Posted
Comments 7
Author

Gen’l,

When telling the story of the American Civil War, one cannot ignore economy. From Scott’s Great Snake to King Cotton, and from making Georgia howl to burning down the Shenandoah Valley, the war saw the importance of economy as a weapon of war, and as a target. In the end, the northern armies were victorious, but not before the southern economy had collapsed, making it impossible to resist.

In Grand Tactician: The Civil War (1861-1865) we are building a complex economy model that will work in the background of the game. The idea is to allow player utilizing the industrial power of his/her nation, and targeting the enemy economy. For example railroads allow fast movement of troops and supplies across the states. This means destroying the enemy’s rail network will hamper his mobility and flexibility in troop concentration. Rail lines can of course be repaired, so maybe it’s more important, in the long run, to make it impossible to maintain the rail network? When the gears of economy stall, it will become impossible to keep up momentum in the military operations as well.

Lessons Learned.

Here we take into account the feedback from players of Oliver’s previous strategy game The Seven Years War (1756-1763). In the title, the economy model works well, but it’s not very intuitive for most players. Many players felt that the model needed too much micromanagement from the player, making the campaign game play burdensome, especially to players who wished to run military matters only.

For this reason, the economy model has been redesigned and made more automatic, working in the background, even without much input from the player. The Grand Tactician can therefore concentrate more in the military matters at hand, thinking about the big picture, instead of worrying about lack of available building materials being delivered to a new building site in time, for example…

To make things work smoothly, we let the markets run the show, allowing the player to influence the system with more macro-level controls. For example, you have your domestic production, trade and import/export. While supply and demand determine what is being produced, and where it is being sold to, the player can manipulate the system by government sponsoring and trade policies. As a historical example, playing as the south, cotton is the main source of income and the exports can cover costs of importing other goods needed to run the nation. But what if you’re blockaded and cannot produce the weapons and ammunition needed?

In the end, instead of TSYW-like interaction with economy, production and markets, things should feel a lot different, even if the mechanics working in the background are somewhat similar. Instead of player building up industries, managing upgrades and workforce, prices and minimum stock level, this time around an industry will expand, upgrade, hire or even shut down depending on markets, available workforce amount & type, and of course profitability.

Another change is the way goods are moved around. In TSYW, state sponsored traders move the goods, “item” at a time from A to B. The amount of traders is limited by market size in the province in question. Depending on prices, supply and demand, and player’s priorities, certain goods are moved first, while the others wait for available traders. This often results in high-profit goods, that maybe are irrelevant to player’s ongoing war effort, being prioritized, and local shortages being created. Player is able to manipulate and optimize the system, but it required understanding and micromanagement, like setting up minimum supply levels and manual prioritization – and this per province. Sometimes adding too many building projects could stall any development for a time. And do I need to mention Prussian loam to any TSYW-veteran? This is where many players became frustrated.

We sacked the traders to give the economy more flow – literally! So, instead, a flow of supplies is created from point of supply to point of demand. The flow utilizes the road, rail and river networks, along with sea trade. So goods will always be moved where needed, but the amount (goods per time unit) depends on infrastructure, distance and demand. The flow happens via hubs we call important infrastructure points, or IIPs, like cities, towns, ports, ferries, crossroads, and so on. Think of it a bit like in The Settlers 1 or 2, the IIPs being the flags, but the goods moving without a worker carrying one at a time from IIP to IIP

But you’re more interested about the link to war, from the military commander’s point of view?

Economy Concept Example – Supplying an Army.

In the above concept image, let’s have a look at what it takes to keep an army supplied. In the game, armies are supplied from supply depots. The supplies carried in the armies’ supply trains won’t last forever. Lack of supplies will lead to regulation, which will lead to increased sickness and desertion, and foraging the countryside, which will affect the population’s support and readiness of the armies, and so on… In short, you want to keep the armies well supplied (and enemy’s not so). When setting up a camp or entrenching, the army will be replenished from the appointed depot. Range to base of supplies is of importance, and this will mean that sending armies deep into enemy territory like in many other strategy games, without proper means of supplying them, will end up in a disaster.

An army needs a wide range of supplies. Arms, ammunition, horses, food for men and the beast alike, uniforms. These need to be produced or imported, and here economy and industries will play a key role. For example, to produce the needed artillery in an iron works, you need iron, wrought iron or bronze, that are produced in a foundry, that need the raw materials from mines, and so on. In the concept image, you see some of the industry types in the game.

If you’re familiar with Civil War history, you know that the south had many shortages in available goods, and the north tried to further increase the effect by attacking the production. Salt is a good example. It was mined, or produced in saltworks, and was important for food preservation and curing leather. Virginian saltworks in Saltville were attacked by Union in 1st and 2nd Battles of Saltville. Sherman is noted saying “salt is eminently contraband”. In Grand Tactician, targeting production capability, like salt, works like it did during the war: if the nation runs out of salt, prices skyrocket, and soon there will be severe hiccups in food and leather production. This will affect the armies, and their capability to maintain effective operations, as provisions are no longer available. To fix the situation, the targeted nation will need to divert funds to restore salt production or to import salt. Funds, that would be direly needed to pay the troops or repair the raided rail network, etc.

So the production facilities and trading infrastructure are important targets to military actions, such as raiding and blockades. But the transportation network, in form of IIPs and railroads, can also be targeted, in any point of the shown chart (the arrows). If attacking the supply depot itself is out of the question, cutting the supply route carries the same effect. Pushing into enemy territory, for example capturing choke-points in the road network, means the flow of goods will stop, or need to be diverted. And taking this a step further, you can see how the historic strategies, such as controlling the Mississippi to cut the Confederacy in half, along with strong blockade, can be implemented in Grand Tactician to achieve the goals of Scott’s Great Snake.

Money Isn’t Everything, but Everything Needs Money.

“I went into the army worth a million and a half dollars, and came out a beggar.”

Before the Civil War, Confederate Lieutenant General Nathan Bedford Forrest made a fortune as a slave trader, a planter, and by investing in real estate. Forrest spent his own money to help his men acquire supplies.
– 501 Civil War Quotes And Notes.

Our plan is to make the economy an important tool in the Grand Tactician’s toolbox of strategies. But at the same time we want to keep economy in the background, without the player needing a degree in economics, or forcing him/her to micromanage the details – especially when the player most likely will like to concentrate on matters of sword instead of the plough. When executed military operations produce believable and foreseeable effects in the enemy’s system, including economy, we believe we can better grasp the essence of the American Civil War.

Most Respy,

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

Posted
Comments 6
Author

Gen’l,

Grand Tactician: The Civil War (1861-1865) has been developed from the start with a real-time strategic campaign in mind. The aim of the game is not only to fight battles or to win the war as either side, but the tell the story of the Civil War. And in the heart of the campaign is of course the campaign map. The campaign map spans from Rio Grande to Maine and Dakota Territory to the Bahamas, so there’s plenty of room to plan and execute maneuvers with your armies and fleets. But there’s more to the map than meets the eye.

The Campaign Map.

The campaign map is designed to include all the most important theaters of the American Civil War, and to allow utilizing historical strategies, like Scott’s Great Snake, to win the war. The campaign will be dynamic, and will not force the player to follow any certain path to victory, so there is enough space to devise your own plan as well.

The map itself is an open 3D terrain, just like the battle maps. Same tools as in the battle layer are used to make the armies and fleets interact with the map and terrain. This means that dense forests, swamps, mountain ranges and wide rivers will have a real effect on troop movements. The road network is more scarce in the west, with distances being longer in general there, limiting campaigning with large armies considerably – as the armies will need to be supplied. While on one hand the great rivers will be an obstacle, on the other hand they will provide movement options, if steamers and gunboats are available, and if the enemy fortifications along the waterways can be captured.

To get the campaign map right, we’ve used real elevation data in making the heightmap. On this terrain, we have built and incorporated data such as climate map, forest map, maps of rail-lines and road networks and most important infrastructure like cities, towns, ports, bridges, ferries, etc. – with the scale of the map taken into account. For the states and cities we use historical population data from the censuses. All in all, the map will include a wealth of researched information, and this will allow us to bring the map alive later in the development, with production, dynamic economy, trade, and more.

In addition to the 3D map itself, be sure that our map-specialist, Wasel, is working on a hand-drawn, period-inspired paper map, like the ones you’ve seen in the battles.

Borders. States. Border States. Fronts.

Before, and during, the Civil War the political map of The United States changed numerous times. Territories were re-drawn and eventually incorporated as new states and the 19th century saw mass movement of immigrants to the west, seeking better fortunes – and gold. While the white man moved west, the native tribes were pushed aside, eliminated or confined. By 1850s the area depicted in the campaign map had seen the forced relocations of native tribes, the Trail of Tears, to west of the Mississippi, to modern day Oklahoma. While most changes were in the mid-west and west, the war saw also changes in the east, the biggest being the partition of Virginia.

For this reason we incorporated a border system in the game, where the political map of the Civil War can change during the campaign. While the changes will be historically driven, like admission of Kansas from a territory to a state, it will not be set in stone, whether the people of the brand new state will follow the call of the Union.

Ownership of the states will not be a either-or. Especially the border states can have much (or little) sympathy to both sides of the conflict, and the actual “front line” will not strictly follow the state borders. A state can therefore provide recruits to both sides, depending on the local support. And the support of the states could well change during the campaign. And of course there will be tools to prop (or lose) the support in the states. For example, appointing local political figures to lead your armies in the field may ensure state loyalty in the short run. But can they provide the leadership required, without personal clashes with others? High casualties among troops recruited from the state, drafting and raiding, among other things, can demoralize the population and even force them to abandon the cause.

And while the native Americans have been pushed aside for decades, the new strife could see both sides trying to win their support.

The campaign map will not cover the whole North America, let alone the World, but the map is not isolated from the rest of the world. Both sides of the war can interact (via politics) and trade (via trade nodes) with other nations. And trails, like the Oregon Trail lead west, where there is much to trade. And of course, this trade, or prevention of it, could be a key element in your campaign strategy.

Weather & Weather Fronts.

One of the quite unique features in The Civil War (1861-1865) campaign map, and campaign itself, is the weather. While in battles weather plays a role, as explained in the previous game-play video, on the campaign map weather may well ruin your otherwise brilliantly planned military campaign, or save you from a disaster. The weather of course cannot be planned, and even forecasting is very difficult. The end result could easily be another mud march, with the movement snail-paced, the men being miserable, and increasing amount of troops falling sick or deserting.

To achieve a realistic weather simulation, we incorporated information such as annual averages for temperatures, humidity, chance of rain and snow coverage on the campaign map. Then our coder, Oliver, taught himself a thing or two about meteorology. The end result is fully dynamic weather system across the whole campaign map, where weather fronts are created and move according to real-world data. There will not be any kind of universal weather, or pre-defined weather zones. Instead, the rain and thunder storms gather, move around and scatter dynamically during the campaign, adding to the excitement, as you will never know what to expect. Except if you know a thing or two about meteorology, then you can make educated guesses. And it’s not all about rain and misery either, temperature plays a role as well, including the chance of snow during winter time.

So, in the end, when moving your armies and fleets around the map, you may hit a weather front that makes life miserable, and when engaging in a field-battle, the information is carried over to the battle weather system. In the above image you see the dynamic weather system in action: the rain and thunder storm clouds are shown over the landscape. Also drawn are the political borders – but from what year (and could this be a hint of some sort)?

The Focus is in the Campaign.

So far we have discussed mostly the battles in the game, and mentioned the campaign mostly in sidenotes. Many followers have approached us, asking, whether the campaign will be simply a continuation of battles according to outcomes, or a rigid system that runs as the history did. Can the player recruit troops and appoint commanders as he wants? Hopefully the above description sheds some light on this topic.

As I am writing, the basic map functions, discussed above, have been implemented and we are populating the map with terrain features like rivers, forests and swamps, and game objects like cities, towns, and infrastructure. Next steps will be to make the campaign game-play come to life, by adding the UI, economic model, politics, and so on. We will visit these topics in later dev blogs!

Most Respy,

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

Posted
Comments 5
Author

Gen’l,

When planning your strategy in Grand Tactician: The Civil War (1861-1865) grand campaign, armies are not your only military tools. Fleets, from the brown-water navy to blockading squadrons to transport fleets, will play an important role during the war. The Civil War saw great changes in naval technology and warfare, from sailing ships to mainly steam-powered warships, from wooden design to ironclads. Will Scott’s Great Snake be able to strangle the South, or will you see rebel ironclads crawl up the Potomac to bombard the Union capital?

Fleets and Admirals.

In Grand Tactician, you can utilize the naval power of your nation by building ships and assembling them into fleets. There are actually four kinds of fleets in the game:
- Navy Fleets, with large ocean going warships
- Brown-Water Navy, or the River Fleets, with gunboats and paddle-steamers
- Transport Fleets, that carry troops
- Trading Fleets, that can trade with foreign powers as well

Navy and river fleets are assembled under a navy officer, and will be moved on the campaign map just like armies. The river fleets can operate along major water-ways like Mississippi -river, but cannot move to open sea. Navy fleets navigate the salt-waters, but if small enough ships, especially double-enders are available, they too can go up a major river. The fleets can engage other fleets, bombard armies and fortifications, and take part in sieges. This allows joint operations, like those that took place in the West or maybe a naval maneuver like Peninsula campaign. Navy fleets can also be used to blockade enemy ports.

Transport fleets are maintained to move your armies over, or along water. Depending on the size of the transport fleet, troop concentrations can be conducted faster. Transport fleets also take care of supplying your armies over sea. When boarding the transport ships, troops reserve capacity from the transport fleet, and if out of capacity, movement becomes very slow, due to need of many back&forth voyages by the transports. When boarding the transports, the army on campaign map will be replaced with a ship, that is moved on water. The armies can land to siege enemy forts and to raid valuable targets deep in the enemy territory, but getting attacked by an enemy fleet could be disastrous.

Trading fleets operate from the ports, number of ships depending on the size of the ports. This is all automated, so player does not have to worry about it. Unless blockaded by the enemy, of course! As fleets blockade a port to intercept trade, the port trading capacity will go down, and prices up. This will hit the economy – a major target for either side. To counter this, player can try to attack the blockading fleets, or try to run the blockade. If player purchases blockade runners, more of the trade gets past the blockading fleet, but number of the blockade runners will be captured over time.

Regarding blockades, it’s not only an economy issue. It’s also political. In Europe, there’s big demand for cotton in the textile mills. But also the European superpowers use blockading as a strategy, and to keep this weapon in use, they also need to consider blockades, especially very strong ones, legit, which could prevent them from taking action, if otherwise seen appropriate?

From Timber to Iron Plating.

When the war started, the U.S. Navy was not very large, as was not the regular army. Technology in ship design had taken big leaps, and the wooden colossi of the high seas, ships-of-the-line, were already being rendered all but useless, in the face of steam powered ship that didn’t need the wind to maneuver, and the iron plating that could render a thundering broadside into base of percussion at best. But while these monsters are available, the player could try to utilize them to more than receiving new recruits in the ports?

In the game we have a broad range of ship types available. From the humble schooners to sloops and frigates, and of course the legendary paddle-steamers moving up and down the rivers. Over time, with the needed technology and industry in place, the ships can be upgraded, and new ones built, into steamers and various kinds of ironclads, from the case-mate rams to turreted Monitors.

While building the ships requires a level of industrialization and material, keeping the fleets going will also require something to burn: from coal to foodstuffs and ammunition. The fleets do not have infinite days at sea, but require ports to replenish and repair. In case the industrial potential is not there, maybe a bale of dollars could procure a state-of-the-art warship from the European friends? Or maybe someone is crazy enough to line a ship with cotton-bales for even some additional protection? And how about a ship that moves under water unseen?

Damn the Torpedoes.

In Grand Tactician, naval combat is resolved on the campaign map. In the battles the number, type and size of ships and guns is taken into account, as is the armor plating and close-up ramming. In the end, ships can change ownership multiple times during the campaign, and sometimes it’s better to scuttle a valuable ship than let it fall into enemy hands.

And then there’s chance. A lucky hit in the steam engine could end in a catastrophe, and while armor plating could withstand a seemingly endless amount of punishment, a lucky shot could disable a turret in a Monitor, rendering it next to useless in the battle.

And even if you as the north could dominate the southern fleets, if the big players from Europe feel the urge to intervene, they would most likely bring up the big guns with them!

Most Respy,

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

Posted
Comments 8
Author

Gen’l,

To-day’s Engineers Corps Log is all about visual presentation. We´ll take a look at where we are now, and what to expect in the future.

Hint: Click the links in the text to open images &c.

The Troops Look Thin, sir.

When we talk about graphics in Grand Tactician: The Civil War (1861-1865), we need to take a look at the game concepts and techniques first.

One of our main goals in the game is to show this conflict in the biggest possible scale. For the battles, this means hundreds of brigades with many thousands of single soldiers and hundreds of cannons. All at the same time, all connected in an AI matrix – and all in real-time!

Image 1

Our original idea was to present this all in 3D and use low polygon models for the soldiers, horses, and artillery. Unfortunately, the first engine tests showed us the limitations. But because we still want to keep the epic scale, we decided to change our initial concept and replace the low poly models for soldiers and horses with sprites.

For this task, I created high polygon models for men and horse, with additional equipment and bone rigs for animations. Out of this, I created ~ 47 animations /stances for Infantry, Cavalry, Artillery and Others (Commanders, wounded, captured, &c.) split into three sprite sheets layers (Inf, Cav, Others). And because we wanted to have a fluid unit rotation, we “shot” every frame from 12 directions (12 cameras). This all limited the sprites to not more than 65 frames on one layer, meaning every animation or stance has limited amount of frames. On top of it, we split every sprite into 3 parts: jacket and hat/cape, trousers and all the rest. Why so? Because this allows us to color the different parts separately via code.

After all this work, the first results were rather disappointing: Blurred, low detailed and strange moving soldiers occupied our battlefields. But our daily work with the Unity engine taught us how to solve most of these issues and to-day we are quite happy with the results – not only because of the improved looks, but also due to the low impact in performance, compared to other techniques.

Image 2

However, the balance between graphics and performance will always be a thin red line, and subject to improvements along the way. For those who get lost in this confusing technical part, the above title image shows a picture of all work steps and two different colored brigades.

Furthermore, we spend some time on performance optimization. This allowed us to improve the terrain as well, while improving the FPS. More objects, better LODs (level of detail), detail distance, light, camera, and more.Together with sound and smoke, we could create an intensive battlefield atmosphere, even with our very low resources.

And as always… work in progress! Testing, bug fixing and improving is ongoing all the time.

Ship Ahoy!

In the last months, we´ve implemented all our battlefield features and we move now with full steam ahead with the campaign map. Ilja writes the campaign concepts and Oliver integrates the basic terrain and first features, like troop movement on land, rail and water, as well as telegraph lines, as you are reading this. One of my first tasks here are the naval and land units.

Please keep in mind this is a very early phase of the campaign development and we have not yet finalized the final details.

However, the campaign game-play will have naval movement for troops, overseas trade, blockades, and naval engagements. You will command paddle-wheel steamers, battleships and ironclads, traders and blockade runners, as well as troop transports on open sea and major rivers like Mississippi. Most of the units will have a unique model for each side, like the USS Monitor or Cairo for the Union or the CSS Virginia for the Confederates.

All models will have smoke particles for engines and guns firing, plus other small nice features.

Even without a separate naval battle game-play layer (like in latest Total War -games), we´ll try to create a very exciting and important role for Naval Units and fleets. But we’ll discuss this in more detail in one of our future Engineers Corps Log!

Most Respy,

Gen’l. Peter Lebek,
Chief War Artist.

Posted
Comments 1
Author

Fellow Generals!

When fighting the battles in Grand Tactician: The Civil War (1861-1865), you will face an enemy ran by a multi-layer AI opponent. In to-day’s Engineer Corps logbook entry we’ll talk a bit about the AI, which you, as the player, can also utilize.

Hint: Click the links in the text to open images &c.

A Few Ways to Create a Line of Battle.

When we started drafting the concept for the battle AI, we had in the background Oliver’s The Seven Years War (1756-1763) and its battle AI. In that title, the battle line for the AI was created by determining player’s army’s flanks, and line center. The AI would then match this line, deploying his troops accordingly. Depending on mission, the AI would try to out-power or out-flank player with its units.

Though it sounds very simple, the end result was quite good and true to period. For example, if player started to turn a flank, the AI would counter by turning his line accordingly. In many battles I played, the end result was the battle lines rotating around each other, just like happened in many historical battles. But when we jump from times of Frederick the Great to American Civil War, we can see a few important development steps in tactics, which required some more thinking in the AI concept.

Armies had grown larger since The Seven Years’ War, which required more robust organization. Corps organization allowed independently moving masses of troops with their own logistical support, so the whole army did no longer need to be together. Napoleon’s maxim “march divided, fight united” and identification of interior and exterior lines, as explained by Jomini, meant the battle lines would seldom be straight, and turning the flanks would be the norm instead of oblique order attacks, like favored by Frederick. With improved communication methods, the large bodies of troops were also easier to maneuver efficiently, which again increased flexibility.

Due to the above facts, we decided, at least partially, to abandon the simple matching of lines mechanism, and went deeper with an AI that would have different levels according to organization and maneuvers.

The Levels of AI.

The top level of Grand Tactician’s battle AI is the army. On this level, the army commander decides the strategy the army will follow, and will give orders to “AI groups”, which are explained later. The Army commander will calculate known facts like the size and combat efficiency of the opposing armies (morale, experience, casualties, &c.), as well as troops arriving later as reinforcements. Depending on his personal attributes, he will decide whether to try to break the enemy line in an assault, try to outmaneuver it in attack, to take up defensive positions, or to withdraw from the field. The commanders also follow how the battle develops, and change the strategy accordingly – though with a delay. As personal and army attributes other than simple number of men is taken into account, it is possible to have a smaller but more aggressive army to take the initiative by attacking, or to force a numerically superior opponent to cede the battle-field by inflicting serious enough casualties to unease the commander-in-chief. Just like happened during the Peninsula Campaign in 1862 between Lee and McClellan.

Under the army level, we have something we call “AI groups”. These are usually corps and division level organizations, or a number of them, that carry out the actual maneuvers. An AI group will maneuver on a “line of operation”, as described at that time, and will fight united as a “line of battle”. To describe this in historical context, one can see how the Battle of Wilderness in 1864 was fought: On May 6th on the Union side you clearly have 3 separate lines of battle, Sedgwick and Warren in the north, Burnside in the middle and Hancock in the south. In Grand Tactician this would be 3 different AI groups.

The AI groups are formed so, that there will be a main unit, a corps for example, around which the rest of the group is built. More units can be added to the line, on right or left, to reserve behind the main unit, or in front or flanks to screen the movement. Additional units will follow the movement of the main unit, and are considered “linked” with it. They will do their best to maintain formation. When fighting on the offensive, the AI group will try to turn non-anchored flanks of the opposing line, or if impossible, to break the line by assaulting. On the defensive, flanking maneuvers are met with refusing the threatened flank, curving and reinforcing the line. When AI groups arriving on the battle-field from opposing directions meet, they are combined into a larger body, and so on.

The larger unit(s) within an AI group will be given a stance, or tactic, according to strategy, situation and position in the formation. The stance, which player can also give to his commanders in a battle, dictates how the commanders will use their single units, the brigades, artillery, &c. The stance can be to screen, to defend, attack or assault, and the used formation, tactics and maneuvers change accordingly.

The Brigades Did the Fighting.

The actual fighting is carried out by what we call the “micro-AI”, or the single unit level AI. This AI carries out orders that they receive within an AI group, and it also reacts to threats independently. This AI is the brigade commanders and such, who lead their men into thick of the battle, with no clear image of the bigger picture. The Micro-AI is also coupled with path-finding, navigating the battle-field to where he is ordered to. Micro-AI actions include, for example, stopping to fight an enemy, changing formation, advancing or falling back under fire, charging a weak opponent or maybe taking cover behind a stone wall or laying down to avoid artillery fire. The division and corps commanders and their staff also are controlled by this AI. Player will not be able to micromanage the movements of the commanders himself, as they will find their own place in the formation according to situation and threats.

The player can place larger units (divisions, corps) under AI control, using the orders to use certain tactics, or stances. This will allow the player to focus on something else, while the AI acts on its own, according to stance and movement orders from the player. There is also the control to allow initiative, which, when not coupled with a stance, will advice the commander in question to interrupt his movement, reform and report, if he runs into enemies. Without this initiative, his troops would carry out the initial orders, reacting to threats only if they directly affect single brigades &c. With a stance, after the initial reforming and reporting due to enemy contact, the commander will start carrying out your orders

Commander Personalities Matter.

…but not in every case. The different commanders in Grand Tactician have different personalities, and like in reality, not all personalities work well together. Famous and experienced commanders have the highest probability for friction with completely different kinds of personalities. The friction could end up in open feuds, and this will complicate the line of command. The end result could be disagreeing with orders, delaying carrying out orders, or even acting on one’s own. This makes officer management even more important during the campaign, but also adds some extra realism: The Civil War was full of personal feuds that had an impact on the battle-field!

Most Respy,

Gen’l. Ilja Varha,
Chief Designer.