The general idea goes like this:
-The focus of the game will be on the armies of both the Union and Confederacy.
-There will be no historical generals, but Lincoln and Davis are the respective leaders of their armies with the final say in military organization.
-Begins right after Fort Sumter (Hypothetically this should mean that some low ranking officer took Sumter rather than someone such as P.G.T. Beauregard)
-Generals and the presidents will be players.
-Generals will be created through an RNG (Up to 40 points but with a rounded bottom of 5, possibly able to gain more through experience) by allotting each player with a set of points from which they can assign into these categories: Attack, Defense, Logistics, Maneuver, and Tactical Ability.
-The majority of stats will be abstract, unless they pertain directly to the army or hold a special effect of some sort. Some examples of this would be the blockade, inflation (including the economic situation of both powers), public opinion (A stat open to interpretation set arbitrarily at let's say 50 for each side at the beginning of the war out of 100)
-Battles themselves with either be round-based (At most 3 segments) or Corps/Army commanders will tell me what they want to do and I resolve all of it in one go.
-The number of actions the presidents can take are unlimited, however if Lincoln wants to invade Kentucky in order to secure them to the Union or Davis wants to enlist black soldiers they will be limited by reality. Actions are also practically limited, if you're recruiting soldiers your factories may lack necessary work forces.
-Events won't necessarily be historical but anything that happens should be within reason. I.E. The Confederacy could try to build infrastructure/manufactories but without the needed raw materials these plans may not get anywhere regardless of dice rolls or the RNG.
Unit stats:
Unit Name: (Name of Army/Corps which is subject to player organization)
Commander: (self-explanatory)
Strength, number of artillery pieces: (An Army/Corps numbers will consists of Conscripts, Volunteers, Veterans, and Professional soldiers of which Conscripts are capped at a morale rating of 60. Why does this matter? Well Volunteers/Veterans/Professionals all should perform well in combat but at the beginning almost the entirety of each Army/Corps will be made up of Volunteers. The number of artillery pieces in your Army/Corps is important in that if your unit lacks artillery an opposing force fires upon your forces causing a retreat or an overabundance of it may slow you down)
Supply level: (Ranging from 1-10, this represents how much food/clothing the unit has, I'll explain why the next stat is different)
Percentage of units adequately equipped: (Shows if your Army/Corps has modern weapons and ammunition on hand. This stat could be at for example 90% but it's supply level is at 2 with a morale level of 75 and still be able to capture supply depots or other positions. If this stat was instead at 30% with a supply level of 2 and a morale of 45 chances are this army won't be doing much of anything)
Morale: (0-100, almost complete destruction would cause an army with a morale of 100 to break. The opposite would occur if morale is at 0.)
-The focus of the game will be on the armies of both the Union and Confederacy.
-There will be no historical generals, but Lincoln and Davis are the respective leaders of their armies with the final say in military organization.
-Begins right after Fort Sumter (Hypothetically this should mean that some low ranking officer took Sumter rather than someone such as P.G.T. Beauregard)
-Generals and the presidents will be players.
-Generals will be created through an RNG (Up to 40 points but with a rounded bottom of 5, possibly able to gain more through experience) by allotting each player with a set of points from which they can assign into these categories: Attack, Defense, Logistics, Maneuver, and Tactical Ability.
-The majority of stats will be abstract, unless they pertain directly to the army or hold a special effect of some sort. Some examples of this would be the blockade, inflation (including the economic situation of both powers), public opinion (A stat open to interpretation set arbitrarily at let's say 50 for each side at the beginning of the war out of 100)
-Battles themselves with either be round-based (At most 3 segments) or Corps/Army commanders will tell me what they want to do and I resolve all of it in one go.
-The number of actions the presidents can take are unlimited, however if Lincoln wants to invade Kentucky in order to secure them to the Union or Davis wants to enlist black soldiers they will be limited by reality. Actions are also practically limited, if you're recruiting soldiers your factories may lack necessary work forces.
-Events won't necessarily be historical but anything that happens should be within reason. I.E. The Confederacy could try to build infrastructure/manufactories but without the needed raw materials these plans may not get anywhere regardless of dice rolls or the RNG.
Unit stats:
Unit Name: (Name of Army/Corps which is subject to player organization)
Commander: (self-explanatory)
Strength, number of artillery pieces: (An Army/Corps numbers will consists of Conscripts, Volunteers, Veterans, and Professional soldiers of which Conscripts are capped at a morale rating of 60. Why does this matter? Well Volunteers/Veterans/Professionals all should perform well in combat but at the beginning almost the entirety of each Army/Corps will be made up of Volunteers. The number of artillery pieces in your Army/Corps is important in that if your unit lacks artillery an opposing force fires upon your forces causing a retreat or an overabundance of it may slow you down)
Supply level: (Ranging from 1-10, this represents how much food/clothing the unit has, I'll explain why the next stat is different)
Percentage of units adequately equipped: (Shows if your Army/Corps has modern weapons and ammunition on hand. This stat could be at for example 90% but it's supply level is at 2 with a morale level of 75 and still be able to capture supply depots or other positions. If this stat was instead at 30% with a supply level of 2 and a morale of 45 chances are this army won't be doing much of anything)
Morale: (0-100, almost complete destruction would cause an army with a morale of 100 to break. The opposite would occur if morale is at 0.)