There you have it, a year as in the old days. I'm still working on the mod, but I'm happy with where it is right now as a playable mod. I'm not happy in the sense that I'm done (or anywhere close), but I'm happy in the sense that I'd be willing to play this as a pbem (except I'm supper busy over the next two weeks so don't ask). By the way, I'm uploading the next version soon:
here. I continued playing the game for about a year after I stopped here. Things went the way that many of my other CSA games have gone, and I made a
post about it that you can read, that post is a afterward or conclusion for this AAR.
As an AAR, here are some things I learned about the game (and about the mod):
You can sail up the Tennessee before Kentucky opens up. The Union can use this to attack Nashville and the Confederacy can use it to attack Cairo. In the mod, Zolicoffer's force is substantially stronger, so this is a real risk. Maybe I should lock Zolicoffer in place a bit longer, but it really would have been easy to repulse Zollicoffer for a human, Athena doesn't always repulse sieges very well.
Athena does seem to know which of your Atlantic ports are defended. I turn up her detect, so this could be my fault. But when defending coastal cities against Athena, you need to be very disciplined as sending a force inland will often lead to an attack on your coast (this happened to me in Wilmington).
I knew that Athena doesn't protect her supply route well and doesn't really forecast weather well. I learned that counterattacks can be effective. When she attacks in the West, if you can hold her off then cities in her rear are often undefended.
Specific to this mod, Pearce's foraging in Missouri is very valuable. An extra forager, even a statistically weak one, is useful in the west. In real life, Pearce was a general in the Missouri State Guard and served in the Commissary once his troops were converted to Confederate troops. He was a merchant and land examiner later and a smart guy, so I think forager is fair, but I'm not sure. It simulates his working in commissary I think, but maybe it suggests that he was an active general in the field when he wasn't. Certainly he isn't a first choice CSA general to add to the game, he was simply the earliest CSA division commander on my list (and it wasn't a regular division). So he might not stay in.
In the first turns the units that arrive are more underpowered than in the regular game. You might consider putting them on passive an in the depot so that they fill up a bit. Its a bit of extra micromanaging, but I think it is ok. Leave a few units outside to dig trenches and there is no difference (except the greater use of replacements).
Losing capitals is sadder than before because the governor dies/is captured/flees. Governors with good population administrator are going to change things a bit. For the Union, it makes it easier to get loyalty up in Lexington, Washington DC, Jefferson City, Northern California and certain Confederate state capitals where Union governors were installed after they were captured. For the Confederacy, the difference is mostly in Lexington and Jefferson City, I guess (I'm not as familiar with the typical loyalty levels in the CSA).