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Grand Tactician: The Civil War (1861-1865) News

Early Access Situation Report #3

Gen’l,

February -21 brings more player requested features, as the recruitment system is upgraded with an option for faster creation of units, and policies are overhauled. Since January, the 1864 campaign was added along with performance improvements and a lot of other changes, big and small. Let’s take a look at the most important ones!



Quality of Life — Recruitment


Many in the community have requested speeding up the flow of recruitment. Especially when starting a new campaign, it takes time to get the recruitment going, getting weapons upgraded, and so on. To make life easier, we have added a speed recruitment option in the army management panel.

The functionality is quite simple. First you select the Headquarters you wish to add the new units to. Then in the quick recruitment options select the number of units per type to be recruited. You can also change the initial strength of the units, from 50% to 75% to full 100%. The smaller units will start growing in strength later with additional reinforcements. Once happy, click to recruit, and the units appear under the selected HQ. The recruitment state is chosen with fastest arrival time (recruitment delay & movement to join the army) in mind.

You can also upgrade weapons for the best types available by simply clicking on the Headquarters in question, and then upgrade.

Other recruitment related improvements are the availability of volunteers via militia, and other, acts. Also the recruitment delays are slightly increased. These combined mean that it will be slower to recruit large armies early on in the campaign.



Policies Overhauled.


Another requested feature has been the policies and how they work. We also thought that the policies are not well balanced enough, and that it was too easy to activate the maximum amount, as research took quite little time. Instead of minor changes here & there, the whole system, along with policy effects, was revised. This is part of the campaign balancing, which has been ongoing, and will continue till the game is released in full.

First change is in the pre-war policies, which are chosen when the campaign is started. These policies included many weak ones and a few overpowered ones, making the choice — for those who wish to change them from the historical ones — rather simple. Now the policy effects are more balanced, so the choice should be more interesting. As an example, some of the pre-war policies are required during the campaign to proceed past certain policies: pre-war industrialization is required for industrialization III-IV policies, and so on.

Also the policies subsidies link is changed. Previously they made too little difference, as without any policies you could invest up to a million to each subsidy, and policies would eventually increase this by 50% at most. In the revised system, without a policy there are no subsidies available at all, and the subsequent policy levels increase the investment cap with increasing steps. The level IV policies for industrialization, agriculture and military will also include a bonus to nation’s morale, support or military experience.

With the changes in place, the policies and acts will become more powerful and interesting to use. The previous updates, which made the research speed depend on national support, and multiple simultaneously researched policies slower, adds to this. Now the player needs to think a few steps ahead.



1864 Campaign.


The late war campaign, that was added in January, kicks off right before the Overland Campaign and Atlanta Campaigns commenced. Lt.Gen. Grant, now in command of the Union armies, has the task to end the war, preferably before the presidential elections of 1864 in November. Previous summer Lee was defeated at Gettysburg and Grant captured Vicksburg. But this does not mean the Confederacy is beaten. Already the Red River Campaign by Banks has failed to capture Shreveport.

The main forces in this campaign are those of Grant, Lee, Sherman, Johnston, Banks, Kirby Smith and Butler. And the fighting ahead would be the bloodiest during the war.

With the new campaign, we have also updated the campaign map and the number of commanders available within the game files has been bolstered to more than 1700!



Other Changes.


Common:

Performance increase, with +10 FPS on average,
First steps with scalable UI,
Some UI improvements with very high resolution screens,
Fog of War calculation changed to instant when loading a campaign/battle,
Fix for the blurry screen after a fresh install, when using high refresh rates.

Battles:

Battle type improvement, with defensive/offensive operations changing the initial deployment,
Rebalanced skirmishers’ effectiveness in general,
AI use of cavalry improved,
Rebalanced unit routing and army retreats, that should lead into less casualties per battle, especially early in the campaign when units are green.

Campaigns:

Terrain now blocking combat and command radii of armies, mountain ranges now block arrival or reinforcements,
Rebalanced autoresolved battles, sieges,
Added rolling text information on the map informing about casualties from skirmishing, rear guard action, movement speed changes,
Changed raiding functionality so, that raiding armies no longer capture terrain, infrastructure is burned only within the combat radius of the unit, and raiding armies will skirmish with all enemies within their combat radii,
Improved AI defensive operations near capital city,
Before Military II -policy only early armies can be formed, and after the policy grand armies with multiple corps can be formed, grand armies made more flexible with rebalancing of command radii of armies,
Rebalanced intelligence gathering by armies, making scouting and use of cavalry much more effective in spotting enemy movement,
Added a large number of Grand Herald news from the Civil War, and around the world, for further immersion.

…and many more improvements and bug fixes, that can be found in the patch release notes.

The Next Steps.


The work continues to get the game ready. With recent feature updates, focus is back in fixing bugs reported by the community. In the background we are writing a proper game manual, creating more battle maps, preparing new tutorial videos and improving the game play experience with fixes to most requested topics, such as campaign & battle retreat routes, and melees & surrendering in battles.

Most Respy,

Gen’l. Ilja Varha,
Chief Designer.

Merry Christmas Billy Yank & Johnny Reb!



Gen'l,

December 24, and all quiet on the Potomac tonight. With the cessation of fighting, troops retire to their winter quarters. Unofficial cease-fires are agreed on, and along the picket lines the Billy Yanks and Johnny Rebs approach one another to trade coffee, tobacco, stories... and news. While still enemies, there are many things that the soldiers in blue and gray agree about:

...that the generals on both sides are getting the enlisted men killed in futile assaults against enemy works, that the newest weapons seem take too long to reach the frontline regiments, that there's never enough information about what is going on, that the food is not that great...

...and that while the Grand Tactician's Christmas patch 0.8307 does not yet bring the end to the war, it brings a lot of fixes, improvements and requested features on the table, that will keep the men fighting.

These include, among others:
  • Map Pack #1 is finished, with 10 new historical battle maps added and available during the campaign
  • Raiding option to fleets to launch surprise attacks against blockading fleets
  • More aggressive battle AI, if it has the numerical superiority
  • Rebalanced numbers of volunteers and drafts, with drafts being used to fill up volunteer units and draft units reducing support in recruiting state
  • Fixed morale loss and gain for losing or capturing cities during the campaign
  • Poor training and low support slowing down movement of armies
  • Armies no longer besieging enemy forts on the opposite bank of a river
  • Option to withdraw instead of retreating, with rear guard action and only pulling away from the immediate danger
  • New rolling text information about campaign events, like autoresolved battles including rear guard action and naval battles
  • Improved naming convention for new armies

And a lot more...

Read the full patch notes here:
https://steamcommunity.com/app/654890/discussions/0/2993170476553402018/

We, the Grand Tactician Team would like to wish you all a merry Christmas and a Happy New Year! Also we'd like to thank all the Early Access players, who have supported us in making of this game, from providing feedback, to playtesting & bughunting, to the many friendly words of encouragement we have received while working hard to improve the game and finalizing it for the full release.

Cheers - and onwards!

Grand Tactician: The Civil War (1861-1865) - Major Patch 0.8103


Since we started the Early Access in August, we have been releasing new patches in a steady flow. While following the Early Access Road-Map, we have also listened to player feedback, adding and reworking features, improving the game play experience.

The first mile-stone from the Road-Map has been reached, and the game now allows mid-battle saving during both the historic battles and campaign battles. Thanks to players' reports we've been able to quickly fix related bugs as well, and keep doing so as we move forward.

The next steps have also been under development simultaneously. Map Pack #1, introducing 10 new historical battle-fields, has already been partially implemented during patching, with maps of Winchester, Olustee, Mine Creek, Cumberland Gap, Honey Springs and Honey Hill already added in the game, available for campaign battles. After three more historical maps, the next step is to start adding the randomly chosen non-historical battle-fields to increase campaign battle diversity.

And while adding maps, new historic battles have also been added: Shiloh (1862), Olustee (1864), and Wilderness (1864) are now available as stand-alone scenarios. A few more historic battles are also coming with the 1864 campaign.

Also on the Road-Map are the tutorial videos. We're proud to announce that we have teamed up with the one and only History Guy Gaming, who has already produced the first tutorial video about the game's Information and Options, and continues to produce new ones as we speak.

One of the most requested features by Early Access players along with AI improvements has been the weapon upgrades. First we added a standardization feature, which limited number of available weapons, but this alone was not sufficient, as hinted by the players. In the latest patch we've reworked the standardization feature completely, and now newer and more advanced weapons will be available in smaller quantity at start, and will slowly become more common when equipping more units with them, increasing standardization. Re-arming the whole Army of the Potomac with repeating rifles is no longer possible, and as the Confederate player you may be stuck with heaps of obsolete weapons only available to your troops for some time - making capturing of Union weapons from the battle-fields after victories more important. At the same go we added improved tooltips for weapons and perks, which should help players when choosing weapons and specialization for their units.

And while the economic model has been improved in the background, we've added further information for player about the state of their economy. Credit rating is now shown on the main campaign view, and if the rating drops too low, further recruitment is no longer possible before taking steps to improve the rating via policies, taxation, government spending and so on. Also the economic hit of military operations such as blockading and raiding has been added to the strategy panel, along with information about weapon production efficiency.

Next steps will include, in addition to the items on the Road-Map, improved information about the policies and their effects, as well as possibility to choose the reinforcing units in campaign battles - both requested by the community.

The march continues. Thanks to our dedicated community, who are helping immensely with reports, suggestions and feedback, the work on the Early Access version has been progressing well. The work is not finished, but with each patch the game is getting more and more enjoyable. Public patches are to be expected, like before, approximately weekly or bi-weekly. We have also allowed Early Access players to opt for developer patches, which arrive at even steadier flow. Using the Steam betas, players can see the latest features and give feedback about them, before the public patches come out.

We are, sir, Your very ob't se'v'ts,

The Grand Tactician Team.

Grand Tactician: The Civil War (1861-1865) - Major Patch 0.7807


Since the Early Access release of Grand Tactician: The Civil War (1861-1865) the game has been patched regularly, improving the game play experience. In addition to bug fixes, AI and performance improvements, new campaign scenarios and battle maps have been added.

The players have also had their say. The latest patch released includes a highly requested feature, allowing unlimited save games per campaign scenario. Also included is a new historic battle of Olustee. Work on further maps, tutorial videos and mid-battle saves is already underway.

As Wargamer.com put it, the game is shaping up to be the definitive American Civil War strategy game!

https://steamcommunity.com/app/654890/discussions/0/3003297945129070197/

New Grand Tactician map continues the ACW game's road to 1.0



A new patch has dropped for Grand Tactician, the American Civil War strategy game we've been waiting for since it was announced last year. It's had a decent, if shaky start to its early access journey.

While we still think it will (probably) evolve into the definitive ACW wargame, at the time we previewed it there were still plenty of creases to iron out. The developers have been working hard since release though to fix as much as they can, as fast as they can. Today sees the release of a new patch which provides further quality of life changes.

The main patchnotes post is here, though it is a tad confusing to parse. Many of the entries seem to be tagged for previous patches. I believe it's in chronological order however, which would make everything at the bottom of each section the most recent changes. 0.7707 is the latest patch version, at least, so everything marked with that number is new. The only points we're really not sure about is the unmarked lines.

With that in mind, the following has just been patched in to the game:



Read the rest of the story...


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Grand Tactician: The Civil War is shaping up to be the definitive American Civil War strategy game

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