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andatiep
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PBEM House Rules lists [ENG]

Thu Nov 19, 2009 10:58 pm

This thread could be used by players to share their PBEM Home Rules.

That way you could refere to already proposed Home rules or modify some while looking for an opponent in this forum.


-----------
PS : Maybe it could be sticked, if needed ?
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andatiep
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[AACW] The "Brumaire" House Rules list

Thu Nov 19, 2009 11:03 pm

This set of House Rules is made for the AACW patch 1.15.
It's my personnal list but you will see a better one after builded with DoctorKing, and hopefully many other Home Rules lists posted after by the players who want to share their way to play AACW ! :)

----------------------------------------------
To summarize its spirit of this first list, it aims :

- to allow a game with a Foreign Intervention which will happen anyway sooner or later (unless being a very bad player).

- to avoid many boring micro-management and exploitation of some weakness/tricks of the game

- to try to provisionally implement with the tools we have some other concepts proposed in the AACW2 Wishlist (http://www.ageod-forum.com/showthread.php?t=14801).


It's called "Brumaire list" because it need a name if other lists come and because it was done in this month of Brumaire of this year 218.




----------------------------
1. Game Options :

A. Redeploiements Options :

No artificial "redeploiements" of supports units on the map are allowed, for both players.

It aims to avoid that players transfer always the good commanders on the whole map just where/when there is a key combat.

B. Generals' Desactivation Options :

Each turn which is "Early in the month", the player who will resolve the turn select before in the Game's options the "Easy" activation rule, which means that all the generals will be activated next turn.

Each turn which is "Late in the month", the player who will resolve the turn select before in the Game's options the "Difficult" activation rule, which means that generals could be desactivated and also sometimes immobilized next turn.

The purpose is :
- to simulate globally the historical situations where generals switch from initiative period (because of the Precidency or public opinion pressure) to very stationnary period (except for the best generals)
- to avoid boring micro-management among players when exploiting the current Desactivation Rule of the game. See here for more informations : http://www.ageod-forum.com/showpost.php?p=162561&postcount=169

But this option will give an advantage to the North which will now have more forces allowed to attack without the Desactivation malus than it is planed in the game. That's why you will see in the following list many Home rules who globally balance this situation.


C. Delayed Combat Options :

The delay is set to the maximum.

It aims to balance the game for the South after the "No Desactivation Rule" option was choose : The many southern generals with a good strategic value will help to face the lack of solidarity between the forces in the same region especially in attack. The north will be more penalized.


D. Foreign Intervention Options :

The FI is set to "Easy" (75 points to reach).


E. Attrition Options :

Attrition is set to "Historical" (most Difficult).

It aims to balance the game for the South after the "No Desactivation Rule" option was choose : Attrition will be more painful for the North since he have to occupy the South to win.


---------------------------------------------------------
2. "Number of Divisions in the forces" House Rule :

It can never be more than 1 Division unit in a force if this force is not an Army Corps.
It can never be more than 3 Division units in an Army Corps force of the Union, and more than 4 in an Army Corps force of the Confederation.


This is :
- to reduce the size of the corps in the game, which don't fit to the historical situation and to show the real purpose of the Corps : beeing able to move many Divisions as one force.
- to not allow the players to use Army's HQ to create few huge corps-like forces without command penalties one year before it is allowed to create corps.
- to oblige at the start the USA to use on the front, like historically, its bad 3 stars generals to command corps and armies. Now players will have to create more (little) corps to place in it all their divisions, and all the 2 and 3 stars generals will be usefull, even if they are bad. The good 2 stars generals will now have to be subordinated in a Corps to move enormous forces (e. g. it will not be so easy for Grant to avoid a period were he's Corps leaders of Hallek's Army if he want to command a major force in the West...).
[SIZE="1"](More discussions on the topic : message 197 and after on this page http://www.ageod-forum.com/showthread.php?t=14801&page=7 )[/size]


---------------------------------------------
3. "Armys' HQ range" House Rule :

When a general leading a Corps start a turn outside its Army's HQ range, the players should immediatly dissolve the Corps of this general and wait to be again inside an Army's HQ range to create a Corps with him.

It aims :
- to avoid irrealistic situations where the Corps are far away from the army but still benefit from its command points bonus.
- to help to balance the game for the South if there is "No desactivation rule" for the generals : With its bad HQ army commanders, the North will have to keep its corps very close to their army for a long time.


-----------------------------------------------
4. "Railroad sabotage" House Rule :

A unit which decide to use the Order "RailRails' sabotage" should stay in the same region during all its turn.

It will still be easy to burn railroads but harder to escape from a counter-attack once it's done.
It is made :
- To limit the enormous damages done by only a tiny force (more explaination here : http://www.ageod-forum.com/showthread.php?t=14803)
- To help again to balance the game for the South : The south is more weak with its poor railroad network and less ressources to rebuild it. Its better cavalry and leaders will also give him an advantage to raid and escape in the North or to hunt northen raiders in the South.


---------------------------------------------------------------------
5. "Foreign Recognition & Intervention" House Rule :

A. Trent Affair.
Divide et Impera (Divide and Rule) : The British government decided to let the USA be devided and limit the growing of a new occidental Power. It wish to establish normal commercial links with the CSA and was waiting for an opportunity to recognize them.

Once the Trent Affair event is displayed, whatever are its results, it lead now to the international recognition of the CSA by Great Britain and France. They do not declare war immediatly to the USA but :
- the northern player is not allowed anymore to use the foreign policy "Total Embargo" in the Great Book (because it would lead to a Casus Belli).
- Since the European Powers do want to deal with the CSA, they allow them to navigate with their flags to reach Europe. The remote blocus became useless, both "Atlantic Blockade" and "Golf Blockade" oceanic regions are now forbidden for the US fleets (unless there is an official war with France and Great Britain).
Of courses, the Union fleets still can performe a close blockade on the coast, in front of the main ports.



B. Emancipation Proclamation
Lincoln should have the power to apply its policy of Emancipation. It means that he should reply to the "pro-peace and pro-slavery" Democrats with victories on the battlefield and that he should concretly allow the desertion of the Deep South slaves by moving the federals lines close enough to the great plantations.
Beside this, the sooner in the war the Emancipation Proclamation is done, the more this supposed abolitionnist policy is seriously considered, especially by the Foreign Powers.

Once this policy became available in the Great Book, the northern player is not allowed to use this policy untill :
- he win at least 2 National Moral points in one or two major battle.
- he occupate 3 strategic towns in confederated States with a large population of slaves among this list : Memphis (TN), Savannah (GA), Charleston (SC), Mobile (AL), Wilmington (NC), Norfolk (VA) et New Orleans (LA).

Next to this, if the Union player succeed to proclame the Emancipation before the end of the year 1862, the number to reach in order to activate the Foreign Intervention is set again to the standard 100 points instead of 75 points for the rest of the game.


[SIZE="1"](As an example in the History, at end 1862, the Union did win 2 major battles (Shiloh and Antietam) and occuped Norfolk, Memphis and New Orleans.
Note also that if the Emancipation Proclamation did reduce the probability of a British intervention (since Great Britain had an abolitionist policy), it wouldn't reduce the probability of a French intervention if Napoleon III had decided to performe its own foreign policy without Great Britain, because he didn't had an abolitionnist policy at all.[/size]


C. French Intervention on the side of the CSA.
Napoleon III decided to performe its own Foreign policy without the British.
Now that its Archiduc entered in Mexico and that he can see at the Gold mines of California, he realized that he couldn't keep safely such a remote puppet Empire without an alliance with the CSA ...if they show on the battlefield that they are strong allies.

From the begining of mai 1863, whatever is the number of the Foreign Intervention points, the French troops and fleets became available to the South if :
- he win at least 2 National Moral points in one or two major battle during the year 1863. (e.g. it need a victory at Gettysburg)
- if there were National Moral losses in battles since the begining of this year, it should be substracted to this amount. (e.g. it need victories in the battles before Gettysburg).


NB: Since Great Britain had a parliament, it is still forbidden to move the British troops and fleets or to attack them unless the Foreign Intervention reach 75 points (or 100 points if Emancipation Proclamation occured during the year 1862).
In order to move the French units, the Foreign Intervention need to be manually activated, the hosting player should follow this instructions : http://www.ageod-forum.com/showpost.php?p=135782&postcount=2


D. About Canada :
- If the southern player loose the totality of Canada during 6 consecutive turns without any victory of the CSA on the USA, Great Britain become neutral again and all the Britannic forces should immediatly avoid any fights and embark back to Great Britain.
- As soon as the FI is activated and "open" the borders of Canada, the northern player should send immediatly 3 cavalry with an attack order to unlock the 3 main canadian britannic forces in Quebec, Toronto and Amherstburg (in front of Detroit).No other US units can enter in Canada unless this 3 forces are unlocked.

[SIZE="1"]For more information, see here : http://www.ageod-forum.com/showpost.php?p=162443&postcount=168.[/size]


E. About Mexico :
- If the southern player loose the totality of Mexico during 6 consecutive turns without any victory of the CSA on the USA, France become neutral again and all the French forces should immediatly avoid any fights and embark back to France.
- A fleet with embarked troops is not allowed to go in the oceanic region in front of California untill its side control the region of "North Mexico" or the region of "Central Mexico (capital)".

[SIZE="1"]For more information, see also here : http://www.ageod-forum.com/showpost.php?p=162443&postcount=168.[/size]


----------------------------------------
6. Conscription Home Rules :

Conscription Laws :
In the Great Book, the political options "Partial Mobilization" and "Total Mobilization" can't be used untill the historical events which annonce the Laws of Conscription voted by each Congress are displayed. I. e. early 1862 for the CSA and early 1863 for the USA.
But a player can still normally mobilize if :
- its side have less than 80 NM points.
- The Foreign Intervention is activated.


The Options "Call for Volunteers" can be used normally during the game.

[SIZE="1"]For more information : http://www.ageod-forum.com/showthread.php?p=164846#post164846.[/size]

.
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andatiep
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[AACW] Home Rules PBEM "Marecone vs Andatiep"

Fri Nov 27, 2009 8:47 am

We keeped the "Brumaire list" above but with little changes.

The Home Rule n°2 : "2 stars Divisions & 3 stars Corps" is modified like this :

- this rule is cancelled in january 63. (because there will probably be not enough 2 stars generals promoted to care of all the troops produced in 1863 and after).

- If during period from 61 to 63 one of my 2 or 3 star generals gets blamed for defeat then I can form a division with 1 star general. 2 blames, 2 one star divisions and so on. Those blamed generals stay in command and I only get an extra division to create with one star general
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andatiep
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Joined: Thu May 01, 2008 10:56 am
Location: Grenoble, France.

Dudosh & Andatiep PBEM House Rules list

Sat Apr 24, 2010 8:49 pm

------------------------------------------------------------
1. Game Options :


A. Redeploiements Options :

No artificial "redeploiements" of supports units on the map are allowed, for both players.


B. Generals' Desactivation Options :

Each turn which is "Early in the month", the player who will resolve the turn select before in the Game's options the "Easy" activation rule, which means that all the generals will be activated next turn.

Each turn which is "Late in the month", the player who will resolve the turn select before in the Game's options the "Difficult" activation rule, which means that generals could be desactivated and also sometimes immobilized next turn.



C. Delayed Combat Options :

The delay is set to the maximum.


D. Foreign Intervention Options :

The FI is set to "Normal" (100 points to reach).


E. Attrition Options :

Attrition is set to "Historical" (most Difficult).



------------------------------------------------------------
2. "Number of Divisions in the forces" House Rule :

It can never be more than 1 Division unit in a force if this force is not an Army Corps.
It can never be more than 3 Division units in an Army Corps force of the Union, and more than 4 in an Army Corps force of the Confederation.


----------------------------------------------------
3. "Armys' HQ range" House Rule :

When a general leading a Corps start a turn outside its Army's HQ range, the players should immediatly dissolve the Corps of this general and wait to be again inside an Army's HQ range to create a Corps with him.


-----------------------------------
4. "Raids" House Rule :

In the "non-border" states players need to take a MINIMUM OF a leader and 3 units (whichever) to raid"


--------------------------------------------------
5. "US bad command" House Rule :

- The US general with the highest ranked in seniority should ALWAYS be the one in command of the main army around the US capital (seven region around the town).
- The US player can't force a promotion to switch the MacClellan (or McDowel if Manassas is taken) seniority before early september 1862.



----------------------------------------
6. Conscription Home Rules :

In the Great Book, the political options "Partial Mobilization" and "Total Mobilization" can't be used untill the historical events which annonce the Laws of Conscription voted by each Congress are displayed :
- For the South : Part-Mobilization policy can only be used from Late April 1862 and Full Mobilization policy from Late September 1862.
- For the North : Part-mobilization policy is never allowed and Full Mobilization policy can only be used from early March 1863.



--------------------------------------------------------------------
7. "Emancipation Proclamation" House Rules :

Once this policy became available in the Great Book, the northern player is not allowed to use this policy untill :
- he win at least 3 National Moral points in one or two major battle.
- he occupate 3 strategic towns in confederated States with a large population of slaves among this list : Memphis (TN), Savannah (GA), Charleston (SC), Mobile (AL), Wilmington (NC), Norfolk (VA) et New Orleans (LA).



--------------------------------------------------------------------
8. "Foreign Intervention" House Rules :

A. French Intervention on the side of the CSA.
From early mai 1863, whatever is the number of the Foreign Intervention points, the French troops and fleets became available to the South if :
- he win at least 2 National Moral points in one or two major battle during the year 1863. (e.g. it need a victory at Gettysburg)
- if there were National Moral losses in battles since the begining of this year, it should be substracted to this amount. (e.g. it need victories in the battles before Gettysburg).


NB: Since Great Britain had a parliament, it is still forbidden to move the British troops and fleets or to attack them unless the Foreign Intervention reach 100 points.
In order to move the French units, the Foreign Intervention need to be manually activated, the hosting player should follow this instructions : http://www.ageod-forum.com/showpost....82&postcount=2 <http://www.ageod-forum.com/showpost.php?p=135782&postcount=2>

B. About Canada :
- If the southern player loose the totality of Canada during 6 consecutive turns without any victory of the CSA on the USA, Great Britain become neutral again and all the Britannic forces should immediatly avoid any fights and embark back to Great Britain.
- As soon as the FI is activated and "open" the borders of Canada, the northern player should send immediatly 3 cavalry with an attack order to unlock the 3 main canadian britannic forces in Quebec, Toronto and Amherstburg (in front of Detroit).No other US units can enter in Canada unless this 3 forces are unlocked.

For more information, see here : http://www.ageod-forum.com/showpost....&postcount=168 <http://www.ageod-forum.com/showpost.php?p=162443&postcount=168>.

C. About Mexico :
- If the southern player loose the totality of Mexico during 6 consecutive turns without any victory of the CSA on the USA, France become neutral again and all the French forces should immediatly avoid any fights and embark back to France.
- A fleet with embarked troops is not allowed to go in the oceanic region in front of California untill its side control the region of "North Mexico" or the region of "Central Mexico (capital)".

For more information, see also here : http://www.ageod-forum.com/showpost....&postcount=168 <http://www.ageod-forum.com/showpost.php?p=162443&postcount=168>.
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andatiep
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TheDoctorKing & Andatiep PBEM House Rules list

Mon May 10, 2010 10:26 am

----------------------------
1. Game Options :

A. Redeploiements Options :

No artificial "redeploiements" of supports units on the map are allowed, for both players.

It aims to avoid that players transfer always the good commanders on the whole map just where/when there is a key combat. There is only 2 situations where "teleportation" could be allowed :
- For the House Rule n°10. "US early bad command" House Rule (see after).
- If a 3 stars Army's Command General died. In order to bring immediatly a new 3 stars General and/or HQ units in the sector where it happen and so that not all the Corps and Army system suddenly disappear in a sector of the map."

B. Generals' Desactivation Options :

The (Des)Activation Option is set to "Standard"

C. Delayed Combat Options :

The delay is set to the maximum.

It aims to balance the game for the South after the "No Desactivation Rule" option was choose : The many southern generals with a good strategic value will help to face the lack of solidarity between the forces in the same region especially in attack. The north will be more penalized.

D. Foreign Intervention Options :

The FI is set to "Easy" (75 points to reach).

E. Attrition Options :

Attrition is set to "Historical" (most Difficult).

It aims to balance the game for the South after the "No Desactivation Rule" option was choose : Attrition will be more painful for the North since he have to occupy the South to win.


---------------------------------------------------------
2. "Number of Divisions in the forces" House Rule :

- It can never be more than 1 Division unit in a force if this force is not an Army or a Corps stack.

- It can never be more than 3 Division units in an Army or a Corps stack of the Union, and more than 4 in an Army or a Corps stack of the Confederation.

- In some scenarios, the CSA can never get more than 30 divisions in the game and the USA only 60. This limitation unbalance the game and both side should get the much divisions allowed.
To realize this, open the file .../ACW/Events/CSA Events.sct and copy/paste the lines :
[SIZE="1"]

Code: Select all

SelectFaction = $CSA
SelectRegion = $Richmond, VA

StartEvent = MaxDivisionsAllowedCSA|1|2|evt_txt_CSA_Commissioners186 1|Event-img_CSA_Commissioners1861|$Richmond, VA|127

Conditions
MinDate = 1861/08/01

Actions
  SetCombiUnits = 0;0;99

EndEvent


Then performe the same operation for the USA, in the file .../ACW/Events/USA Events.sct

Code: Select all

SelectFaction = $USA
SelectRegion = $Prince George's, MD

StartEvent = MaxDivisionsAllowedUSA|1|2|evt_txt_CSA_Commissioners186 1|Event-img_CSA_Commissioners1861|$Richmond, VA|127

Conditions
MinDate = 1861/08/01

Actions
  SetCombiUnits = 0;0;99

EndEvent
[/size]

The 2 first points aim :

- to reduce the size of the corps in the game, which don't fit to the historical situation and to show the real purpose of the Army/Corps : beeing able to move many Divisions as one force.

- to oblige at the start the USA to use on the front, like historically, its bad 3 stars generals to command corps and armies. Now players will have to create more (little) corps to place in it all their divisions, and all the 2 and 3 stars generals will be usefull, even if they are bad. The good 2 stars generals will now have to be subordinated in a Corps to move enormous forces (e. g. it will not be so easy for Grant to avoid a period were he's Corps leaders of Hallek's Army if he want to command a major force in the West...).
[SIZE="1"](More discussions on the topic : message 197 and after on this page http://www.ageod-forum.com/showthread.php?t=14801&page=7 )[/size]


---------------------------------------------
3. "Armys' HQ range" House Rule :

When a general leading a Corps start a turn outside its Army's HQ range, the players should immediatly dissolve the Corps of this general and wait to be again inside an Army's HQ range to create a Corps with him.

It aims :
- to avoid irrealistic situations where the Corps are far away from the army but still benefit from its command points bonus. With its bad HQ army commanders, the North will also have to keep its corps very close to their army for a long time.


-----------------------------------------------
4. "Deep Raids" House Rule :

- There is a general prohibition on forces without leader to move in enemy-controlled areas, unless those areas have over 50% loyalty for your side, without the Passive Order (green).
It is forbidden to use the order "Destroy RailRoads" and Destroy Depot" if in Passive Order.


- If any force is in a region were the addition of the loyalty and military control is less than 50%, its special orders "Destroy Depot" and "Destroy Railroads" should not be used (even if available).

This would allow small CSA partisans or USA cavalry units with a dedicated Leader to destroy the railroads of a region only if they can count on the support of the population.
But if you don't have a dedicated Leader, a minimum of elements and a minimum of population support and/or of military control of a region should only be needed.


---------------------------------------------------------------------
5. "Foreign Recognition & Intervention" House Rule :

A. Trent Affair.

Divide et Impera (Divide and Rule) : The British government decided to let the USA be devided and limit the growing of a new occidental Power. It wish to establish normal commercial links with the CSA and was waiting for an opportunity to recognize them.

Once the Trent Affair event is displayed, whatever are its results, it lead now to the international recognition of the CSA by Great Britain and France. They do not declare war immediatly to the USA but :
- the northern player is not allowed anymore to use the foreign policy "Total Embargo" in the Great Book (because it would lead to a Casus Belli).
- Since the European Powers do want to deal with the CSA, they allow them to navigate with their flags to reach Europe. The remote blocus became useless, both "Atlantic Blockade" and "Golf Blockade" oceanic regions are now forbidden for the US fleets (unless there is an official war with France and Great Britain).
Of courses, the Union fleets still can performe a close blockade on the coast, in front of the main ports.



B. Emancipation Proclamation

Lincoln should have the power to apply its policy of Emancipation. It means that he should reply to the "pro-peace and pro-slavery" Democrats with victories on the battlefield and that he should concretly allow the desertion of the Deep South slaves by moving the federals lines close enough to the great plantations.
Beside this, the sooner in the war the Emancipation Proclamation is done, the more this supposed abolitionnist policy is seriously considered, especially by the Foreign Powers.

Once this policy became available in the Great Book, the northern player is not allowed to use this policy untill :
- he win at least 2 National Moral points in one or two major battle.
- he occupate 3 strategic towns in confederated States with a large population of slaves among this list : Memphis (TN), Savannah or Atlanta (GA), Charleston (SC), Mobile (AL), Wilmington (NC), Norfolk or Richmond (VA) & New Orleans (LA).

Next to this, if the Union player succeed to proclame the Emancipation before the end of the year 1862, the number to reach in order to activate the Foreign Intervention (FI) is set again to the standard 100 points instead of 75 points for the rest of the game. In any case, as soon as the FI is activated, the USA player can performe the Emancipation Proclamation policy.


[SIZE="1"](As an example in the History, at end 1862, the Union did win 2 major battles (Shiloh and Antietam) and occuped Norfolk, Memphis and New Orleans.
Note also that if the Emancipation Proclamation did reduce the probability of a British intervention (since Great Britain had an abolitionist policy), it wouldn't reduce the probability of a French intervention if Napoleon III had decided to performe its own foreign policy without Great Britain, because he didn't had an abolitionnist policy at all.[/size]


C. French Intervention on the side of the CSA.

Napoleon III decided to performe its own Foreign policy without the British.
Now that its Archiduc entered in Mexico and that he can see at the Gold mines of California, he realized that he couldn't keep safely such a remote puppet Empire without an alliance with the CSA ...if they show on the battlefield that they are strong allies.

From the begining of mai 1863, whatever is the number of the Foreign Intervention points, the French troops and fleets became available to the South if :
- he win at least 2 National Moral points in one or two major battle during the year 1863. (e.g. it need a victory at Gettysburg)
- if there were National Moral losses in battles since the begining of this year, it should be substracted to this amount. (e.g. it need victories in the battles before Gettysburg).


NB: Since Great Britain had a parliament, it is still forbidden to move the British troops and fleets or to attack them unless the Foreign Intervention reach 75 points (or 100 points if Emancipation Proclamation occured during the year 1862).

In order to move the French and Mexican units, the Foreign Intervention need to be manually activated : Open the file .../ACW/Events/CSA Events.sct and copy/paste the lines :
[SIZE="1"]

Code: Select all

SelectFaction = $CSA
SelectRegion = $Richmond, VA

StartEvent = StartForeignEntryNow|1|2|evt_txt_CSA_Commissioners186 1|Event-img_CSA_Commissioners1861|$Richmond, VA|127

Conditions
MinDate = 1861/08/01

Actions
  ChangeForeignEntry = 100

EndEvent

[/size]


D. About Canada :

- If the southern player loose the totality of Canada during 6 consecutive turns without any victory of the CSA on the USA, Great Britain become neutral again and all the Britannic forces should immediatly avoid any fights and embark back to Great Britain.

- A british force in Armherst is not unblocked when FI occure.
[SIZE="1"]For more information, see here : http://www.ageod-forum.com/showpost.php?p=162443&postcount=168.[/size]
It may be solved if you add this following lines to the .../ACW/Events/Foreign Entry.sct file :[SIZE="1"]

Code: Select all

SelectFaction = $CSA
StartEvent = evt_nam_CSA_EnglandDeclaresWarUnfix22|1|0|NULL|NULL|NULL|NULL
Conditions
  EvalEvent = evt_nam_CSA_EnglandDeclaresWar;=;1
  EvalUnqUnit = Col. B. Fielding
Actions
  SelectUnqUnit = Col. B. Fielding
  ChgGroupFixing = NULL
EndEvent

[/size]

E. About Mexico :

[I]- If the southern player loose the totality of Mexico during 6 consecutive turns without any victory of the CSA on the USA, France become neutral again and all the French forces should immediatly avoid any fights and embark back to France.

- A fleet with embarked troops is not allowed to go in the oceanic region in front of California untill its side control the region of "North Mexico" or the region of "Mexico (capital)".

[SIZE="1"]For more information, see also here : http://www.ageod-forum.com/showpost.php?p=162443&postcount=168.[/size]

- A way should be find to change the naval region in front of Vera Cruz (Golf of Campeche from Low Waters to Coastal Waters (if not, no oceanic fleet can reach Mexico, whatever it is French or USA. This way is : open the file .../ACW/GameData/Regions/1502Gulf of Campeche.rgn and change the line "TerrainType = 4" by "TerrainType = 13".

- From/to California region it should be allowed to go directly from/to North Mexico. So please :
* in the file .../ACW/GameDAta/Regions/1509North Mexico.rgn, add the line : JumpLink4 = 1094|22
* in the file .../Regions/1094California.rgn , add the line : JumpLink3 = 1509|22

- From Vera Cruz it should not be allowed to go to West Texas (without going to North Mexico...). So please : in the file .../ACW/GameDAta/Regions/1508VeraCruz.rgn, erase the line : JumpLink1 = 1510|22

- From/to Mexico region it should not be allowed to go from/to the golf of Campeche (without going to Vera Cruz...). So please :
* in the file .../ACW/GameDAta/Regions/1502Gulf of Campeche.rgn, replace the numbers 1096 in the 2 lines : Adjacency15 = 1096 and Adjacency16 = 1096 by the number 1508.
* in the file .../ACW/GameDAta/Regions/1096Mexico.rgn, replace the numbers 1502 in the 2 lines : Adjacency1 = 1502 and Adjacency2 = 1502 by the number 1508.

- A fleet should not be anymore allowed to go directly from California region to Oregon et vice versa without crossing the oceanic regions Pacifist Coast and Northern Pacific. So please :
* in the file .../ACW/GameDAta/Regions/1501Pacific Coast.rgn, replace one number 1094 by this number : 1500 [Northen Pacific]
* in the file .../ACW/GameDAta/Regions/1500Northern Pacific.rgn, replace one number 1093 by this number : 1501 [Pacific Coast]

- There is also a bug in the /ACW/Events/Foreign Entry.sct. 3 French reinforcements events don't work because it have for condition an event which don't exist : "evt_nam_CSA_FrenchExpeditionMexico1862".
To solve it, search in the file the 3 lines with this "evt_nam_CSA_FrenchExpeditionMexico1862" and replace this with "evt_nam_CSA_FrenchExpeditionMexico1862Next"


----------------------------------------
6. "Conscription" Home Rules :

Conscription Laws :

In the Great Book, the political options "Partial Mobilization" and "Total Mobilization" can't be used untill the historical events which annonce the Laws of Conscription voted by each Congress are displayed. I. e. early 1862 for the CSA and early 1863 for the USA.
But a player can still normally mobilize if :
- its side have less than 80 NM points.
- The Foreign Intervention is activated.


The Options "Call for Volunteers" can be used normally during the game.

[SIZE="1"]NOTA BENE : After beeing tested, we gave up with this following House Rule, because it need a serious redesign/MOD of the game. See here for a complete proposal : http://www.ageod-forum.com/showthread.php?t=14801&page=10.
[/size]

Martial Laws & Suspension of the Abeas Corpus :
From the start of january 1864, both sides have a lots of difficulties to find new conscripts. The suspension of the Abeas Corpus and the Martial Law, voted by both Congress in the same time as the Laws of Conscription, should now be used to mobilize more soldiers :

- As long as a player have the policy "Partial Mobilization" activated in the Great Book, he should also activate the policy "Suspension of the Abeas Corpus" in ALL its States.
- As long as a player have the policy "Total Mobilization" activated in the Great Book, he should also activate the policy "Martial Law" in ALL its States.


[SIZE="1"]For more information : http://www.ageod-forum.com/showthread.php?p=164846#post164846.[/size]


----------------------------------------------------------------------------
7. "1864 Presidential Election" House Rule :

[SIZE="1"]NOTA BENE : After beeing tested, we gave up with this following House Rule, because it need a serious redesign/MOD of the game. So for now it's better to stick to the original rule of the game. See here for a complete proposal : http://www.ageod-forum.com/showthread.php?t=14801&page=10.[/size]

The military victory in the South are not the only thing to care about. The Democrats Copperheads' opposition to the war should be limited in the northern states so that A. Lincoln be re-elected :

In late november 1864,
- In all northern States (up to KS, MO, KY, WV, MD, DE) the USA count 1 point for each town controled where its region have less than 75% of loyalty.
- In all "border" States (KS, MO, KY, WV, MD, DE) the USA count 1 point for each town controled where its region have less than 25% of loyalty.
- Substract all this points to the USA National Moral points. If it is less than 60 points, then Abraham Lincoln is NOT re-elected (see : Victory Conditions House Rule).


NB : To improve the loyality to the government, you can apply Martial Law, suspend Habeas Corpus or send generals which special abilities can affect the loyalty in a region.


---------------------------------------------------------------
8. "Victory Conditions" House Rule :

- If Lincoln is re-elected, the game should be over in late february 1865 and lost by the CSA if there is still no NM victory. Except if there is a Foreign Intervention. In this case, the game may continue to march 1869. If there's no National Moral victory in march 1869, we check if the FI is still with the CSA (see : 5. "FI" House Rules). If there is still a FI, the CSA win, if not, the USA win.

- If Lincoln is not re-elected, then the game should be over and lost by the USA if there is no NM Victory untill late february 1865, when Democrats takes office. If there is a FI, USA loose automatically.


[SIZE="1"]Nota Bene : The current version of the game finish in early 1866. To move the end to march 1869, see the post below in this thread.[/size]


--------------------------------------------------------------------
9. "States' financial policies" House Rule :

- The CSA can NOT use the Incomes' taxes policy.
- The Paper Money Printing policy can NOT be activated more than 1 time per month.


[SIZE="1"]For more information : http://www.ageod-forum.com/showpost.php?p=164846&postcount=176.[/size]


--------------------------------------------------------------------
10. "US early bad command" House Rule :

- The general with the highest ranked in seniority should ALWAYS be the one in command of the main army around the capital (seven region around the town). A free Redeploiement is alowed for this.

- The US player can't force a promotion to switch the MacClellan (or McDowel if Manassas is taken) seniority before early september 1862.

- The McClellan "Poor Spy Network" ability bug could be corrected this way http://www.ageod-forum.com/showthread.php?t=16572

- All the USA units have to be MODed so that their Detection value is never more than 3, except the for the Late Cavalry units. [EDIT : soon a link here to show how to MOD this rule]


This is to really recreate the historical US poor cavalry scouting skill and the lack of Intelligence service of the MacClellan Command (which most of the time believed he was outnumbered with a 1/2 to 1/4 ratio !) in all the east front during the 2 first years of the conflict. That way, US command can really know about the detailed strentght of CSA forces only if they have a force in the same region.


--------------------------------------------------------------------
11. "Allowing a retreat to a sea/river region" House Rule :

"At the start of a turn, if a player ask for it, its force in a region adjacent to a river or sea region could be let in peace by any enemy forces which are in the same region (both players should set the green passive order to their forces in the region) if it retreat in a adjacent river or sea region (using global naval transport capacity or loading in a fleet with enough transport ships if there is one)."


--------------------------------------------------------
12. "British invasion in northern States" House Rule :

Since the patriotic feelings in the North would also grow up when if is now a war against such an old enemy like the UK (the whole US political system from the Revolution is in danger...), some events should be added to give +5 NM to the USA each first time there is a british divisional force which enter in a Northern State (So not a Border or southern state) :

The first time it happen, open the file .../ACW/Events/USA Events.sct and copy/paste the lines :
[SIZE="1"]

Code: Select all

SelectFaction = $USA
SelectRegion = $Prince George's, MD

StartEvent = USAmoralBoostA|1|2|evt_txt_CSA_Commissioners186 1|Event-img_CSA_Commissioners1861|$Richmond, VA|127

Conditions
MinDate = 1861/08/01

Actions
  ChangeFacMorale = 5

EndEvent

[/size]
NB : Rename the other events "USAmoralBoostA" by USAmoralBoostB", C..., D... each time needed.



--------------------------------------------------------------------
13. "Foreign Intervention replacements House Rule :

Actually a bug to correct. When you set the Historical attrition option (i guess it's because of this) :
The French, British and probably Mexican units on the map are just step by step collapsing, turning more and more red, since there is no replacement for them at the start of the game and no way for the players to buy some (there is even some replacement which never appear in the game for this foreign troops, like "Engineers", "Hospital", "Signals". So if the Foreign Intervention arrive quiet late in the game, there will be nobody in Canada or Mexico...

To avoid this problem, each time it's necessary, add new events, opening the file .../ACW/Events/CSA Events.sct and copy/paste the following lines :
[SIZE="1"]

Code: Select all

SelectFaction = $CSA
SelectRegion = $Richmond, VA

StartEvent = CSAForeignReplacementsBoostA|1|2|evt_txt_CSA_Commissioners186 1|Event-img_CSA_Commissioners1861|$Richmond, VA|127

Conditions
MinDate = 1861/08/01

Actions

  Remplacement = FRA;$famLine;5
GenMsg
  Remplacement = FRA;$famElite;3
GenMsg
  Remplacement = FRA;$famLightInf;4
GenMsg
  Remplacement = FRA;$famCavalry;2
GenMsg
  Remplacement = FRA;$famHvyCavalry;4
GenMsg
  Remplacement = FRA;$famLightArty;2
GenMsg
  Remplacement = FRA;$famMedArty;2
GenMsg
  Remplacement = FRA;$famHvyArty;1
GenMsg
  Remplacement = FRA;$famMilitia;15
GenMsg
  Remplacement = FRA;$famSupply;2
GenMsg
  Remplacement = FRA;$famArmyHQ;4
GenMsg
  Remplacement = FRA;famHQArmy;4
GenMsg
  Remplacement = FRA;$famGood;4
GenMsg
  Remplacement = FRA;$famService;4
GenMsg
  Remplacement = FRA;$famEngineer;4
GenMsg
  Remplacement = FRA;$famNavalEngineer;4
GenMsg
  Remplacement = ENG;$famLine;5
GenMsg
  Remplacement = ENG;$famElite;3
GenMsg
  Remplacement = ENG;$famLightInf;4
GenMsg
  Remplacement = ENG;$famCavalry;2
GenMsg
  Remplacement = ENG;$famHvyCavalry;4
GenMsg
  Remplacement = ENG;$famLightArty;2
GenMsg
  Remplacement = ENG;$famMedArty;2
GenMsg
  Remplacement = ENG;$famHvyArty;1
GenMsg
  Remplacement = ENG;$famMilitia;15
GenMsg
  Remplacement = ENG;$famSupply;2
GenMsg
  Remplacement = ENG;$famArmyHQ;4
GenMsg
  Remplacement = ENG;famHQArmy;4
GenMsg
  Remplacement = ENG;$famGood;4
GenMsg
  Remplacement = ENG;$famService;4
GenMsg
  Remplacement = ENG;$famEngineer;4
GenMsg
  Remplacement = ENG;$famNavalEngineer;4
GenMsg
EndEvent

[/size]
NB : Rename the other events "CSAForeignReplacementsBoostA" by "CSAForeignReplacementsBoostB", C..., D... each time needed.

Then performe the same operation in the ACW/Events/USA Events.sct file with this lines :

[SIZE="1"]

Code: Select all

SelectFaction = $USA
SelectRegion = $Prince George's, MD

StartEvent = USAForeignReplacementsBoostA|1|2|evt_txt_CSA_Commissioners186 1|Event-img_CSA_Commissioners1861|$Richmond, VA|127

Conditions
MinDate = 1861/08/01

Actions
  Remplacement = MEX;$famLine;4
GenMsg
  Remplacement = MEX;$famCavalry;2
GenMsg
  Remplacement = MEX;$famLightArty;2
GenMsg
  Remplacement = MEX;$famMedArty;2
GenMsg
  Remplacement = MEX;$famSupply;2
GenMsg
  Remplacement = MEX;$famMilitia;6
GenMsg
  Remplacement = MEX;$famArmyHQ;4
GenMsg
  Remplacement = MEX;famHQArmy;4
GenMsg
  Remplacement = MEX;$famGood;4
GenMsg
  Remplacement = MEX;$famElite;4
GenMsg
  Remplacement = MEX;$famLightInf;4
GenMsg
  Remplacement = MEX;$famService;4
GenMsg
  Remplacement = MEX;$famSkirmisher;4
GenMsg
  Remplacement = MEX;$famRaider;4
GenMsg
  Remplacement = MEX;$famHvyCavalry;4
GenMsg
  Remplacement = MEX;$famHvyArty;4
GenMsg
  Remplacement = MEX;$famHvyCavalry;4
GenMsg
  Remplacement = MEX;$famEngineer;4
GenMsg
  Remplacement = MEX;$famNavalEngineer;4
GenMsg
EndEvent

[/size]
NB : Rename the other events "USAForeignReplacementsBoostA" by "USAForeignReplacementsBoostB", C..., D... each time needed.



--------------------------------------------------------------------
14. "Far western map boxes House Rule :

For this reasons (http://www.ageod-forum.com/showthread.php?t=18762), it need to set the "short" distance (it mean a minimum of always 2 turns away if good weather and good cohesion, and (much) more if not) :

- From the South West (Tucson) to California, to implement it :
* in the file .../ACW/GameDAta/Regions/1095South West.rgn, replace the line : "JumpLink0 = 1094|27" by "JumpLink0 = 1094|22"
* in the file .../ACW/GameDAta/Regions/1094California.rgn, replace the line : "JumpLink0 = 1095|27" by "JumpLink0 = 1095|22"

- From North Mexico to California :
* in the file .../ACW/GameDAta/Regions/1509North Mexico.rgn, add the line : JumpLink4 = 1094|22
* in the file .../Regions/1094California.rgn , add the line : JumpLink3 = 1509|22


[to be validated by DoctorKing]
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TheDoctorKing
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Wed May 12, 2010 4:25 am

Turns out you can mod the end turn of the game.

Pocus wrote:Sure, the quick and dirty way is to edit the .scn file

Open it with notepad, then you see

{Gamesim}
1000001
2678
2785

change the third number to +24 per additional year you want.


But Grey warns that some events end in 1865 and will need to be extended. I don't know which ones.

So if you want we can mod that end date to March, 1869 (the end of Lincoln's second term).
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"There is no substitute for victory"

Depends on how you define victory.

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Wed May 12, 2010 4:27 am

On the Union Bad Command house rule:

I suggest that for this purpose, you should be able to use the strategic redeploy option for the generals. So if somebody gains seniority and outranks McDowell or whatever he should just automatically be moved to the eastern army.
Stewart King



"There is no substitute for victory"



Depends on how you define victory.



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andatiep
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Wed May 12, 2010 2:25 pm

TheDoctorKing wrote:Turns out you can mod the end turn of the game.

But Grey warns that some events end in 1865 and will need to be extended. I don't know which ones.

So if you want we can mod that end date to March, 1869 (the end of Lincoln's second term).


Great news ! I re-edited the Victory conditions House Rules up with our previous wish.
OK for the extra-teleportation available for the "US bad command" H. R.
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edit: reason not appropriate to post in place?? deleted by the author...

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Sat Sep 11, 2010 7:02 pm

Gray_Lensman wrote:You are using 2 different transition links between the same 2 regions. The 22 is a normal transition link and the 27 is a Long transition link. It would take the same amount of time to go either direction so you should pick one or the other to use in both files. Most likely the Long Transition link #27 or the Very Long Transition link #28 would be the most appropriate. :)


OK ! Nice idea, i will set it too 27. I didn't know what was exactly this numbers... :D

Gray_Lensman wrote:There's a lot more coastline to the Mexico region that is not shown in the OMB map. If you are assuming that units can move from a "not shown" larger area of Northern Mexico to/from California, then you should also assume that units can move to/from Mexico to the Gulf of Campeche without transiting the small region of Vera Cruz. Maybe I'm missing the intent of what you are suggesting. Explain it better and specify the types of units involved in the movement... there are specific JumpLinks to block specific units types from moving directly between two designated regions. :)


As i said in the AACW2 wishlist, my dream is to have more region on Mexico to simulate better the Mexican War in the case of it is mixed with the ACW.
But for now, i just wanted to make the things easy but realistic with the only 2-3 mexican regions we have.
Each western foreign power which invaded Mexico from the east coast had to first do a headbridge, most of the time in Vera Cruz, and then, they can go further inside the country and take Mexico city.
So i wanted this first step region in the coast anyway.
It's OK like this now. :) thanks...


Gray_Lensman wrote:Looking at this one closer... Seems to be a bug at second glance. I think the NavalInterdictionLink was incorrectly placed between the wrong regions. It should be between the 2 regions (1093 and 1094) as you are pointing out. :thumbsup:


I saw something was wrong when i try to plane a way on this 2 sea regions but i HAD to cross 2 earth regions first.

Gray_Lensman wrote:As a courtesy, once these issues are addressed, I'll delete this particular post to keep the thread cleaner for your PBEM Home Rules list here if you wish. :)

:hat: as you wish... but it's also good to let the discussion about how a House Rule list is builded and improved.

May i better propose you to create and stick a thread dedicated to the House Rules lists in the thread were the players look for PBEM opponent. Then the ideas and variantes of many benefit to many ? :cool:
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Sat Sep 11, 2010 7:11 pm

Baris wrote:So may I ask Gray will it be implemented for ACW also to prevent small raids? Without using so many "house rules" Andatiep mentioned?



i would better say post all the wishes in AACW2 wishlist, and let's do House Rules to keep playing while waiting for AGEOD when they will be able to start to work on AACW2, then help them the realize the AACW2 wishlist. :)
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Sat Sep 11, 2010 8:56 pm

andatiep wrote:i would better say post all the wishes in AACW2 wishlist, and let's do House Rules to keep playing while waiting for AGEOD when they will be able to start to work on AACW2, then help them the realize the AACW2 wishlist. :)



edit: reason not appropriate to post in place?? deleted by the author...

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Sun Sep 12, 2010 6:35 pm

Gray_Lensman wrote:AACW has been "legacy" patched. I worked on the small raid issue for months and some player/gamers liked the work and others didn't. I will not be revisiting this particular issue again for AACW1. Sorry. :)

Map issues in most circumstances do not generally impact Mods. If you noticed, the only thing I'm commenting on and planning to fix are issues that Antatiep brought up concerning historical map deficiencies.


I have read about ACW "legacy" patched. I sometimes get confused about the rules of each ageod game that's why I asked :) . To improve anything apart from historical map deficiencies is asking too much for a 3 years old game. Plus it is already in good shape. Without further distraction it should be good for new players to get involved in any part of process not necassary modding maybe ideas put into. So it should not be reacted conservatively by other players who were more of a "usual suspects" :) . Thanks again.

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Fri Sep 17, 2010 3:46 pm

Gray_Lensman wrote:Andatiep:
A lot of your map issues in and around Mexico and California have been addressed in a new QuickFix2 for the v1.16 beta6 patch.
see: http://www.ageod-forum.com/showthread.php?p=186947#post186947
[...]
The rest of your historically justified map correction ideas were incorporated especially the Vera Cruz entry point to the Mexico theatre. :)

edit> I've also reworked the Foreign Entry database to "unfix" Col. B. Fielding in Amherst, but it's not yet included in the uploaded Quickfix files ...AND... I'm also looking into reworking the syntax misspelling of $PoorSpyNetwork to the correct entry of $Poor_Spy_Network.


OK, nice.
I'll then enjoy using the 1.16 patch when finished for my next PBEM :)
It will be less House Rules to list !
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