Users of 2.5 or 2.6 beta find all new changes in the first post "More Changes"
and should read the complete second post.
All other should carefully read the whole overview.
Fight for your side!
Send your armies to the battlefield, as virtual Leader of the Union or CSA!
Welcome mates.
Version 2.6 is an updated stand alone mod, not an patch.
This version is improved from our very successful version 2.5
The content overview should show you the important things in B&G 2.6
We start in the year 1861, while in North America troubles begins.
But not only here, in the whole world we can see what gives this game his name - TOTAL WAR!
Many nations will be reformed, destroyed, and united.
See the rise of the German Empire and Italy.
The fall of Poland and few other smaller states.
The Crises in India.
Play with historic characters of the Union or the CSA.
While you can play every faction, this two are fully supported.
Exclusive unit-cards and proper traits for generals and leaders.
The government-system now differs between pro-slavery, anti-slavery and neutral governments.
This new base-system will grow in 3.0, connected with an other new system we will then implement, and be then very important for your faction in techs, diplomacy, trade and wealth.
The improved campaign AI will give you a realistic feeling of a dangerous campaign.
most important changes
- Starting Year 1861
- Each Year have 12 Months
- New Victory Conditions
- Better Campaign AI behavior
- historical Characters
- New Government-system
- more & new Factions
- reworked faction economics
- recruitment cost&time changed
- new recruitment system
- new tech system
- new Unitroster for Mexio Empire
- New Lineinfantry-model for all Europeans
- New Artillery-model for all Europeans
A view on the new campaign map:
Spoiler for Campaign Map 2.6:
In this graphic you see America and India like it is at the campaign start. Europe you will see after a few years in about this constellation.
I have tried to reconstruct the whole world map, a few deviations, like missing some
one-province-states or a changed faction-border, must be done for modding-, balance- or performance-reasons.
So not the whole map shows the correct borders from 1861.
While making the campaign i decided to not do this, but let do this the CAI.
So are set many factions to war with others and a little edited help will do the job
that you can see in-game what was around in the world in the second half of the 19 Century.
In this way, the German Empire or Italy for example, will march forward to build their historic borders.
America
As you seen in the campaign map above, we have now 2 more factions in North America.
The brown ones are the Sioux, the dark orange ones are Apache tribes.
Both factions are not implemented as main factions, but they could make some troubles away from your main fighting lines and represent the last smaller powerful natives.
In Latin America there is the Mexican Empire. It will not be stable for long, Mexico and Columbia could emerge.
India
Dark orange represent the Princely States. Regions the are in order from regional leaders.
The Mogul Empire (green) is at his collapse time, and will be gone in a couple of turns.
In dark red you will see the British Raj who have serious differences with the Princely States.
Therefore the British (red) are coming with support, and try to restore order .
Europe
The German Empire will rise and on this way the smaller states of this region will be step by step included in the new Realm.
Italy need control over the whole Italian region, and it will do all for this goal.
Poland becomes pressure from the east. Russia is marching forward relentless against polish land, while Austria, the German Empire and the Ottomans also looking on the weaken Slavic state.
Tunisia, raised and in troubles from his beginnings with his big neighbor.
Full Unit rebalance in 2.6
A chapter for me was also to start improving the combat system.
For a better handling on AI side, i have changed the ranks of infantry-lines in a unit to 3 (up from 2).
There are also smaller adjustments of the killing ratio in campaign mode.
First steps of a better BAI are in this version too.
The BAI (and also CAI) will improved more in the next versions.
This should be the first step.
Read more about AI changes in the next lines.
For a better gameplay, we have disabled
settlement fortifications and you be only able to build wooden forts.
With this settings the AI can handle battles better.
We have done a few changes in AI for battle and campaign for our own.
Combined with some parts of AI - specialist "DarthVader"
you will encounter a very interesting game experience.
You should see an overall smarter acting AI opponent, a real challenge!
You will encounter a few changes in 2.6 up from vanilla,
a complete rework is started, who will finished in 3.0.
Together with the new recruitment system you will see an real improvement in strategic gameplay.
For this better gameplay some techs got an adjustment, others are deleted.
Here you can see the new techtree:
(may change till release)
A short preview of the 6 most important tech-changes:
The heavy ammunition supply - tech will lower your cost for
the new cannon forges and increase artillery reload through technological improvements.
---
Troop Tactics - tech will give your generals more line of sight
and raise his command level for infantry.
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Supply Structure improve the march points of your army,
lower upkeep cost for all land units a bit and also lower
by 25% building costs from supply stores.
---
The Light Ammunition Supply - tech improve you
armies supply level and lower upkeep- and recruitment costs for infantry.
---
Improved Light Weapons - tech will give you a bonus
for accuracy to all infantry but raise recruitment costs from them a bit.
---
Call to Arms give all your settlements +1 recruitment slots
This Techsystem will be improved in 3.0!
Other techtree-relevant things
Fewer, but better techs.
The industry tree is in this version untouched.
Basic techs are easy to get and later techs are time-expensive now.
One of the biggest changes after the campaign himself.
The new recruitment system bring more strategic gameplay.
Militia can be built in every governors building like before, but building better units needs now to have additional buildings.
Letīs take a look at them.
- The Supply Stores -
The supply stores have 4 levels:
Small Supply Store
Medium Supply Store
Great Supply Store
General Quartermaster Supply Store
This buildings gives you small effects overall and the are also enable building of basic artillery.
You can build them only in small towns and you have to defend them.
- The Armory -
There are four levels of armory:
Small Armory
Medium Armory
State Armory
National Armory
You need this buildings to build your best artillery and they give profit too.
Also like the supply store the are built in small towns and it is important to save them.
- The Command Centers -
This group also have four levels:
Brigade Headquarter
Division Headquarters
Corp Headquarters
High Command
Command Centers are needed to recruit more then militia units in minor cities and also
for research. You need to protect them well.
- Recruitment List -
Spoiler for Cavalry Recruitment:
Spoiler for Artillery Recruitment:
Spoiler for Infantry Recruitment:
- improved Flags for Campaign map and UI
- New flags for Italy, German Empire, Russia etc.
- Many original Portraits from Generals and Leaders
- 6 USA & 6 CSA historic Generals
New german infantry model!
Spoiler Alert, click show to read:
Railroads now ingame!
Spoiler Alert, click show to read:
Intro-movie (now in-game)
New Installer
New Launcher
B&G Loading-screens
B&G Music & Sounds
Civil War Quotes
Some new campaign map models
Hinkel
Primergy
Shokh
OneEyeMick
ss97slp
Danova
Total War Center - for our home
DarthVader for parts of his great AI
Halvar von Flake + NCMaster - for testing
Two Steps from Hell for their genius Music