This is simply a mod made for myself and how I like to play the game.
It started with a desire to alter the naming of units in the game but the scope has now become quite a bit larger since I want to run the game with 7 day turns instead of the original 14.
This creates a lot of problems in the game, some of which won't be possible to solve. However I like to continue this project to make the mod work as good as possible with 7 days turns even if it will never be completely as well balanced as the original game.
Although I've gotten advice to use the csv splitter and the official excel database I haven't gotten around to learning how to use them. So the whole thing is done with notepad, Total Commander and my own use of Excel and formulas :-)
The only scenario I've changed is the april 61 scenario and I've played until autumn 65 as both union and confederate without any issues.
(I haven't yet tested the scenario with AI turned on for both sides until autumn 65)
Since I don't like the way the game combines units (1st & 2nd NJ as the same unit for example) I have split these up where I've found them.
I've also taken the liberty to remove some and adding others to brigades that arrive through events.
All recruitable brigades are also changed totally. Infantry brigades with attached artillery or cavalry are gone (they still exist through events though) Instead I've added 4 types of infantry and cavalry brigades for each state. Some of the US-states are now also able to recruit cavalry brigades.
These are the combinations I've created
I have added brigadier generals that existed during the war that I found missing from the game.
They will enter the game at the time when they historically gained promotion to brigadier general.
Portraits are included for most generals but in some cases really badly made. This will probably be an ongoing quest to find better photos.
All generals have ratings and abilities based on general information on wikipedia and also my own opinion of them.
I have incorporated user created pictures posted on this forum.
Thanks to tribeticus, lukasberger, Liberty Bell, Eugene Carr & grimjaw for making these available.
Regarding units and their names...
I'd really prefer to make the game as historically correct as possible but since it's in the nature of the game to alter history, it simply won't be possible. I have therefor added lots of units that never existed for the simple reason that it's better to have a non-historical name than no name at all. Many smaller units, like sharpshooters and engineers, have been split into companies instead of regiments.
I have split the name pools between model-files and unit-files to make sure that you do not get duplicate names when recruiting both brigades and single elements.
By editing scripts and events I have tried to make sure all units within the game are unique. You should not see 3 different 3rd Georgia Cavalry appear.
I'm sure I've missed a few though, these will be fixed along the way.
I've used my own style of abbreviations but mostly following general usage (for example when abbriviating states)
There is a specific file documenting all abbreviations.
- Created new generals (something like 570 added)
- Added portraits to generals missing this (a couple still have generic portraits)
- Corrected some spelling errors
- Corrected false nicknames (leaders)
- Added promotion option to a lot of generals that historically reached higher ranks
- Changed abbriviated names to full names (leaders)
- Changed the generic "General" to the correct rank
- Added unitnames to the list of recruitable units
The first names in all lists are always historical. I've then added a bunch of fictional names to make sure the game doesn't run out of names.
- Added 120 specific unit types to enable recruiting in most of the states contributing at least one unit (USCT, Colorado, Nebraska, Oregon etc.)
I've also added types to enable recruiting of certain types that I thought were missing (New Jersey cavalry for instance)
- Changed the content of recruitable brigades (mainly added infantry and removed cavalry/artillery) and also added a lot of brigades to states that couldn't recruit brigades before (224 brigade .uni-files created)
- Added ratings and abilities to all new generals plus some of the existing ones that I thought were wrong.
- All new leaders now appear at slightly logical places as opposed to all appearing in Richmond and Maryland.
- All scripted events regarding "1861 April Campaign" are now synchronized with this mod. All units created by event, script or scenario are removed from the recruiting pools. A lot of default unitnames are also changed.
- Removed all existing brigades types (although they still exist within the files and to add them back is just a matter of adding a forcepool for the particular brigade)
- Added new portrait for USCT cavalry
- Incorporated two mods that changes unit pictures and the look of the ledger (many thanks to Fred zeppelin and picaron for permission to do this)
- Added a bunch of new army names for creation of armies in more places
- Fixed some errors
- Changed the scenario to run with 7-day turns (there are a number of problems involved with this regarding supply, resources and other things, see grimjaws posts for more info on this)
- Split the mod in two different scenarios.
Scenario 1: All previous changes using the April 61 scenario and normal turns (24 per year)
Scenario 2: Also contains all previous changes but this scenario is changed to run with 48 turns per year. I've also unlocked corps formation and the creation of more than 3 armies from the beginning on the scenario.
- Added hundreds of naval vessels to all naval namepools
- Added 35 CS and 47 US naval officers
- Corrected spelling errors, mainly misspelled ships
- Fixed some errors that I made previously
- All new leader portraits are now fixed with transparent background.
- Fixed missing portraits and replaced a few of the really bad ones.
Missing portraits are now:
C.W Pickering (USN)
G. Gansevoort (USN)
F.K Engle (USN)
T.P Greene (USN)
G.W Gift (CSN)
W.P Mason (CSN)
M. Mason (CSN)
J.H Carter (CSN)
E.M Anderson (CSN)
J.S Rains (CSA)
P.J Philips (CSA)
P.N Luckett (CSA)
R.J Henderson (CSA)
R.W Carswell (CSA)
C.A Anderson (CSA)
- Reduced forcepools for many of the new units
- Fixed issue with Kentucky units only recruitable from Kansas
- Fixed issue with California brigade recruitable from New York
- Removed duplicate leaders (R.Mitchell, A. Williams etc.)
- Changed affinity for AI infantry leaders so that they should be more inclined to use artillery in divisions since they are not included in brigades anymore (thanks Teatime)
- Altered values in all the structure files regarding production of different resources.
- Altered values in AI.opt to work with 7 day turns (this needs to be tested for effect)
- Split the whole mod in two separate downloads because the changes made to structure file would otherwise affect the two scenarios differently.
(changes in production/supply etc. are only made and will henceforth only be made in the scenario that uses 7 day turns)
- Added zouaves back as recruitable single elements
- Various smaller fixes
- Added unit: Militia brigade. This is a weak and cheap unit composed of smaller infantry battalions, one battery and a cavalry battalion.
- Added unit: Scout company. This is a very small cavalry unit for when you can't afford or don't need an entire regiment of cavalry.
- Added unit: Provost guard. A service company meant to be attached to armies for better handling of discipline.
- Added unit: Quartermaster. A service company meant to be attached to armies for better handling of supplies.
- Incorporated latest leader portraits from the forum
- Added line in faction files to make the game name divisions after their leader rather than a fixed number.
- Added CSS Hunley by event.
- Adapted mod to work with latest patch (1.06.3)
- Reduced the combat effectivness of scout companies
- Tweaked building times for a lot of units
- Added structure: Hospitals*
- Added structure: Large hospitals**
- Added structure: Prisons***
- Added structure: Training camps****
- Added structure: Academies*****
- Added more spies to both sides
- Added a few more misc leaders to CSA
- Added descriptions to all leader creations and other events
- Added biographies to all new leaders
- Added biographies to existing leaders that were lacking this
- Corrected some names and nicknames of previously added leaders
- Incorporated latest leader portraits from the forum
- Incorporated James W. Starnes Flag Mod with permission from the author of this mod.
- Added portraits to a handful of previously added leaders
- Extended map zoom level
* Units regain both health and cohesion faster when they're in a region with a hospital. They also produce a very small amount of conscripts.
** Large hospitals are somewhat more effective than regular hospitals and they also produce a slightly higher amount of conscripts.
*** A prison in your faction will sometimes remove a small amount of conscripts from your enemy. They also produce small amounts of resources like money and ammo.
**** Training camps are places to upgrade and give your units simulated combat experience. They will also give you some war supplies and conscripts. Confederate training camps are also more effective for cavalry units than their northern counterparts.
***** Academies are larger versions of training camps and therefor more effective.
Confederate academies are also more effective for cavalry units than their northern counterparts.
These are the leaders that currently lack any image:
Charles Dewitt Anderson CSA
Reuben Walker Carswell CSA
Robert Johnson Henderson CSA
Philip Noland Luckett CSA
Pleasant Jackson Philips CSA
James Spencer Rains CSA
Jonathan H. Carter CSN
Murray Mason CSN
William Pinckney Mason CSN
George Washington Gift CSN
Frederick K. Engle USN
Charles W. Pickering USN
Eberhart Weer ???
Samuel Chase USA
228 turns - http://www.cwdb.se/cwdb_mod.zip
(v0.7 updated 17/5 2017)