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I must say that you seem to be very motivated for develoment of your mod. It is nice to see that your project advances so fast. It is realy great idea to make mod about secesion war. Many people are interested for this era and ahistorical outcomes just need to be included. I can't wait final release, it looks perfect.

I have some questions for you if you dont mind.
1.You said you don't know what to do with cotton. I say what about changing oil to cotton? Oil was not important for industry those times while cotton was key factor in national economy. If you are not including cotton at all, maybe you could at least change oil into coal?
2.Will you add minister cabinets for this timeline?
3.Is timer going to be changed into 1860's?
4.Are you working on techtree for 19th century?
5.Will there be special unit icons and models for this time?
6.What about new units and brigades? Machine guns as attachments...

Thank you for your answers. I wish you can keep your motivation for your great work. Good luck!
 
1.You said you don't know what to do with cotton. I say what about changing oil to cotton? Oil was not important for industry those times while cotton was key factor in national economy. If you are not including cotton at all, maybe you could at least change oil into coal?

It will not be into the first beta release, but oil will become food supply for troops, and supply will become only ammunations.

The problem with changing any resource into cotton means the mod just lose a resource. Every resource into the game is important for war effort. Cotton was important for money, to buy things, like weapons and to pay troops. But how is that possible to implement cotton in this game ?

Actually I did not found a way to do this. But if someone comes with a great idea to make cotton interesting, I will be interested ;)


2.Will you add minister cabinets for this timeline?

Of course ! This will be done for all states in the final release (not the first beta). However, I have to say that I plan to ask, after the first beta release, for help for that kind of thing. Really long to do, this only thing could ask me the same amount of time I spent in making the current state of the map (with troops and events to create the CSA). So I will need help ;)

3.Is timer going to be changed into 1860's?

Well I think it cannot be done with HoI2. I tried it, it made the game crash. But if someone can propose to me a code to change that that could be great !

For now, 1940 is 1860, 1941 is 1861, you got it !


4.Are you working on techtree for 19th century?

Yep, I began to work on it. Most of my work was to use and modify vanilla techs to make them interesting for units, attrition, etc... and suppressed non historal techs. I will spend more time on this when the basics will be far enough.

5.Will there be special unit icons and models for this time?

Icons yes, there are already a few. Models are simply the one used by paradox in Victoria I for now. If someone has any talents at creating ones, that'll be a pleasure ! because I am simply very bad at that kind of thing.

6.What about new units and brigades? Machine guns as attachments...

This will also be included. However, for the first beta, only Artillery will be in the game.

Thank you for your answers. I wish you can keep your motivation for your great work. Good luck!

I hope you like the answers. And I also hope I will keep this motivation. I think it will depend a lot of the way you guys like the first beta :D

Small : There will be a naval aspect into the game. It was really important back then. Navy superiority was one of the main reason the Union won the war.

And about amphibious assault, I'm not sure for now. However, in both sides, there is absolutely not as much divisions as in the vanilla game. I think it will simply be impossible to cover the entire coasts without jeopardize victory on other fronts. So amphibious assault should not be necessary.

Vesimir : Yep events are now on my mind. But only the most important one. Lots as already been done. Now my focus is on writing texts for the events and correcting graphic bugs I made. That done will mean first beta :D

djconklin : This will be added. But it's not my current focus. I will begin to work on that later on.
 
I personally think that HOI3 has a greater potential for an civil war mod, but I hope that you will continue your work! I always hoped for a good succession mod! :)

Well :

1) I do not own HoI3... And lots of HoI2 fans said to me that I must wait a little longer to have a great HoI3 game because they were not satisfied.

2) I quickly looked at the demo of HoI3, and I had the idea that it seems harder for a beginer in modding like me to do some good. But it was the demo so I may be totally wrong.



In the same time :

1) there is numerous things included in HoI3 that I miss here (probably the two biggest things : number of provinces, and politics.)

2) I will eventually buy HoI3 because I never missed one Paradox EU-like game since EU 1. You can bet at that time I will use the work on HoI 2 to mod HoI3 when I'll master it. But for now I think to have a complete HoI 2 mod is the first priority as lots (if not almost all) HoI3 players do have HoI2. ;)
 
yeah navy was pritty importent at that time. the confederates had a much smaller but better navy, including ironclads and submarines

and there is a mod that alows you to change the date, the no time limit mod.
 
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i thought it was the brits that traded with the confederates, and the priveteers were against union ships only
 
Oh wait! It was texan pirates that made the british angry. Sry :p.

But still, confederate pirates were pretty important. Even though they didn't play a major role in the conflict.

Thanks guys for those ideas. But once more, my question is : How do I put those things in the game ?

I can create events that create fleets for the CSA, but it is still "troops", not pirates. No Paradox Interactive game ever created privateers (with the exception of Europa universalis 1, 2 and 3 but almost non-controlled by players and East india Company but not the same game ;)).

So fleets creation through events ? do you like that ? And what is their purpose ? If their is fleets, their only goal will be to fight against Union fleets... I'm not sure it is what you have in mind...

Through automatic events ? I'm not sure that is fun. But it could balance the war in late games (after 1862) to help the Confederation in the coast war.
 
Thanks guys for those ideas. But once more, my question is : How do I put those things in the game ?

I can create events that create fleets for the CSA, but it is still "troops", not pirates. No Paradox Interactive game ever created privateers (with the exception of Europa universalis 1, 2 and 3 but almost non-controlled by players and East india Company but not the same game ;)).

So fleets creation through events ? do you like that ? And what is their purpose ? If their is fleets, their only goal will be to fight against Union fleets... I'm not sure it is what you have in mind...

Through automatic events ? I'm not sure that is fun. But it could balance the war in late games (after 1862) to help the Confederation in the coast war.

I think CSA desperatly needs a fleet to deal with the Union's blockade( if you are planning to make such a move for the union)
 
About the fast : Well "thanks" but actually because of economics reality in France (and not only in France), and two spare time jobs, I still have some free time so I do hope to be a little less fast in the coming weeks ;)

About the motivation : I have it and the number of people following makes me keep it :D

About your links : that is GREAT stuff. That must be in the final version.

And if you have some knowledge in modding Hoi2, don't hesitate creating the pictures (photos or paintings), divisions and brigades for thoses weapons. I can do it, but any help on that kind of stuff, if I just have to copy/past it, will make the first beta version better.

By the way don't hesitate to check the first post of this thread, I put regular updates on beta versions and features !

About fleets : don 't hesitate to put as much information as possible about fleets and potential events on this thread. I do not work on that right now but I will use good stuff posted in this thread.
 
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I am a total noob at modding so I cant provide you help regarding this but if you need photos, links,historical infos or just some ideas about your ACW Mod I will be glad to help you.
 
Time for news !

I) As you may have seen on the first post of this thread, I gave a "date" for the first beta release : 1st - 10th December.

II) Where am I in the developpement :

I still have a few things to finish before the beta release.

1) To finish events : Especially texts that I wish to see completed. Lots of others will be added after the first beta release, but the major ones needs to be done.



History is the heart of this mod

2) To fix graphical bugs : I already talked about that, but I realized something : Victoria does not need as much firing position as HoI2 for the troops. So I miss some. I have to find a way.

3) To balance the game : almost done, but I'll launch again a few games as Washington territories to watch how wars can go.

All that done, it'll be time for YOU to play and give me your feedback ;)

III) To make you realise a little more about this mod, I will publish tonight a first launch of a "tactica" for this mod. One thing is for sure, strategies from HoI2 have to be modified if you want to win this damn war !
 
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"Tactica" for the US Civil War mod for HoI2 DDA

"Tactica" for the US Civil War mod for HoI2 DDA


So, what about strategy in this mod ?

Well it surely changes regarding your side, even if some realities are common for both the Union and the Confederation.

I) Common realities

1) a "little" territory


In the Vanilla game, you launch campaigns on certain parts of the world. In northern Africa, France, Eastern Europe, French Indochina, Korea, Italie, etc...

In this mod, you can't lose a "campaign". Basically, there is three front : Eastern states, mid-West (Around Missouri) and Far West (West of Missouri and Texas). Losing some ground on one front can make the enemy coming into vital territory really fast.

For example, if you play as the Union, losing some battles in Virginia and Maryland can force you to fight in Pennsylvania, and even New York State ! You can't allow that, because it would mean the Confederation could at least damage, or worse take, your industrial heart, and then your huge IC.

2) Three front, three strategies

As said just before, we may see three fronts in this war : Eastern states, mid west and far west.

About the Eastern states : Those are the most important ones. For both sides, you have here your wealthier and stronger states. You can lose one, sometimes two. You can't lose three states. There, you may have to try to impose a "WWI-like" war to your enemy. Better a strong defense and no movements than losing ground. This is especially true for Virginia, as this state has borders with the economical hearts of both the Union and the Confederation. You will have there the most important and bloodiest battles of the war.

About Mid-west states : this front will come fast, but not right at the begining. Kentucky and Missouri go into the war a few month after the attack on Fort Sumter. This mean you will have to keep troops there, useless for a few month. If you don't, when they come into war, you will see the enemy coming through those states without opposition ! This front is also a little mix between the two others in terms of Strategies. It may also become the most important one. Historically, the Union won by coming through Missouri to cut the Confederation in two, which was the doom of Texas and Western confederate forces. Take this region very seriously. Not as important as the east in term of IC and manpower, but the one who win this region can enter directly into strategical territories.

About Far west territories :

Probably the most frustrating front. At that time, almost nothing there (in term of strategic and economical importance for the war of course). So why sending troops there ?

Well, just think about the idea of seeing California into the Confederation hands, Texas falling under Grant's attacks or CSA troops entering in the Union through Iowa ?

Yeah. Far west can make you win or loose the war like the other two fronts. However, this will be totally different.

First, during the entire war, you can fight for empty territories. Nothing to win in their conquest or defense, except maybe one day the opportunity to launch a major attack where the ennemy don't want you.

Secondly, very few troops compared to the eastern front, for a huge territory. You still have to keep the line on the eastern front, so you won't have a lot of troops to spare there. But you have to.

Third, huge distances. From New Mexico to Montana, from San Diego to Kansas, you have here a larger territory than both the other fronts. A battle for a certain territory can take weeks or month because of those distances.

Fourth, a huge difficulty to send new troops as both sides are far from their military bases.




Desert territories in the game


3) Fronts and borders are huge, really huge in this empty country.

So huge that you have to be able to concentrate your troops to hold the line AND to spare enough of them to prevent attacks on non-defended territories.

The first lesson here is that in early games, milicias are always better than stronger troops. 3 militias with artillery are better than two cavaleries. Remeber : you have to hold that line ! Going with always the better troops will make you miss the number of men you need to keep that line. I already lost a game with the Union because I tried this strategy of regulars and cavalery to destroy Rebels militias. They outnumbered me, and I saw CSA troops in Pennsylvania. You know that now : this is not good. Ever.



Militias from the mod. You will learn their importance very quickly.


II) Specific realities :

1) USA :


First, you have a clear advantage over the CSA : your IC. However, this will not be enough in the first year. Militias are the strengh of the CSA at the begining. Don't be outnumbered at the begining, and later you will outnumber them with strong units when they will have difficulties to build as much troops as you do.

Secondly, hold the line all the time. The CSA can lose a little ground in Virginia and North Carolina and still have territories in their back. You lose in Virginia (which is not your territory in the early war), you are in Pennsylvania. Did I say this is bad ?

Third : do not ever forget the importance of the far west. You have something to lose there : 1) A strategic position (the CSA is surrounded by the Union at the begining. Do not become surrounded by the CSA because you did not send enough troops in far west.) 2) California ! You don't want to lose it. And not because you would miss the sun and the fun... 3) The CSA has nothing to lose there, but they have things to win. And even the AI knows that.

2) CSA :

First : the war can be short. But it cannot be long. If it becomes long, you won't have the resources to win it. the Union will eventually outnumber you with better troops. Use your numerous militias and the short territory you have to defend to win early battles in eastern states. If you can't, do not let the Union beat you in mid west.

Secondly : Texas is probably the safest CSA state, if you put enough troops to protect it. And you want the Union troops to run after you in the whole far west. That buy you some time to win in the east.

Third : The east is the most important front for you. You can win as much battle as you want in the far west, it will take months (if not one or two years) to conquer it and definitely beat Union troops there. You lose that time in far west, be sure in the east the Union will begin to attack you with numerous and modern troops. Far West can bring you some advantages, but your objective is still and will always be the eastern states.

Now, I hope you're all much more willing to play this mod :D
 
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Wow, wow, wow, this is just great! :D
Please don't give up your work, you're doing great job. Oh, and thanks for nice answers about the mod. Good luck!