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Gen’l,

The War was not over by Christmas, like some of the more optimistic Engineer Corps officers made you believe earlier. But as the last full development year of the game draws to an end, it’s time to take a quick peek at the campaign side of the game. Sometimes a few images tell more than a wall of text, so let’s jump right into it!

In Command of the Armies.

In the campaign, player takes a role in the high command of his chosen side’s leadership. In the above image you can see the power balance between North and South – this balance is what you are trying to tip over to your favor! Here, playing as the Union, good ‘ole Honest Abe is running the show, with good, though a lot older All-American was hero Scott in command of the northern armies. Most important thing is to keep the morale of the citizen and support high. Only this way can the Union rely on volunteers to fill the ranks, and the citizen to keep carrying the weight of the war. The listed numbers control this balance, so winning battles is just one part of the puzzle, that the population is trying to figure out from the news.

As it’s 1861, the means for funding the war are quite different from to-day:

Your government is funded by land sales and taxes, and by loans and bonds when needed. As the player, you can influence how funds are collected and then distributed – or you can leave this to the all-so-trustworthy politicians (automanage). After the fixed costs of military upkeep, the surplus can be diverted as government subsidies to support the kind of policies you choose to follow. More about the policies later. You can also compare the economic success with that of the foe.

The Theaters of War.

In the game, the campaign takes place on an epic campaign map, spanning from Maine to Texas, from Florida to Dakota territory. The map is created from period surveys, and most important routes can be seen dotting the countryside, along with hundreds of towns, ports, ferries… The rail lines can be expanded during the game, too, as can be seen in this comparison picture (also from editor) from 1850 to 1865:

And below is the campaign map in action. You see the roads and rail lines, along with canals, mountain passes and ferries – and the dynamic weather system creating different weather on different parts of the map.

On this fine July day, the General, whose name is on every lips right now, and in a good way for now, does not need to worry about rain and muddy roads. Though he may be worried more about the untrained troops he is going to lead into battle soon, in the scorching heat.

When zooming out from the terrain, you, again, can use the paper map to see the big picture. When zooming all the way out, you have also tools to visualize how the campaign map lives behind the scenes. While you can see the state lines running neatly in the map, this is not the military reality. To see who is in command of what areas, player can choose to view the dynamic front lines, as they move. Here you can, for example see, how controlling forts in Virginia places parts of that state and North Carolina under Union control – a true thorn in the side. When the armies move and cities are conquered, the front lines move as well. Area and infrastructure under your control is blocked from the enemy to use freely – this includes and allows cutting supply lines!

Here Patterson, who still is one of the top Generals in Union Army, has his troops camped on the northern entry to Shenandoah Valley, over watching Harper’s Ferry. As the town is under Union command, northern supplies and trade flow there freely. In case it would be blocked by the Confederates of Johnston, the flow of supplies would cease, and the transport capacity in this area would suffer. This means raiding will be an important tactic, which will not only deny the enemy important routes for the time being, but will also effect the area for a longer time, as replacing equipment, roads, railroads, etc. are needed. A well placed raid deep into enemy territory could have severe consequences, not only in cutting supply lines, but also affecting the morale and support of the population in the longer term!

Here, on the map, Union Army intelligence gathering is shown in a heat-map. Though McDowell rates his intelligence as excellent, he has no idea what is happening beyond the Confederate armies, and even the information about those armies is sketchy. Also seen are the combat and command radii of the army. Within the combat radius (inner circle), enemy units are engaged if the unit stance is set to offensive – if defensive, the unit will stop and start digging in. Within the command radius (outer ring) other armies can reinforce this army, in case it goes to battle. Though, the further away the other armies are, the longer it takes for them to reach the battlefield. In this position it’s even possible that Johnston’s Army would reach Manassas quicker than Patterson? Patterson could move in and hold Johnston in place (both on defensive stance and close together will fortify positions and are considered “locked” to one another), but if he’s cunning, he could slip away regardless?

In the Chesapeake Bay, Union has a fleet ready to sail out to meet the Confederate Navy, or to support land operations by bombarding forts or escorting transports to, say, the Peninsula? But who would go on that God-forbidden swampy wasteland? At least any time soon…

Army Management Made Easy.

Keeping the armies in shape for fighting is vital. This means also recruitment and management. Here McDowell’s ranks are bolstered with a new Brigade. Volunteers are available where support is high, and population is available. States can, and will, provide troops for both sides of the war if the population’s support is divided. At least in Maine the rebel cause has not won many hearts, so the recruits will be heading to D.C. in blue uniform. But only for 3 months for now, as that’s what Abe said it would take to quell this pesky rebellion – and that’s how long the contract is.

Once the required regiments are mustered, the shiny new brigade will march to join McDowell’s 4th Division under Runyon. Depending on distance, the time can be from days to weeks. Commanders can also transfer units within the army, or between armies, by simply dragging and dropping, and off they march:

And in case you’re not happy with the weapons the unit is carrying, upgrading is possible. But bear in mind, you will need functioning weapon industry or good relations with European superpowers willing to export their weapons. Standardization plays a role, so throwing expensive repeating rifles at every unit is – in addition to complete waste of ammunition – handled within the economy.

OK, that’s it for this year, General! More campaigning will be coming your way soon! Have a Happy New Year!

Most Respy,

Gen’l. Ilja Varha,
Chief Designer, &c.

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Gen’l,

As 2019 draws close to end, it’s time to take a look at where the Grand Tactician: The Civil War (1861-1865) stands. While a lot has been achieved so far – and it would be possible to march the game as an inexperienced greenhorn to the field – we have decided to continue drilling in winter quarters to make sure the game is ready to face the odds. While the delay to summer 2020 may come as a disappointment to the troops in the field, there will be plenty to do while preparing for the decisive summer campaign. And this time, let’s have a look at some of the remaining features in the game, and the time line to finish them – this will also answer some of the questions raised by the community recently.

From Economy to Politics.

The economic concept of the game has been described already in recent blogs Economy – Part I and Part II. Currently we are finalizing the economy with government funding controls, with 19th century references. The economy was very different back then, with most of the U.S. Government funding to cover administration costs and military upkeep coming from tariffs, excise taxes, loans and land sales. In 1860, the annual budget was a bit over $60 million. Mustering the great armies and fleets of the Civil War, more money was needed, with U.S. defence spending alone hitting its peak of nearly $1,200 million in 1865. This of course requires new ways of government funding. Here politics come in.

In the game, player can steer the direction of his nation with policies. The policies will be divided into different categories, one being the economic branch. Here player can choose to push for new means of collecting revenue, like the revenue act of 1862, introducing the first federal income tax. With this policy in place, player has access to income tax control to increase the amount of tax. While more money is collected, this will affect the wealth of the population – which they use to set up new industries and to buy goods. While the collected taxes and tariffs will not be sufficient to cover the cost of a prolonged war, issuing bonds and borrowing money will allow keeping the wheels of war turning. With problems to cover the interests, credit rating will slowly plummet and prices rise, so a strong economy is needed to fight on. Player can also step back and let the AI automanage the economy.

Policies are also used to drive military innovations and reforms, as well as expansion and diplomacy. By issuing government funding in form of subsidies (from the collected revenue), player can influence the policy makers. Player can for example expand the pool of recruits by introducing conscription, inspire western expansion, or improve relations with the European powers, allowing weapon imports and even purchase of modern warships.

Freedom of Action.

In Grand Tactician campaign you are free to choose your strategy and design your own operations. As the AI enemy will be doing to the same, it’s highly unlikely Your Civil War will follow the War’s historic path. This is of course a problem for me, the game and map designer, as at the same time we want historically accurate, detailed battlefields and on the other hand the battles could happen where in reality they did not.

Creating the historical battlefields and maps has already been discussed in our previous log entry. These maps will be used in the campaign. We’ve added on our campaign map, with a ton of other information, so called “battlefield markers” that control where the battlefields are located. So, if two armies clash near Manassas, then the battle will take place on this historic battlefield. The maneuvering of the units according to campaign map disposition is taken into account, so reinforcements and troop movement directions are assigned accordingly.

We’ve also added “random map markers” as well. These markers manage a number of sets of non-historic battlefields. These battlefields will also be manually created to allow the same level of detail as the historic maps. The sets are compiled according to terrain in different parts of the United States, so you would not get same randomly chosen map in Texas and Vermont. There is also an upside to not having procedural random maps: the level of detail in the maps and the game-play aspect. Even maps generated randomly for simple hex based terrain engines (Steel Panthers is a prime example) tend to produce quite good maps, but also very bad ones. And while getting your campaign randomly produce you an impossible terrain to fight in would be fairly realistic, it would certainly kill some of the fun – especially if this was the battle that would decide the fate of your nation.

And while the initial release will see a certain number of battle maps available, with the described mechanic in place, we can later on expand the number of maps and the size of the randomly picked map sets. Basically any later created map can be very easily integrated in the main campaign map, expanding the game as post-release development goes on.

The Time Line.

We are driving on, as planned previously, to include all the main features by the end of the year. With these implemented, we will have an alpha version in our hands, and will start proper testing of the game engine(s) to fix bugs and balance the game play. While alpha testing is ongoing, we will have time to polish the game, including adding campaign cut scenes using LionHeart FilmWorks’ epic footage directed by professional producer and director Matti Veekamo. A beta version should be available around March, and from there we would march on to summer 2020 release.

But before the end of the year, we are planning on releasing more info and footage from the campaign game play. So stay close to nearest telegraph station to hear the news as they appear!

Your Most Obedient Servant,

Gen’l. Ilja Varha
Chief Designer, &c.

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Gen’l,

Today we take a look at the economy of Grand Tactician: The Civil War (1861-1865). Although there were many hints from the community to not overdo the economic part of the game we thought that this was an important factor of this war. Therefore we are currently adding all the nice features to the game, but taking care of not forcing the player to micromanage too much.

Most of the economy in Grand Tactician is run by the AI, for example companies are established automatically near towns depending on the available workforce, connected infrastructure, corporate tax and the local availability of pre-goods and demand for the finished product. These companies produce more than 30 goods which are circulating through the trade system, all produced to feed and arm your economy, population, military units and fleets. Supply depots are building up stocks in weapons, ammunition and provisions to supply nearby armies. Although supply depots can be captured or constructed by the player, you will always need to take care about your supply lines as trade and supply routes can be cut off to reduce the condition and morale of the affected units. If a unit operates far from its supply base the supply trains take longer to reach it, resulting in lower supply rates. If you overstretch your supply lines you may use means like Sherman on his march through Georgia in 1864: raiding and foraging. But who knows the outcome of such operations? The economy in the affected region would suffer, people would starve and maybe more men are rushing into the enemy ranks.

Land of the Free, but Not for All.

A very controversial and sensitive topic for us was the representation of slavery in our game. As slavery was the main cause of the war we decided not to abandon it to play safe, sanitizing the evils of men – as that would desecrate the integrity of the historical story we’re attempting to portray. From an economic perspective the use of slaves on the southern farms led to a plunge in production costs of agricultural products, thus leading to a huge competitive advantage. A southern farmer could have returns of 20% on his investment, much more than the average return on industrial investments. In reality the northern states had nearly 10 times the industrial output than the southern states while 84% of the southern economy was related to agriculture – especially “King Cotton”. These effects are accurately simulated in our game. But we will also add a pre-war campaign scenario, which allows the player to push the economic development into another direction by using certain political means. So maybe in 1861 the South has industrial dominance and blocks northern harbors while the North needs to buy blockade runners from Britain?

Looking back into history, the US pre-war economy was closely linked to Europe. Especially Great Britain and France were depending on “colonial goods” like cotton and tobacco. The player will need to negotiate trade treaties and secure his export routes, while there will also be option to import products from Europe, weapons or modern battleships for example. The latter was mostly an option used by the Confederacy as money was better available than production sites. Although we allow European nations to intervene in the war, Britain or France will weight what to gain and what to loose: so blocking southern harbors to push up cotton prices may not force Britain to react if the country is more depending on Union wheat deliveries, which was an important topic as well, due to the higher demand since the Crimean War. But maybe the Confederate player increases the pain further by adopting an export ban on cotton? As the Old World superpowers used blockade as a legal means for their own warfare, a blockade tight enough may prevent intervention as well.

Military Focus Maintained.

A further aspect of the war was the change of the means of transports. Canals and later railroads not only affected troop movements but also trade routes. The railroad network can be expanded to further strengthen infrastructure. This will be an important issue especially in pre-war scenarios. Trade flows much faster along major rivers like Mississippi, the many canals leading west, and railroads, making them priority targets for military operations. Especially raiding tactics could disturb or even cut trade and supply routes, resulting in lower production, more expensive supplies and less corporate development. This is directly connected to the morale of the public, which is the key factor that allows waging the war to a decisive conclusion.

As you can see the economy works very detailed in the background, but grand tacticians don’t need to be afraid: the player will only need to take a few major decisions to influence the economic state of his nation, either by using certain policies or determining the economic framework on a macro scale. Also the economic system is not as vulnerable as in my previous game The Seven Years War (1756-1763), where each industry building could produce only one type of goods. Now, a single iron works can produce rifles, artillery pieces and ammunition depending on demand and expertise. So there would not be a total lack needed goods, but as the production suffers, prices will skyrocket and this will hurt the whole nation.

Your Most Obedient Servant,

Gen’l. Oliver Keppelmüller,
Chief of Engineers, &c.

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Gen’l,

The Grand Tactician is an operational level strategy game. This means the main thing the player is supposed to do, is to muster, supply and command his/her armies and fleets in order to meet the strategic goals of the nation. While we have discussed and shown in videos how commanding armies functions in battles, this time let’s take a quick look at what’s in store on the campaign side.

Your Orders, Sir?

Like on battles, we use order delays on campaign as well. Here, too, the delays depend on initiative of commanders and distance between units within an army. But when commanding the armies themselves, you are able to utilize telegraph infrastructure. Telegraph stations within range of one another are considered in contact, which allows a chain from the capital city to the armies. When on campaign, the player can use the army to construct new telegraph stations. But these stations can be captured or burned down by the enemy, which will mean the loss of communications and much slower delivery of orders. Other military infrastructure the player’s armies can erect in the game are supply depots and forts. But we’ll cover those later!

Like in battles, the movement order can be given as timed orders. This will better allow coordinating movements of multiple corps within an army, for example, to make sure they can support one another during the movement too. You can also direct the army to use, or not to use transportation via railroads, rivers, or sea. Depending on the route, and available transportation equipment, the army will then take the quickest route and transportation combination to ordered destination. This will allow amphibious movement and river expeditions. If a forced march is ordered, the unit will move faster, but rate of attrition will go up, and condition of men down, while also readiness suffers.

Armies can be ordered to take offensive or defensive stance. When offensive, the units will engage enemy units, siege enemy forts and reinforce battles that take place within their range, or the range of their parent army, if they are within range of the army commander. Offensive units will encamp when movement is finished, but will not start to dig in to allow quick reaction to further movement orders. When encamped, units will be resupplied, and the men can rest. If encamped during the winter, the army will go to winter quarters, which will protect them from the cold, but will increase order delays. Defensive units will not engage enemies within range, but will instead stop and dig in. If two opposing defensive units meet, they will both entrench and the end result could be Petersburg kind of trench warfare stalemate situation. Offensive and defensive orders will allow you to block terrain and enemy movements, create reserves, and so on, with ease.

Cavalry during the Civil War was a versatile branch of arms, with the effects taking place also outside field battles. For this reason player can order the way he wants his cavalry to act within his armies. During the early war, guarding was the most usual task. The cavalry would patrol the close proximity of the armies, secure lines of communications and be deployed as a screen behind the main line to stop stragglers and deserters. In this role the cavalry units will not fight in the battles, but on campaign game-play, the readiness and security of the army is improved, and desertion lower. When raiding, the cavalry will attack enemy infrastructure, skirmish with enemy units, and forage the countryside. This allows burning down the Shenandoah Valley, and similar operations, which will also hurt the support of the civilian population. The third special order for cavalry is to scout. Scouting cavalry will improve readiness and intelligence gathering of the army immensely, will skirmish with enemies within range, but will not appear in battles, except in case of a cavalry corps. If on a scouting mission, a cavalry corps will join field battles, but could arrive a bit late due to the need to concentrate beforehand. Think Stuart at Gettysburg. With no special orders, the cavalry will fight in field battles with the rest of the army.

Any Signs of the Enemy, Sir?

While the above orders allow flexibility in your use of the armies and planning of operations, one problem you have is the information about your enemy. Many times during the Civil War, the information about enemy movements was quite vague. While it probably was known if an enemy army was on the move, the exact location and status was not. And this made operations tricky.

To simulate this effect, we have created a different kind of fog-of-war mechanic for our campaign map – we call it the intelligence map. In battles, you basically see the enemy units when your units spot them in the terrain. On the campaign map the same is true, but information about unspotted enemies will also be available. This information is gathered via spies, scouts, local loyal population and from the local news – even those of the enemy. The less sources of information you have from an area, the less accurate the intelligence from there will be.

We simulate this intelligence by showing approximate information about the enemy, hidden in the fog-of-war: for example you may learn that Jackson’s Corps was sighted near a town three days ago. Most likely the corps has since then moved on… but where to? When intelligence about the same unit pops up from elsewhere, you are able to track the approximate movement of the enemy. But there are a couple of twists there: depending on the cunning of the commander in question, the intel delay is further increased. Also the number of men within the army will be just an estimate. And depending on your commanders, they may interpret and assess the received intelligence with errors. So, with this mechanic, it will be possible that the 500,000 rebels reported by McClellan being dug in around Richmond could actually be quite a lot less in numbers, and maybe attacking the right flank as we speak!

To help the player to understand what kind of intelligence to expect and from where, we’ve added an information layer on the campaign map. With this layer we can easily visualize on the map the intelligence coverage. With the same system we are able to show a lot of other information later on, like the dynamic front lines (depending on positions of armies, ownership of towns, etc.), population density, support, and so on.

Most Respy,

Gen’l. Ilja Varha,
Chief Designer, &c.

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Gen’l,

While news have been scarce during the summer, the Grand Tactician -team has been pushing full steam ahead on multiple fronts.

Fleets are Being Constructed.

Construction of ships and creating fleets under naval officers is possible. Depending on capacity in your ports, you can build ship types depending on available technology and resources. With certain policies, you could also import new ship types from Europe. Assembling a fleet is as easy as managing the armies: simply drag and drop ships from ports (“pool”) to the fleets. You can even do this if the ships are not yet finished. They will join the fleet once ready. Moving single ships between ports and fleets has a delay depending on travel speed and distance to cover.

There are 26 different ship types available to build, from simple gunboat steamers (mainly civilian ships with some armament) to ocean going ironclads. Each one has different attributes, for example the number of days they can spend at sea. As these numbers will be different within a fleet, to reduce micromanagement, we have added automatic ship rotation within fleets. This means the fleet itself will always be where you ordered it to be, for example blockading enemy ports or patrolling, but single ships will autonomously return to port for supplies, repairs, and upgrades, then return to the fleet. If you add a monitor class ironclad to a fleet with sailing sloops-of-war, it means the sloops can stay out a lot longer, and the monitor will need to resupply about every 20 days…

Campaign Map Gets Populated.

Work on an epic campaign map has been ongoing from producing the tools to populating the map with cities, towns, roads, railroads, and so on. This includes a ton of historical research, and sites like bridgehunter.com have become real useful in finding out which bridges and ferries have existed at what time, and when they were built. As we allow expanding the railroad network during the game, we will also have the correct railroads ready and available depending on campaign starting date: years before the war the rail network started expanding rapidly, and work continued throughout the war.

With an infrastructure network concept implemented, the map, including economy and logistics, will interact with the armies. Armies will be able to block trade and supply flows through towns, bridges, mountain passes, rivers, canals, etc. This allows real nice maneuvering to cut enemy supply lines by taking choke-points or raiding railroads. Taking hold of Mississippi river alone, for example, will be possible without the need to control whole states in south.

This will take some time, though, as the map is huge. Once ready, the map looks will be improved by the artists, and this will include also the beautiful paper map as seen in previous blogs.

Bolstering the Armies.

By adding customizable attributes to armies and fleets player can make his experienced units more effective. For example an army could become more effective in intelligence gathering in multiple ways. Using a balloon is slow, but with experience, the aeronauts could maybe direct artillery fire, making the army slightly more effective in sieges? Or an intelligence bureau would improve accuracy of information about unseen enemy movements and the information delay? Or maybe organize hand picked cavalry scouts to work behind enemy lines, like Wade Hampton’s iron scouts? The amount of attributes for armies will be limited in numbers, so you better choose wisely. And yes, here too we aim for historical accuracy instead of gamey superpowers.

We also added a little feature called “history” for commanders and units. This means the game will track what your armies and officers are doing during the game – listing dates of promotions, battles fought, and such. Additional information about, for example, pre-campaign history can be added manually. This allows the player to better keep track on who’s who in his military.

Armies and fleets already roam the campaign map, and the campaign-to-battle-to-campaign -link is established. Though a lot of work is still ahead on this side, including combat models for sieges, naval battle and so on, it’s encouraging to see the main ideas behind the game come to life.

Bolstering the Story.

As you can see, a lot has happened in Grand Tactician during the summer. We also are finalizing the original soundtrack recordings, and starting the work on the campaign videos, using LionHeart FilmWorks’ beautiful footage, with a professional TV producer. All this will allow better immersion into the Civil War world of Grand Tactician!

Have a great summer! Most Respy,

Gen’l. Ilja Varha,
Chief Designer, &c.