I'm surprised that as few as 5% of AARs are non-GC actually - I would assume that at least 5% would be ACW-themed. I personally have never played the non-GC scenarios in any real sense.
There is a reason...
Vicky was just very, very poor in representing what ACW and WWI were all about. If there is a ACW AAR, it is usually short story how CSA defends itself, then long, long story how the alternative history unveils (problem was that USA was constantly trying to destroy CSA anyway, so you had to annex it to have some peace). Similarly, there was no proper peace resolution system for WWI, warfare was tedious and unrewarding, and on the top of that, it's only
6 years of game (22 with Revolutions) - which means you end the game before you really start having fun with it.
It's something you start once, play... stop, then come back to GC. You might try couple more times, if you are big CSA fan (you got to ultimately annex USA though, it's really bent on destroying you).
So on the top on rather unrewarding gameplay, they are quite poor AAR material - WWI too short, ACW relatively long, but taxing because of constant, boring war with the North.
Come to think about it, part of the problem with CSA AAR was also lack of idea, what to do with South when it wins the war (remember, war was boring, so it couldn't be a focal point of the AAR). Since game was pretty much about industrialization and optimal economic setup included LF party, it ment that CSA agricultural economy would get inefficient very fast, thus, forcing player to either fall behind the world, or modernize as fast as possible... very much against the ideals he was just fighting for. Tough nut to crack.
