Civil War Strategy – 6. Utility


 6                   U T I L I T Y

 6.1   Utility Submenu


  • Side
  • Solo
  • Graphics
  • Sounds
  • Display
  • Balance
  • End Cond
  • Events
  • Vary Start
  • Jan Cmpgn
  • Realism
  • Chk Links
  • History
  • Aggress 1

 6.2   Side

Toggles between the Union and Rebel side for the 1 player game only.

 6.3   Solo/2-Player

Toggles between 1- and 2- player game.

 6.4   Graphics

Adjust level of graphics. Four levels of graphics are now allowed, designated G0 through G3.

  • G0  = no additional graphics (BASIC level)
  • G1  = show city connections
  • G2  = show city connections and city names
  • G3  = show city connections, city names, and additional combat graphics

Higher graphics levels will slow the game somewhat while the screen is redrawn.

 6.5   Sound

Toggle between Sound & Music, Sound Only, and Quiet.

 6.6   Display

Sets display speed for messages displayed, from fast to very slow.

 6.7   Balance

Set Play Balance from Rebel++ (large Rebel advantage) all the way to Union++ (large Union advantage). Play balance affects the relative resources allocated, along with the handicap received in combat.

 6.8   End Game Conditions

Shows the conditions that will determine when the game is over. These are specified in the input file CWS.INI, and can be changed by changing that file. Up to 5 different preset conditions may trigger the end of the game:

  • Time (Month & Year)
  • % Cities Controlled by Either Side
  • % Income for Either Side
  • Capital Capture By Either Side *
  • Ratio of Total Army Strength

In addition, the total elimination of either side’s armies will trigger a victory condition. Active conditions are marked with an “+”. These may be toggled either off or on (active) using this option by pressing ENTER when the desired condition is highlighted, but the VALUES themselves can only be changed in CWS.INI (see “Files” section below).

If ANY of the active conditions are achieved by EITHER SIDE, the game will end. If there are NO active end game conditions, the game will continue indefinitely.

* Note: If BOTH sides lose their capital in the same turn, the game does NOT end even if this condition is active.

 6.9  Victory Condition Override

There is an override option when victory conditions signal the end of the game. This allows you to keep playing if you choose instead of abruptly ending the game. Each time the override is used it increases the victory condition that was triggered. For example, suppose the % cities controlled condition is triggered. Suppose it is currently set at 32 (80% of total), and that the end game condition is overridden. The number of cities required to trigger the condition is increased to 33 (or 82.5%). If it is overridden later, it increases to 34 (85%) and so on.

 6.10 Random Events

Control over random events has been extended in the Utility menu option. Random events can be toggled OFF so they do not occur. If random events are ON, the degree to which they favor one side or the other can be controlled:

  • Favor Union  (70% of random events help the Union)
  • Neutral (50% help the Union; 50% help the Rebels)
  • Favor Rebels (70% of random events help the Rebels)

If random events are ON in a 1-player game, they will default in favor of the computer opponent if they are not already set otherwise.

 6.11 Vary Start

Selecting this option at the beginning of the game will give different starting conditions.

 6.12 January Campaigns

Toggle to allow/disallow January campaigns.

 6.13 Realism Toggle


A toggle is provided in the Utility menu (“REALISM”) to control several aspects of the game. The specific effects are listed below.

1. When the REALISM toggle is ON, the number of possible recruits depends on size of city in which recruiting is taking place instead of a fixed number of recruits. The city size is as represented by the income level in the CITIES.GRD file.

When the toggle is OFF, the number of recruits for new or existing armies is fixed at the levels in the basic game (7000 for new armies; 4500 for additions to existing armies). This number is fixed regardless of whether recruiting is done in larger cities (e.g., Philadelphia) or smaller cities (e.g., Fort Donelson). Likewise, any city currently controlled is potentially available as a source for recruits (e.g., Rebels recruiting in Philadelphia).

When the realism toggle is ON, the number of recruits varies based on the value assigned to the city in the CITIES.GRD data file. For cities with values in the 10-15 range, the number of recruits will be about the same as with the toggle off. However, the number of recruits will be larger than normal for bigger cities and smaller than normal in smaller cities.

2. When REALISM is ON, recruiting cannot take place in cities that were ORIGINALLY under enemy control. Thus, if realism is ON, recruits may be raised only in cities that were ORIGINALLY friendly or neutral. This will prohibit Union recruits being raised in say, New Orleans or Rebel troops being recruited in Philadelphia.

3. When a city is completely isolated the number of troops available for recruiting within that city is reduced to 1/3 the normal level.

4. When the REALISM switch is ON, the railroad capacity is variable, based on number of cities held. At the beginning of the game, capacity for both sides will be the initial level set in the CWS.CFG file. However, for each additional city captured, the capacity will increase by 5,000 troops. (Conversely, for each additional city lost, the capacity will decrease by 5,000 troops). However, the capacity will not exceed twice the initial level, nor fall below half the initial level.

5. The realism toggle also affects the ability for seaborne units to conduct invasions (see invasions). When the REALISM toggle is ON, only the Union side may conduct invasions.

6. When REALISM is ON, the defender combat advantage is increased. This will make it harder for the Rebels to make excursions into Ohio and the like. History makes it very clear that the defensive posture was extremely powerful in the war.

7. When REALISM is ON, ironclads cannot be built prior to 1862, to be more historically correct.

 6.14 Check Links

A utility has been provided to check for return routes on maps that you design yourself. For instance, if you have a link from Manassas to Harpers Ferry but not from Harpers Ferry to Manassas, there is a missing return route. This option is accessed by the ‘Chk Links’ option on the UTILITY menu. Missing return route links are identified, and if possible, corrected for the current game being played. Note: the CITIES.GRD data file is not fixed; the user must note the corrections and make them via a text editor.

 6.15 Enemy Aggression

This option applies only for the 1-player game. By repeatedly selecting this option you may cycle through enemy aggressiveness levels from 0 (least aggressive) to 5 (most aggressive). The default level is 3. At the lower levels, the enemy will be more cautious and defensive, preferring to build forts and make attacks only when the odds are favorable. At the higher levels, the enemy will attack more often, perhaps even to the point of foolhardiness.

 Posted by at 11:51 pm
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