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A House Divided



"It is well that war is so terrible, else we should grow too fond of it."-- Gen. Robert E. Lee

House rules unsupported by engine:

-Although upgradable constructions have territory limit per category, such as civilian economies (limit 1) or fieldworks (breastwork, entrenchments, fortifications, limit 3), there is actually an extra slot to allow for upgrading, since the new unit is placed before the old unit is consumed. Please observe rules in the notes and on the unit chart regarding placement limits.
-Please observe the rule of only placing 3 ships per territory.



Contents


1.Victory Objectives

2.Turn Order

3.River Forts and Canals

4.Railroads

5.Resources and Infrastructure

6.Units and Resource Consumption

7.War Financing

8.Union Blockade

9.Border State Sympathies



"We seek no conquest. All we ask is to be left alone."-- President Jefferson Davis
"We are engaged in a great civil war, testing whether that nation or any nation so conceived and so dedicated, can long endure."-- President Abraham Lincoln

The disparity between Union and Confederate strength is offset by their different paths to victory. The United States, fighting for the integrity of the Union, can accept no less than a total conquest of the seceded South, whereas the Confederate States need only to force the Union to negotiate for a modus vivendi.

Confederate Diplomatic Victory -- Recognition by Britain and France
Union blockade less than 40% efficient, maintain Richmond, AND one of the following must be true by the beginning of January 1863 (Round 10):

  • Slow Union Action: Union troops occupy fewer than 10 Confederate territories.
  • Early CSA Offensive: Confederate troops occupy more than 5 Union territories.


Confederate Political Victory -- Lincoln loses 1864 election to Peace Democrats
The following must be true by by the beginning of November 1864 (Round 21):

  • CSA maintain control of Richmond.
  • CSA maintain control of rivers: Confederates maintain control of at least 1 river fort.
  • CSA maintain control of Tennessee: Confederates maintain control of at least 1 of: Nashville, Memphis, Chattanooga.


Confederate Military Victory -- Southern troops prevail
Maintain Richmond AND one of the following must be true:

  • CSA capture one Union city before January 1863 (Round 10).
  • CSA capture one Union city plus Louisville after January 1863.


Confederate Moral Victory -- Prolonged resistance effort
One of the following must be true:

  • CSA maintain control of one of: Vicksburg, Atlanta, Richmond by the agreed-upon survival date (default June 1865, turn 24).
  • CSA maintain control of 50 territories by the agreed-upon survival date (default June 1865, turn 24).



Union Total Victory -- Crush the rebellion

  • Union forces secure the Mississippi by capturing all the river forts.
  • Union forces capture all major Confederate cities.


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"Let us determine to die here, and we will conquer. There is Jackson standing like a stone wall! Rally behind the Virginians."-- Gen. Bernard E. Bee

Timeline: Each turn represents a month, each full round covers two months. For example, Confederates play January 1862, Union plays February 1862, Confederates then play March 1862, and so on. A notification announcing the month of year appears at the beginning of each player's turn.

Limited Battle: Rarely were battles in the 19th century battles of complete annihilation. Combat last only two rounds, after which a stalemate is declared if both sides still have troops remaining in the field. The attacker only has one chance to retreat--after the first round of combat. A stalemated territory remains in the ownership of the defender, including all infrastructure within, and continues to generate resources. The defender of a stalemated battlefield then has the option on his turn to:

  • Remain in the territory, initiating a counter-attack whether with or without additional reinforcements.
  • Voluntarily withdraw to a friendly territory, giving up the contested territory to the attacker.

Abandoned territories are conquered at the end of combat move, so be sure to leave a unit behind to occupy the abandoned territory if you intend to pursue a withdrawing enemy during combat phase.

Confederate Special Ability: "Forced March."

  • Extra non-combat move before normal combat move resets movement counters.


Union Special Ability: "Union Logistics."

  • Depots and supply centers give +1 movement to all units, railyards give +1 movement to trains, shipyards give +1 to ships. All units blitz except general, who recieves blitz ability when paired with an elite cavalry, and militia, which does not blitz at all.



Confederate Turn

  • War Financing: may take loans and pay debt.
  • First Purchase: may purchase resources in addition to units.
  • Non-combat move (Forced March): movement counters reset after this phase
  • Second Purchase: may use resources obtained during First Purchase to purchase units
  • Place: newly placed units may be immediately used in subsequent phases.
  • Combat Move
  • Battle
  • Second non-combat move
  • Confederate endturn / produce resources / pay upkeep



Union Turn

  • War Financing: may take loans and pay debt.
  • First Purchase: may purchase resources in addition to units.
  • Second Purchase: may use resources obtained during First Purchase to purchase units
  • Place: newly placed units may be immediately used in subsequent phases.
  • Depots, supply centers, railyards, and shipyards, including newly placed ones, give bonus movement to units.
  • Combat Move
  • Battle
  • Non-combat move
  • Union endturn / produce resources / pay upkeep



Cannonades: This game introduces the idea of cannonades, which represents bombardment from afar. Cannonade mechanics work simililar to aaGuns in that they occur before regular combat and casualties are removed from battle. Note that artillery has both a cannonade ability (shooting shells from afar) and regular attack and defense values (firing grapeshot at close range), meaning artillery units fire in both the cannonade and regular combat sequences.


Combat Sequence in Detail

  • Attacker artillery cannonade (when applicable): Attacker's artillery fires a long-distance bombardment, rolling at 1/12 against each elegible enemy defender. These casualties are removed from battle and do not participate in further combat.
  • Defender artillery cannonade (when applicable): Defender's artillery fires a long-distance bombardment, rolling at 1/12 against each elegible enemy attacker. These casualties are removed from battle and do not participate in further combat.
  • Defender entrenchment and fortification cannonades (when applicable): Defender's fieldworks fire long-distance bombardments, rolling at 1/12 (for entrenchments) or 2/12 (for fortifications) against each elegible enemy attacker. These casualties are removed from battle and do not participate in further combat.
  • Attacker fire: Attacking units close in for combat. These casualties return fire.
  • Defender fire: Defending units return close-combat. These casualties are removed from battle.
  • End of combat round: At the end of the first combat round, attacker has the choice to retreat or stay for the second round. At the second combat round, stalemate is reached if both sides still have troops remaining.


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"The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on."-- Gen. Ulysses S. Grant

Rivers are a special kind of water territory distinguished from normal sea spaces on the map by a lighter shade of blue coloring. Frigates and battleships cannot navigate river spaces, and pontoon bridges can only be built over rivers.

The river forts restrict enemy nagivation of the rivers under normal canal rules. Control of the river forts is a key Union objective; defending them is a Confederate imperative.
The following water connections are regulated as canals:

  • Mississippi River Upper 2 -- Mississippi River Lower 1,
    controlled by Cairo
  • Mississippi River Lower 1 -- Tennesee River Confluence,
    controlled by Cairo
  • Tennesee River Confluence -- Tennesee River Lower,
    controlled by Fort Henry-Donelson
  • Cumberland River Middle -- Cumberland River Lower,
    controlled by Fort Henry-Donelson
  • Mississippi River Lower 2 -- Mississippi River Lower 1,
    controlled by New Madrid and Columbus Kentucky
  • Mississippi River Upper 3 -- Arkansas River Lower,
    controlled by Fort Hindman
  • Mississippi River Lower 4 -- Mississippi River Lower 5,
    controlled by Vicksburg
  • Mississippi River Lower 7 -- Mississippi River Delta,
    controlled by Fort St Philip and Fort Jackson



There are four additional sea connections regulated as canals:

  • North Carolina Coast SZ -- Albemarle Sound SZ,
    controlled by Outer Bank North
  • North Carolina Coast SZ -- Pamlico Sound SZ,
    controlled by Outer Bank North and Outer Bank South
  • South Carolina Coast SZ -- Pamlico Sound SZ,
    controlled by Fort Macon and Outher Bank South
  • Gulf of Mexico East SZ -- Sargasso Sea SZ,
    controlled by Key West


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"To move swiftly, strike vigorously, and secure all the fruits of victory is the secret of successful war."-- Thomas J. Jackson

Railroads are important tools used by both the North and the South for mobilizing for the war effort. Railroad lines are marked on the map as segmented lines connecting the railroad stations, which are separate "sea" territories entirely enclosed by the host territory. Two stations are considered connected if there exists a direct dotted line path between them. Trains may move between stations only if:

  • You own the two host territories to which the stations belong.
  • You own the territories through which the rail line passes.


You must have control of a rail route at the beginning of your turn in order to use it.
Loading, moving, and unloading trains work just like transport ships; rail lines work via normal canal rules.

Trains are 1/0/2 units and trains trapped in captured stations immediately die when you move your own trains to the captured station.

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"War is cruelty and you cannot refine it."-- Gen. William T. Sherman

There are five resources in this game:

  • Supplies, representing food and equipment,
  • Industry, representing industrial goods such as coal, steel, and machinery,
  • Manpower, representing the pool of able-bodied men who can be recruited,
  • PUs, representing cash available to the government through taxes and bonds, and
  • Leadership points, representing battlefield experience and the quality of your officer corps.



Resources are produced from upgradable infrastructure units located in your territories, not from territory values. Territory values represent the historical population density of the territory, not PU production. Some infrastructure requires a minimum territory value to be placed. Union manpower and training infrastructure can only be built in original Union territory or Pro-Union territory. Confederate manpower and training infrastructure can only be built in original Confederate territory or Pro-Confederate territory. Each territory may contain only one of each of the folloing categories of infrastructure:

Supply infrastructure
unit costs may only be placed in territories valued at produces when captured
storehouse 6PUs + 6 Supplies + 6 Industry 1 3 Supplies is destroyed
depot storehouse+ 8 PUs + 6 Supplies + 6 Industry 1 6 Supplies downgrades to storehouse
supply_center depot + 8 PUs + 6 Supplies + 6 Industry 1 9 Supplies downgrades to depot



*You may also purchase Supplies at the rate of 2 PUs per Supplies.

Industrial infrastructure
unit costs may only be placed in territories valued at produces when captured
foundry 4PUs + 12 Industry 1 2 Industry is destroyed
mill foundry + 6 PUs + 12 Industry 2 4 Industry downgrades to foundry
industrial_center mill + 8 PUs + 18 Industry 3 6 Industry downgrades to mill



*You may also purchase Industry at the rate of 3 PUs per Industry.

Manpower infrastructure
unit costs may only be placed in territories produces when captured
recruitment_center 6 PUs originally owned by player or sympathetic neutral valued at 1 1 Manpower is destroyed
recruitment_center2 recruitment_center + 6 PUs originally owned by player or sympathetic neutral valued at 2 2 Manpower is destroyed
recruitment_center3 recruitment_center2 + 6 PUs originally owned by player or sympathetic neutral valued at 3 3 Manpower is destroyed
recruitment_center4 recruitment_center3 + 6 PUs originally owned by player or sympathetic neutral valued at 4 4 Manpower is destroyed
recruitment_center5 recruitment_center4 + 6 PUs originally owned by player or sympathetic neutral valued at 5 5 Manpower is destroyed


New England bonus: New England supplies an additional 30 off-board Manpower and 40 off-board Supplies to Union every turn.

Tax infrastructure
unit costs may only be placed in territories valued at produces when captured
civilian_economy 8 PUs + 12 Industry 1 1 PUs is destroyed
civilian_economy2 civilian_economy + 8 PUs + 12 Industry 1 2 PUs downgrades to civilian_economy
civilian_economy3 civilian_economy2 + 8 PUs + 12 Industry 2 3 PUs downgrades to civilian_economy2
civilian_economy4 civilian_economy3 + 8 PUs + 12 Industry 2 4 PUs downgrades to civilian_economy3
civilian_economy5 civilian_economy4 + 8 PUs + 12 Industry 3 5 PUs downgrades to civilian_economy4
civilian_economy6 civilian_economy5 + 8 PUs + 12 Industry 3 6 PUs downgrades to civilian_economy5
civilian_economy7 civilian_economy6 + 8 PUs + 12 Industry 4 7 PUs downgrades to civilian_economy6
civilian_economy8 civilian_economy7 + 8 PUs + 12 Industry 4 8 PUs downgrades to civilian_economy7
civilian_economy9 civilian_economy8 + 8 PUs + 12 Industry 5 9 PUs downgrades to civilian_economy8



Leadership points: Leadership points are earned as a result of "battlefield experience."




The following are responsible for creating or upgrading new units:

Training infrastructure
unit costs may only be placed in territories may train/upgrade when captured
drill_camp 6 PUs + 6 Supplies containing any recruitment center 2 militia is destroyed
barracks drill_camp + 6 PUs + 6 Suppies containing any recruitment center 2 militia or artillery (with mill), plus 4 of: infantry, cavalry is destroyed
parade_Ground barracks + 8 PUs + 8 Suppies containing any recruitment center 2 militia or artillery (with mill), plus 8 of: infantry, cavalry, elite_infantry, elite_cavalry, engineers is destroyed


Other infrastructure
unit costs may only be placed in territories valued at may train/upgrade when captured
railyard 5 Supplies + 1 Manpower + 10 Industry 3 3 of: train is destroyed
shipyard 5 Supplies + 1 Manpower + 10 Industry 3 or or originally with shipyards 3 of: gunboat, ironclad, frigate, battleship, transport, submarine, torpeod (Confederate only) is destroyed


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"The Army of Northern Virginia was never defeated. It merely wore itself out whipping the enemy. "-- Gen. Jubal Early

Resources are spent:

  • to recruit new units or upgrade old units during purchase and place phase
  • as fuel during noncombat and combat move
  • on unit upkeep at the end of your turn


*Infantry, elite infantry, cavalry, elite cavalry, and engineers charge fuel cost of 1 Supplies per movement point. Artillery, ironclads, and trains charge fuel cost of 1 Industry per movement point. Be careful: Lack of Supplies will make your armies unable to move; lack of Industry will paralyze your rail network. Militia does not require fuel.

  • Movement during winter months (November, December, January, February) will cost twice as much Supplies for infantry, elite infantry, cavalry, elite cavalry, and engineers.
  • Generally speaking, units charge additional Supplies as upkeep regardless of movement at the end of your turn.
  • All field units (that is, all units recruited or upgraded by drill_camp, barracks, parade_ground, or general) charge 1 Manpower upkeep. These units include militia, infantry, cavalry, elite_infantry, elite_cavalry, artillery, and engineers. Because Manpower production per territory is capped at territory value (which represents population density), this means that there are only so many units you can field at any time based on the kinds of territories under your control, and that there is an absolute map maximum of 548 field units that can be present on the map at any time. Comparing these numbers to historical data, we can conclude that each field unit roughly represents two thousand men.
  • Submarines, torpedoes, and transports do not block movement.
  • Torpedoes are naval mines, special defensive units that fire once before a battle and cannot be taken as casualties. Each torpedo rolls at 3 at one ship. To target more ships you need more torpedoes. Torpedo fields are either cleared after combat, or in the case of empty torpedo fields devoid of enemy units, cleared at the beginning of enemy combat move phase.
unit information
unit class resource costs built by a/d/m upkeep fuelcost other properties
militia combat unit 3 manpower + 1 supplies recruitment center, barracks, parade ground 1/1/1 1 manpower none transportCost:2, leadership bonus: +1/+1, artillery cannonade target, fieldwork cannonade target
infantry combat unit militia + 2 supplies + $3 barracks, parade ground, general 2/3/1 2 supplies, 1 manpower 1 supplies transportCost:2, leadership bonus: +2/+1, artillery cannonade target, fieldwork cannonade target
elite infantry combat unit infantry + 3 supplies + $2 parade ground, general 3/4/1 2 supplies, 1 manpower 1 supplies transportCost:2, leadership bonus: +4/+3, artillery cannonade target, fieldwork cannonade target
cavalry combat unit militia + 5 supplies + $4 barracks, parade ground, general 2/2/2 4 supplies, 1 manpower 1 supplies transportCost:3, leadership bonus: +2/+1, fieldwork cannonade target
elite cavalry combat unit cavalry + 3 supplies + $3 parade ground, general 4/3/2 4 supplies, 1 manpower 1 supplies transportCost:3, leadership bonus: +4/+3, fieldwork cannonade target
artillery combat unit 6 industry + 3 manpower + 6 supplies + $5 (barracks or parade ground) + (mill or industrial center) 3/6/1 3 supplies, 1 manpower 1 industry transportCost:3, leadership bonus: +3/+2, cannonade rolls against up to 12 units @1, artillery cannonade target, fieldwork cannonade target
general command/ logistics 2 leadership points n/a 0/0/2 2 supplies none transportCost:3, two-hit, gives leadership bonus to 5 of each type of combat unit (eg. militia, elite cavalry, etc.), can upgrade 2 units (eg. infantry to elite infantry)
engineers command/ logistics 3 manpower + 5 supplies + $6 parade ground 0/0/1 2 supplies, 1 manpower 1 supplies builds fieldworks, pontoon bridges, and torpedoes up to 2 per turn
breastwork fieldwork 2 supplies + $1 engineers 0/0/0 none none -1 att/def to up to 2 enemy units, max 1 per territory, destroyed upon capture
entrenchments fieldwork breastwork + 1 artillery + 1 supplies + $1 engineers 0/0/0 none none enemy cavalry attack as infantry (dismount), -1 att/def to up to 4 enemy units, cannonade rolls against up to 12 attackers @1, max 1 per territory, downgrades to breastwork upon capture
fortifications fieldwork entrenchments + 1 artillery + 2 supplies + $1 engineers 0/0/0 none none enemy cavalry attack as infantry (dismount), -2 att/def to up to 6 enemy units, cannonade rolls against up to 12 attackers @2, -1 to enemy bombard, max 1 per territory, downgrades to entrenchments upon capture
gunboat naval combat unit manpower + 8 supplies + $5 shipyard 3/2/1 2 Supplies none bombard
ironclad naval combat unit gunboat + 5 industry + $4 shipyard 4/3/2 3 Supplies 1 industry bombard, two-hit
frigate naval combat unit 1 manpower + 10 supplies + $6 shipyard 4/4/2 3 Supplies none can blockade, cannot navigate rivers
battleship naval combat unit frigate + 5 supplies + $5 shipyard 7/7/2 4 Supplies none bombard, cannot navigate rivers
submarine naval combat unit 1 industry + 1 manpower + 2 supplies + $5 shipyard 1/1/1 1 Supplies none sub
torpedo naval combat unit 2 supplies + $1 engineers or Confederate shipyards roll at 3 for 1 ship before combat none none cannot be taken as casualties
transport transport 1 manpower + 6 supplies + $5 shiyard 0/0/1 1 Supplies none capacity:5, can perform amphibious assaults
train transport 2 industry + 1 manpower + 3 supplies + $5 railyard 0/0/2 1 industry 1 industry capacity:10
pontoon bridge transport 8 supplies + $3 engineers 0/0/0 none none capacity:20, can NOT perform amphibious assaults, may only be built in rivers


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"Nothing was to be learnt from the struggle of two armed mobs chasing each other across the country."-- Helmuth von Moltke the Elder
During the Civil War, both the Confederate and Union governments accrued significant amounts of government debt in order to finance the war. In this game during the War Financing phase, players may choose to take out 2-year (12-round) loans of $200 each, at variable interest compounded (see below), and pay back past debt commitments. Players may only take out one loan per turn.

Players each have 3 loan "slots" and therefore can only have a total of 3 active loans at any one time. Loans are lump sums of cash (PUs) given to the player as soon as a player takes out a loan, and are repaid as principal plus interest in flat bimonthly installments every subsequent round. If a player skips a payment or is unable to pay these debt commitments, then the interest rate on all of the player's debt and on any future loans is increased by 5% and owes backpay the subsequent round. If a player fails to pay for two rounds in a row, the player defaults on their loans, which is very, very bad.

For example:

  • You take out a loan for $200 at 25% compounded interest. Congratulations, you suddenly have $200.
  • Starting the subsequent round for 12 rounds, your payment each round will be $27, for a total of $324 you will have paid by the time you finish repaying your loan.
  • If you miss a payment, all of your interest rates increase to 30% and the prices of your monthly payments are adjusted.
  • The next round, you will have to pay $30 (the new price) for the backpay you missed AND another $30 for the payment owed that round.
  • If you miss your payment again, you default on your loans.
  • There are no interest rates available above 50%. If you miss a payment priced at 50%, you default as well.


When a player default on their loans:

  • All resource stockpiles are set to 0
  • All non-infrastructure units except militia are disbanded and removed from the map.


If you still have loan slots left, you can of course take out new loans to finance your old debt, but that's a pyramid scheme and not sustainable long-term. The chart below explains the payment prices for loans in detail.

Loan Rates
Principal interest rate, compounded bimonthly payment per round total amount repaid in 12 rounds
$200 20% $25 $300
$200 25% $27 $324
$200 30% $30 $360
$200 35% $33 $396
$200 40% $37 $444
$200 45% $40 $480
$200 50% $44 $528



The Union, which has better credit, starts out at interest rate 20%, while the Confederacy starts out at interest rate 30%.

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"You might as well appeal against the thunder-storm as against these terrible hardships of war."-- Gen. William T. Sherman
The Union blockade had a profound effect on the Southern economy, choking off cotton exports and driving inflation to runaway levels. In this game, there are 12 blockade zones marked with the blockade icon, as well as 12 blockade ports, marked with the anchor icon. Blockade efficiency is measured in increments of 10% from 0-100%, and calculated as follows:

  • Naval patrols: 10% for each Union frigate in the weakest-blockaded zone, up to 4 frigates.
  • Port capture: 10% for every 2 blockade ports captured by Union ground forces.


Note that the efficiency of Union naval patrols is only as good as its weakest patrol. If you have 3 frigates in each of 11 blockade zones, but only 1 in the 12th, your ships still only contribute 10% blockade efficiency. Also note that naval patrols can only contribute up to 40% blockade efficiency--In other words, having 5 or 6 or 10 frigates per blockade zone still brings in only 40%. If you want to push blockade efficiency higher, you must capture the ports themselves.

The Union blockade will cause inflation and reduce industrial and supply production (see chart below)

Blockade Effects
blockade level inflation level industrial material production (foundry/mill/industrial center) Supplies production (storehouse/depot/supply center)
no blockade regular prices regular (2/4/6) regular (3/6/9)
10% +1 PU to all prices 2/4/5 3/5/7
20% +2 PU to all prices -- 3/4/6
30% +3 PU to all prices 2/3/4 2/4/6
40% +4 PU to all prices -- 2/4/5
50% +5 PU to all prices 1/2/3 2/3/4
60% +6 PU to all prices -- 2/2/3
70% +7 PU to all prices 1/1/2 2/2/3
80% +8 PU to all prices -- 1/2/3
90% +9 PU to all prices 1/1/1 1/1/2
100% +10 PU to all prices -- 1/1/1


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"I hope to have God on my side, but I must have Kentucky."-- President Abraham Lincoln

Some Border State areas such as Missouri, Kentucky, Eastern Tennessee, northern Alabama, West Virginia, etc. are not directly controlled by Union or Confederate forces but start the game as Pro-Union or Pro-Confederate neutrals. These territories may contain infrastructure as well as Pro-Union or Pro-Confederate local militias.

  • You may move your troops into sympathetic territory at any time to bloodlessly capture the territory and any local units sympathetic to your side will join your army as you march through.
  • You WILL have to pay upkeep for sympathetic militias you absorb into your army.
  • Sympathetic territories WILL NOT allow you to move through canal type areas under their control such as train lines and river forts; You have to capture them first.
  • Hostile neutral territories are treated as enemy and will cause combat if you move through them.
  • Infrastructure captured from sympathetic or hostile neutrals never downgrade.


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Special thanks to: Veqyrn with implementation help and engine development.
Thanks to the following playtesters: wirkey, Wassmuss, apple2, ghostboomronin

Enjoy the game and have fun!     
Civil War-A Housed Divided