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

The most ambitious American Civil War game is set to leave Early Access

Grand Tactician: The Civil War (1861-1865) is a grand strategy game that's just had its first anniversary of entering Early Access on Steam. To celebrate the occasion, developer Oliver Keppelmüller has announced that the massively ambitious game will be leaving Early Access next month, with its 1.0 update set for September 24.


Version 1.0 will add two more campaign start scenarios to the three already in the Early Access build, as well as six more historical stand-alone battles. The full list includes the Battle of First Manassas, Wilson's Creek, Pea Ridge, Glorieta Pass, Shiloh, Perryville, Second Manassas, Antietam, Chacellorsville, Gettysburg, Chickamauga, Olustee, Wilderness, New Market, Bentonville, and Appomattox.


In the grand campaign, you'll most likely be fighting ahistorical battles, and Grand Tactician 1.0 will have more than double the number of maps for these to play out on. Keppelmüller says the full game will also have more than 1,500 historical commanders in its roster of officers to place in command of your formations and armies, and it also reflects a host of performance and stability improvements, gameplay balancing changes, better battle and campaign AI, and a period-themed user interface that's scalable for big screens (and tired eyeballs).


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The most ambitious American Civil War game ever hits early access this week

The End of Early Access.

[previewyoutube][/previewyoutube]
Gen'l,

This day, August 21, 2021, marks a full year of Grand Tactician: The Civil War (1861-1865) in Early Access. That release, a year ago, saw the game receiving already positive comments from the game media, even as the game was far from finished. Now, after one full year of further development, the game has finally received a release date:

[h3]September 24, 2021![/h3]
(1800 UTC, which is 1400 Eastern / 1100 Western US time, 1900 Central European)

The year in development, in Early Access, has helped us to improve the game with the help of our superb community -- we'd like to offer our warmest thanks! In addition to fixing bugs in the game, we have added a lot of features and content, and implemented player requested features. During the Early Access period, which has had its highs and lows, we've been happy to see how the feedback and reviews have improved. Many players have already commented, that the version they are playing to-day feels like a totally different game when compared to that, which was released a year ago. The game is now enjoyable and has all the features, and more, that we originally planned for the full release.

But we're not done yet and will keep developing the game further, even after the full release, see the Post-Release Road Map below.

When released in full, on September 24, the game will be available for $ 44,90. While the game is still in Early Access, the price is 10% lower, at $ 39,99. The game's soundtrack is, and will continue to be available for $ 9,99, and a bundle of the game and the soundtrack is 10% off.

"I already have the Early Access -version. Do I need to buy the full game to be able to play it?"
No, you do not! The Early Access version will automatically upgrade to the full 1.0 version of the game on September 24.
https://store.steampowered.com/app/654890/Grand_Tactician_The_Civil_War_18611865/

[h3]Grand Tactician: The Civil War (1861-1865) initial Early Access version vs. version 1.0:[/h3]
  • 3 --> 5 campaign scenarios (Pre-War 1861, Summer 1861, 1862, 1863, 1864)
  • 10 --> 16 historical stand-alone battle scenarios (1st Manassas, Wilson's Creek, Pea Ridge, Glorieta Pass, Shiloh, Perryville, 2nd Manassas, Antietam, Chancellorsville, Gettysburg, Chickamauga, Olustee, Wilderness, New Market, Bentonville, Appomattox)
  • Over twice the number of battle maps
  • Over 1,500 historical commanders
  • Improved performance and stability
  • Improved battle and campaign AI
  • Improved game play balance in battles and campaign
  • Updated and scalable User Interface (UI)
  • Improved information in form of addition tooltips and in-game manual ("Field Book"), an external manual, and tutorial videos

[h3]Post-Release Road Map.[/h3]
The game's development will not stop when we release it. During the development we've already come up with a lot of ways to improve the game further. Above are the first steps of our Post-Release Road Map. These steps include features and content, that will be added in regular updates, for no cost:
  • Rare Weapons: Gatling gun, Coffee Mill gun and 1-pdr Williams gun will be added to the game's list of available weapons. Maybe even more!
  • Building Options: Player will be allowed to construct government subsidized industries. Hospitals improve recovery of wounded troops and captured enemies construction require POW camps, otherwise the field commanders will offer paroles that will see part of the captured troops returning to service.
  • New Maps: Further battle maps will be added.
  • Avatar & Commander update: Players will be able to create their own personal commander (avatar) with their own appearance and preferred attributes. The avatar can appear in the campaign game. Commander attributes can be randomized at the start of the scenario and there will be some improvements in officer management as well.
  • Visual Improvements: Updating the game's visuals will improve immersion and the looks, while offering further customization options for your troops.

These are the ones we have already decided to add in the game, and further information will be released when the new content is developed!

In case you want to know more about the development of Grand Tactician, don't hesitate to contact the team using the links below - or join the conversation at the game's Steam Discussion forum.


We are, Sir / Ma'am, Your very ob't se'v'ts,

The Grand Tactician -team.


Latest Patch 0.9301

Patch 0.9301 uploaded Aug 15, 2021:

Please use separate threads in the forum if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

Campaigns:
  • fixed: reloading campaigns sometimes influences state support in a wrong way, due to historic commander appointments
  • name search field in military panel is now cleared when tab is switched
  • added “ready for duty” filter criteria for commanders in military panel
  • reworked objectives description
  • changed: units that are in winter/summer quarters AND entrenched are not suffering increased attrition anymore
  • added AI construction of forts
  • fixed: upgrade progress for procedural buildings lost when reloading save
  • rebalancing of campaign objectives
  • removed initial strength check for engagements for first engaging units, now strength including reinforcements is taken into account
  • fixed: too many captured guns after a victorious battle


Battles:
  • captured soldiers now excluded for loss resilience calculation
  • routed friendly units now do not surrender to routed enemy units if still engaged in melee
  • no morale updates during night (pos & neg)
  • fixed problems with loading of some random maps
  • fixed: units are getting permanent retreat orders if routed, although no enemies are close
  • removed: units falling back turn around or stop during movement
  • units now do not stop under enemy fire when crossing a ford or bridge
  • assumed fixed: lags in some maps, related to failed terrain specs assignment

Latest Patch 0.9205

Patch 0.9205 uploaded Aug 10, 2021:

Please use separate threads in the forum if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

If you experience lags after playing the game for a while please send us your log to identify the issue. We have seen a handful of issues related to adding a modified 1862 scenario (while loading old 62 campaigns) and fixing a building bug in 0.92.

Campaigns:
  • captured or removed weapons (through upgrades) can now be used to upgrade existing units
  • fixed: sometimes retreat paths are running too close, added also revolving retreat calculation if retreat destination is not on own soil
  • fixed: wrong influences on commander attributes from senior officers
  • fixed: building upgrades happen immediately
  • production of companies now much lower for goods that do not generate profits
  • added further AI bonus features, linked to AI bonus settings at campaign start
  • modified 1862 scenario: McClellan is now starting on the Peninsular
  • fixed: workforce in companies is too low
  • rebalanced production and demand in economy, as well as weapon availability
  • rebalanced army and fleet upkeep costs
  • fixed: if campaign is reloaded or a battle is manually played shortly after another one was finished units may become stuck
  • measures if economy lacks transport ships and locomotives: transport capacity of IIP’s reduced,, supply and reinforcement speed is slowed
  • IIP’s now create demand for transport ships and locomotives
  • fixed: sometimes AI units in (autoresolved) combat get another moving order leading to a re-triggering of the combat/siege
  • added info about total corporate production in monthly economy report
  • fixed: wrong construction progress for ships
  • fixed: IIP damage at start of scenarios
  • fixed: fort changing hands count as captured at the start of scenarios
  • improved AI behavior for defensive operations close to capital
  • AI now should be a bit more aggressive in defensive operations
  • fixed: researching draft acts are only increasing volunteers numbers for a short time period before falling back to pre-act levels
  • fixed: building upgrades are not saved during upgrade process


Battles:
  • units now recover morale slower if low experienced
  • rebalanced: lower gain of fame through battles
  • fixed: commander of non arrived units do not gain fame
  • rebalanced construction times of entrenchments
  • fixed: groups are counted for supported morale bonus
  • rebalanced morale influences
  • added enhanced morale info in unit panel
  • added info about loss resilience in unit panel
  • fixed: AI units don’t carry out fallback orders properly
  • skirmishers rebalanced, now have a lower loss resilience and inflict no flanking malus
  • AI now deploys deeper inside the map in offensive battles
  • fixed: group movements sometimes left back single units
  • units now break links if routed
  • added workaround for units that were stuck in impassable terrain
  • AI now withdraws at night if it was not successful in capturing an objective within a given time and has not earned victory points
  • fixed: issues with upgraded parapets when reloading battle save, leading to disappearing parapets and weird unit positions


Others:
  • fixed: messages sometimes not appearing as icons on the left side of the screen, eg. monthly economy report

Latest Patch 0.9113

Patch 0.9113 uploaded July 25, 2021:

Please use separate threads in the forum if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/

Note: although we have changed weapon production mechanics it may still not work as intended as economic production hardly matches consumption. We will focus on this in version 0.92!

Campaigns:
  • added disabled tooltip info for armies
  • rebalanced desertion rates in low-support and low-morale environments
  • added tooltip infos (nato symbols) about current engagement: probability of victory and estimated length
  • added “flame” symbol for damaged/blocked IIP’s/companies behind the symbol
  • added info for infrastructure damages and losses for each IIP/company in tooltip
  • added railroad track list with economic info and construction duration, railroads can now only be constructed using the icons in this list
  • added alert symbols for units with low supply
  • fixed: commander in chiefs are replaced by low rank officers
  • AI now takes into account enemy units in recruitment when setting own recruitment goals
  • higher levels of supply depots deliver supplies now faster
  • added info about connected depots and its supply capacity in unit panel
  • fixed rare situations where armies may end on non passable terrain after retreats
  • rearranged top panel UI
  • now using a 3-month average to determine the change in commander attributes, experience influence is now taken into account, further UI info to follow later
  • battle monument info now only shown if no other tooltip is visible (eg. from units)
  • fixed: missing “The battle of “ in naming of naval battles
  • fixed: when combining artillery units the guns are not adjusted
  • added tooltip info about fleet firepower and used gunnery
  • ships without ammo (and returning to harbor) now counting as disabled
  • multiple groups now tend to coordinate defensive operations better to fight together
  • reworked retreat functions
  • connection to supply depots is now shown faster after game has started
  • supply lines are now colored red/yellow/green, depending on the supply efficiency
  • changed info about low morale units in battle start panel
  • AI defensive operations are now cancelled if strength gets too low and moving around strong enemies
  • AI now prefers to rally nearby friendly units next to an enemy instead of launching new defensive operations from far away which led to accumulation of AI units in a certain area
  • contract expiries in army management panel show now days if below 1 month remaining
  • fixed: dropping a ship from harbor pool into the harbor pool does add it to the selected fleet
  • fixed: opening military tab while fleet is selected mixes up army and fleet view
  • replaced economic cycle graph in finances panel by overall goods production
  • added tooltips for change in commander attributes
  • added tooltips for army strength in campaign panel
  • assumed fixed: sometimes units are not retreating if enemies are too close
  • fixed: issue with monthly economy report may have led to strange UI glitches
  • fixed: officers returning from WIA or POW not visible in officers panel
  • fixed: commander attribute influences from commander in chief used multiple times for each hierarchy level



Battles:
  • reworked minor/major victory/defeat mechanism, now depending on casualties relation and military experience, affecting readiness and carried supplies when returning to campaign map; step 2 will follow adjusting retreat mechanism
  • fixed: AI deployment behind breastworks not accurate enough to receive cover bonus at the start of the game or EOD
  • units now use doublequick to move into final position before engaging enemy if initiative is on
  • adjustments to AI micro behavior: brigades are now not spreading out that wide but try to keep together
  • adjusted brightness on Manassas map
  • assumed fixed: redeployment of own/enemy units in opposite deployment zone if they were cut off before, needs further testing
  • reduced number of rifle fire if units are inside buildings
  • fixed: AI group setup sometimes leads to non-moving groups, eg. Jackson at Chancellorsville
  • Unit tooltip for single brigades is now regularly updated when moving over unit
  • continuing old group path now cancelled if player has at least moved one subordinate while group was stopped to engage
  • fixed: points counter visible if top panel is minimized/maximized although continuous vp counting deactivated
  • AI now defenses less often if number of held objectives is comparable
  • low morale units do not break immediately at start but have a minimum & capped morale
  • reworked retreat mechanism
  • fixed: when giving movement orders to top hierarchies the group sometimes is not repositioned if contact to enemy is established but simply stopped
  • added battle field book


Others:
  • fixed: scrolling log messages & exceptions when removing messages
  • moved internal debug log messages to file “scenelog.dat”
  • improved field book guides
  • field books now auto-shown only once at start per layer