Introduction This guide walks through the early Confederate (CSA) battles for Ultimate General:Civil War on easy (Colonel) difficulty. With this start, you should be able to have a successful campaign. As the CSA, you are usually short of men, dollars and weapons. The list of American Civil War (Civil War) generals has been divided into five articles: an introduction on this page, a list of Union Army generals, a list of Union brevet generals, a list of Confederate Army generals and a list of prominent acting Confederate States Army generals, which includes officers appointed to duty by E. Kirby Smith, officers whose appointments were never confirmed.
Dear Generals,
The war is continuing and all your reports have been acknowledged. We are now proud to announce a new campaign feature that aims to completely resolve the unfavorable AI scaling.
The AI could become overpowered because there was no way to inflict army attrition to your opponent. Now the AI opponent has dynamic manpower, training and weapons and you are able to affect those directly when you inflict enemy casualties in battle. The army size represents the strength of AI armies that directly oppose you. The AI will use soldiers from this pool in the battles. If the strength gets reduced to a critically low level, you are going to notice that the AI will not have enough power to outnumber or outgun you.
Consequently, as the war progresses, your successes have much more significant impact on your AI opponent. Fail to gain the advantage and you will see the opposite picture. All in all, the campaign should now feel more dynamic and natural and due to various random events, that are revealed to you in form of urgent messages or captured correspondence from your Intelligence service, each campaign play session can turn out much differently, depending on situations and difficulty level.
Except from this brand new campaign system, we addressed several issues that you have reported with your valuable feedback. Here is the content of this patch, in a brief summary.
Ultimate General: Civil War v0.90 rev19761
New
- Major new feature adding dynamic Manpower and resources for the AI opponent. The new 'Intelligence Service' window shown on the map indicates the AI's army size, training and weapon level. The 'Report' button reveals intercepted or urgent messages that inform about enemy reinforcements or when AI receives more weapons and training. The difficulty levels have been revamped from the ground up to offer challenge but also many more chances to win your AI opponent by attrition, as it was able to do for you previously.
Note: Due to all the fixes made based on your feedback, regarding the overpowered AI opponent and the new manpower system, the 'Fixed Size' of the Easy mode has been removed, as it is now obsolete.
AI
- Minor improvements so that AI flanks more and has better territorial perception. The new changes affect and improve overall the AI and its charging decisions.
Balances
- Flanking fire has more impact rewarding more the effective tactics.
- Melee strength has been increased slightly about +10% compensating for the collision box fixes mentioned below.
- Increased availability of several infantry weapons and few cannons for the Union, to make Armory shortages less probable.
- Added Supply Wagons for Union army in Battle of Washington.
- Reduced flanking penalty for some fence types of fortifications that were rather weak.
- Units will surrender sooner if fully surrounded by enemies.
Fixes
- Fixed collision boxes problems that could cause the following issues: Units firing behind obstacles, melee damage to become zero and cause 'sticking' with enemies, targeting problems in tall forts, AI inconsistencies.
- Fixed bug that cancelled move orders at mission switch.
- Fixed bug that could cause retreat in wrong direction.
- Fixed wide camera's problem that was hiding the lowest part of the map.
- Fixed issue that made General and Supply Wagons to occupy Corps slots in battles, thus reducing your available units.
- Fixed 'Battle of Fort Stevens' text not appearing in your fought battle list.
- Fixed minor bug that could slightly change the Union uniform colors in camp, after Battle of Shiloh.
- Fixed several localization issues that were reported.
- Fixed issue of teleported artillery in Malvern Hill.
- Fixed bug that switched the uniform of captured units after loading a battle.
- Fixed problem that did not allow the deletion of saved files.
- Fixed unnamed division commanders.
- Fixed minor bug that showed captured enemy commanders in player's Officer Tab of Battle Report window.
- Fixed bug that gave wounded officers from enemy army in player's army at end of battle.
- Fixed minor bug that was hiding long officer names in camp.
- Fixed annoying very loud marching sound in camp.
- Fixed bug that made injured officers available in reserves list.
- Fixed Limber/Unlimber button not working.
- Fixed issue that was creating double officer names in camp.
- Fixed bug that prevented the terrain info display for detached skirmishers and in some other occasions.
- Fixed invisible supply depot objects in Washington and Richmond.
- Fixed timer issue for Union's Battle of Shiloh Campaign Version where Hornet's nest stage could switch too soon.
- Fixed Gettysburg timer issue in 2nd Day Night phase, where player could lose Culp's Hill but battle could continue.
- Various other minor fixes that you have reported.
Other
- Added sound for battle messages.
Thanks a lot to the volunteer testers who assisted us in the beta procedure of the patch:
- Col_Kelly
- The Soldier
- Wright29
- Andre Bolkonsky
- CSA Watkins
- Koro
- JonnyH13
- Mr. Mercanto
We wanted to include more but we thought it would be better to offer you the new improved campaign system right away and update again with hotfixes in the coming days.
With the new campaign feature we believe that now the game is almost ready for the full release. We await your next feedback so we can find together the last remaining things needing improvements, such as balance or minor bugs.
Official forum:Link
Steam forum:Link
Steam forum:Link
Enjoy!
The Game-Labs Team
*Important*
Your saves will be playable but not fully optimized to support the new system. It is advised to play a new campaign to test this new feature.
*Important*
Your saves will be playable but not fully optimized to support the new system. It is advised to play a new campaign to test this new feature.
I played Ultimate General: Gettysburg on a friends system back in 2014. I thought it was OK but that it lacked something that made me want to play it again so I never bought it. It was very popular though and so I watched the news about Ultimate General: Civil War with bated breath.
Now whilst I am not an RTS expert, I have played a lot of Total War, StarCraft 2, Civilisation 3,4,5 and Beyond Earth so I really like the genre, I am just not good at this type of game so often only put a few hours in at a time before I am back to shooting things.
Ultimate General: Civil War was different. Back at my friend’s house I spent the entire evening gripped by the game. I had no idea they had returned from their evening out. I said the children hadn’t woken or been a bother but I am not sure if I would have noticed. He and his wife went to bed and I stayed up, playing. This one session lasted from 7:30 pm until 3 am, this game is great.
So rather than saying Ultimate General: Civil War is just a sequel to Gettysburg I will say that what game labs have done is take the success and everything they learned from that title and used it as the foundation to build a bigger, better and far more interesting version of essentially the same game as before. Whilst Gettysburg was an interesting battle linked by some events Civil War is a recreation of the entire American Civil War.
During the conflict, seven Southern states individually declared their secession from the U.S and formed the Confederate States of America. Then in April 1861, the Confederates attacked the US fortress of Fort Sumter in South Carolina. This lead to the Confederate States of America eventually becoming 11 states in the South with the Union in the North. The War ended after 4 bloody years in the Spring of 1865 with estimates of between 620,000 and 750,000 people dying. This is more loss of American life than in WW1 and WW2 combined!
So history out of the way and you can play as either the Confederate Army or the Union Army, meaning you can win battles that were lost and lose battles that were won, however, the campaign is held together very well and if I was forced to draw a comparison I would say that Total War comes closest to troop movement, however, Ultimate General: Civil War movement actually feels a lot better.
Civil War Facts
Troop selection is simple and it feels like it’s easy to keep a front line held together. Bringing troops forwards and backwards, using the terrain to your advantage and resupplying your troops with the caravan feels very intuitive. I particularly like the fact that you can trace a route with your mouse and the unit or units will follow it precisely making flanking as simple as clicking and dragging.
Playing a battle is very simple. You do not create fighting units or manage anything in Civil War, instead, you start each battle with the historically accurate amount of troops in a roughly similar situation to that faced by the real armies so you don’t have to worry about production queues or research.
That makes sense, however, during the campaign you also do not have to worry about production queues or research. You control a single army, but as I previously stated, you can win a battle that was lost so I think it would have been good to be able to manage your finances and areas controlled in more detail. If you win a battle you do earn money and prestige which you can spend on replenishing your troops or choosing the different types of rifles and artillery, you can also choose the army composition, however, it’s a very basic management aspect that I think the game needs.
The campaign then is not as complex as it could be which has its good and bad points, you select a battle from the map and away you go. The larger battles are immensely time consuming, I was in one battle for over an hour without even realizing. You will have a lot of “damn my coffees cold” moments as you lose track of yourself so I am not saying the game isn’t deep, it’s just that it could be.
I came to lament the loss of some troops. If I bought them nice new guns because they had done well in a previous battle and they got decimated I would be genuinely annoyed that I didn’t send some other cannon fodder into the breach.
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The maps are beautiful, they are hand-drawn and everything is a lot more refined than the previous title. Cover and elevation work properly and issuing commands are simple and satisfying. You feel like you are in control of the army and when the shit hits the fan you don’t feel an urgent rush to stop everything going wrong, you can counter an attack with a few simple troop movements and start your own flank. Leaving troops defending a town while you manoeuvre around a hill to flank is very satisfying.
It’s not perfect, the camera is a bit iffy sometimes, you cannot zoom in enough and you can miss things, the fog of war is annoying too, you should be able to see someone on a hill from a few feet away and I wish the units turn rate was higher but minor issues aside the fact is, your battle line will rarely break, you can attack, be attacked and counter attack whilst your line stays solid. This means there is a massive amount of free flow in each battle and I was very impressed by the way this had me thinking constantly about how best to get to the side or rear of the enemy line.
I wasn’t expecting so much from such a small development team. I knew I would compare this game to Total War, I felt that Creative Assembly made the best war games, I didn’t think Game-Labs had the stones to pull this off, however, they have and what a game Ultimate General: Civil War is.
I really thought this was going to be about half of a Total War game, instead, it’s a full Ultimate General game and Creative Assembly could learn a thing or two. OK, there is no grand strategic map to manage, however, you won’t care, and you will soon forget your last love as you stare deeply into the blood-soaked eyes of your new love.
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Ultimate General: Civil War is still in early access so once the game is released I will write another review however, I cannot wait until release to tell you about it. Go now, buy a copy, kill some enemies, and laugh at how you once like to manage a map.
Civil War Marvel
- 83%Gameplay - 83%
- 78%Graphics - 78%
- 81%Sound - 81%
- 90%Longevity - 90%
- 73%Value - 73%