ALT02 ]
uni_USA_Sumner created

[ evt_nam_USA_1863Generals ]
uni_USA_Abercrombie removed

/*****
*12/20/2020 initial release 0.10*
*****/
*[ ALT02_CSA_Leaders ]*
evt_nam_CSA_Ewell disabled

*[ ALT02_1861_April_Campaign ]*
uni_CSA_Jones, uni_CSA_Ewell moved to Bull Run event forces

Some description strings in LocalStrings_CW2.csv & LocalStrings__AGE.csv have been changed. These are cosmetic changes only.

- LocalStrings_CW2.csv: the following regions were updated as shown below.

region
00469 - changed display name of region to "Amelia Island, FL"
00099 -	changed display name of region to "Governors Island, NY"
00349 - changed display name of region to "Oak Island, NC"
00413 - changed display name of region to "Cockspur & Tybee Islands, GA"
00146 - changed display name of region to "Pea Patch Island, NJ"
00387 - changed display name of region to "Sullivan's Island, SC"
00395 - changed display name of region to "James & Morris Islands, SC"
00009 - changed display name of region to "Fox Islands, ME"
00063 - changed display name of region to "Aquidneck Island, RI"

- LocalStrings__AGE.csv:

strSeniority was changed from "Seniority" to "Leader position in current rank"
strIsLandLdr was changed from "General" to "Army"
strIsNavLdr was changed from "Admiral" to "Navy"
strLandAndNav was changed from "General/Admiral" to "Army/Navy"


