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guidon101

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Everything posted by guidon101

  1. That's plenty awesome to get started, thanks much for the info
  2. I haven't played the game in a while, thinkin of firing it up again with this mod for the first time. I'm really looking forward to these modifications! I was wondering how you mod the game, specifically how to edit the dll? Do you have the source or is it thru hex editing? Is there more info somewhere on how to mod the game ourselves? I've seen the mods posted but not a lot on how. I saw the old hex editing post -- but the features I see in the mods seem more advanced than that. Thanks for any info!
  3. Wow, that really blows my mind. After all this time, I never noticed (the AI seemed to always bring better or equal guns, so I assumed that's why our weapon ranges always seemed similar). I had to test it just for sanity's sake, and I can confirm: Ran a quick simple test with 1 fresh brigade with Re-bored Farmers (220 range) vs. Fayettevilles (400 range) at the opening of Richmond as Union. 1) you can see their visual range indicators are the same 2) When actively shooting at enemy units, they can shoot from the same max distance. The Fayettevilles couldn't shoot farther than the Re-bored Farmers, when their range should be almost double. The different infantry ranges of fire I was observing before must have been a result of: 1) Oblique angles of fire 2) Terrain/height differences 3) weapon range So, Artillery, Skirmisher, and Cavalry brigades all change their max firing ranges depending on weapon, but infantry does not? Is there anything else I missed? Any other non-intuitive but significant game-changing mechanic out there? I guess that topic might deserve its own thread.
  4. Whoa? Is that true? Sounds like a game-changer. I just finished an MG Union campaign, and I definitely noticed differences in firing ranges with different infantry weapons (or at least many cases where one infantry brigade can fire at another infantry brigade that can't return fire out of range). Anyone else confirm this?
  5. @philknox I find it funny how the OP finds Sun Tzu's "Art of War" from 500 B.C. China, a time when most of Europe had no writing system except for those in the Mediterranean area, does not apply well to 19th century or modern warfare unlike more contemporary works written in those eras (19th-21st centuries) for their specific time period... Just like in warfare, where you have to know what each weapon is useful for (and you can be creative on how to use them), in literature you have to know what each book, each concept, each sentence is useful for in all those texts you mentioned. If a person doesn't recognize what a 2500-year-old "art of war" text is good for and what it is not good for, I have to question how much they will get out of reading any other military-science texts. If the words "oriental mysticism" and "fantasy" are used to describe the non-scientific, flowery/poetic type of language used by the earliest civilizations with writing systems, especially for the ancient Chinese who often wrote in metaphors or parables (i.e. meant to be taken figuratively, not literally) as one of the defining characteristics of their early writing system, which have been translated poorly-at-best to modern times in a different language and in a different cultural, technological, and historiological context, then I have to seriously question the legitimacy of the person's understanding about the subject piece of text, and the credibility of speaking about it. Sun Tzu's Art of War is obviously not for ACW "tactics", but as @Col_Kelly pointed out, if you actually read and understood the text, there are applications both explicit and creative that applies to ACW as a general, and specifically to the player in this game. Many concepts we now consider "common sense" in modern times, and some statements that stand well to the test of time and changes in technology, yet some concepts may not apply as well; I think the same could be said of Clauswitz, as his works will stand the test of time. My analogy is that the "Art of War" is basic "Cliff's Notes" as a crash course before going to war or playing a RTS/wargame from the point of view of a national leader or a strategic general, and then reading up on contemporary military manuals, and also history, to get more fully briefed and prepared to use the relevant conventional/unconventional arms available to the specific war/game in question. At the end of the day, I think it also depends on your goals, who you are, and what you're trying to do. I would place my bets on the leader who understands the value of military texts but more importantly also understands the value of what the texts don't say (e.g. think out of the box) as opposed to the leader who is "by the book"... because it is the former type of leaders who will write the next book of warfare that will make your books as "irrelevant" as you find Sun Tzu's "Art of War"... So I guess I don't know what the goal of this thread was, if it was to discredit one text and promote others in the context of ACW, or if it's meant as advice for players, or just tips for juicy reading material... either way, "All men can see the tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved"...
  6. [Bug?] 1: Some units are missing in battle even though the entire Corps/Div was deployed. For example, my last battle at Stones River (1st day), I counted missing 4 skirmisher brigades, 2 cavalry brigades; wasn't sure how many infantry or artillery brigades were missing and never showed up even as the day ended. Everyone seems to be present the next day though (?) I also noticed missing units in other battles, but I haven't been keeping a list. I remember in Antietam I was missing several brigades, usually cavalry and skirmishers that never showed up throughout the battle. It's possible this could be explained by "finishing battles too early" for all the units to arrive as reinforcements. Is this a normal and expected phenomenon, or bug? [Bug?] 2: Casualty Reports in multi-day battles get reset on units that got replenished at Camp during the night/intermission phase. This results in strangely low casualty numbers at the end of the battle (for the player) that doesn't reflect the actual numbers lost throughout the multi-day battle. Not really game-breaking, but unfortunate if it skews the player's track record during the campaign.
  7. Curious about this too. For example, is it a coincidence that the first time I brought 2000 Springfield M1861s (or was it '63s?)...anyway in Fredericksburg, was the first time I noticed ALL of their infantry brigades carried Harper Ferry rifles. Previously they carried a range of Farmers, Springfield '41s, 55's, some Harpers, etc. Begs the questions: 1) Does the type of equipment you bring also affect the way the enemy equipment scales? (I know it used to in EA, so does it still?) 2) Does the Armory/Training % ever go down? If so, how? (i.e. I've never seen the Armory/Training %s go down; they always seem to gradually increase throughout the campaign) 3) Once the enemy Armory/equipment reaches a threshold, is that the "minimum quality" they will bring on the campaign? For example, should I now regularly expect them to bring Harpers as their basic equipment, since all their infantry was equipped with them last time?
  8. I really hope what you're saying is true and that bug will be fixed. It's quite game-changing and very misleading otherwise. For the time being, what quicksabre described is basically what appears to happen in every campaign, which is unfortunate and makes the Intel Reports seem like a gimmick. @The Soldier also, LOL at the signature! "Confederate infantry were armed with kevlar and M16s." is exactly how I felt in Fredericksburg. Turns out every single one of their infantry brigades was carrying Harpers Ferry rifles...shudder to think what the next battles will be like from this point... Incidentally, throughout this Union campaign so far, all those quotes have been humorously close to the truth.
  9. UG: Civil War with a proper campaign map ala TW or The Blue and the Grey (1993)
  10. Playing on USA (MG), just finished Fredericksburg. Going into Fredericksburg, Intel Report showed 58-68k manpower. During the battle, the AI deployed around 60k on the field. They took 15k casualties, got reinforced around 5k after the battle. Now going into Stones River, and the other minor battle, the Intel Report shows 45-55k. But Stones River reconnaissance report shows the enemy fielding an army of 70k+... So I wanted to ask why such a huge difference between the Intel Report and the actual numbers on the field? I think it's reasonable to say the Intel Reports are inaccurate, but I thought I read in several Steam and other forum posts that the AI army is supposed to be effectively capped at the Intel Report army size? I've seen this one or two times in earlier battles, but the discrepancy was smaller in scale, like maybe 5k over. This time it's nearly 20k+ difference. WAD or bug? If WAD, can someone explain the relationship between Intel Reports on manpower vs. actual Army Size on the field?
  11. I used to play CWG2. Loved that game too, in its own way. This definitely feels like a spiritual successor, sans the "dynamic campaign". I think you might be referring to "The Blue and The Gray" (1993): https://www.youtube.com/watch?v=xeDW6poY_5g I used to play that game a lot too, but the "real-time battles" for me was really awkward and required a lot of micro just to get units to line up and face correctly. I still found it very fun in the way it represented the war in a dynamic campaign and playing out the battles tactically in real-time.
  12. Fortunately, I don't think skirmishers (nor cavalry/arti?) can cap VPs, or at least mine couldn't, but yes I agree with the thread sentiment that it seems a bit unrealistic how resilient the cohesiveness of routing brigades are, especially behind enemy lines. Possible mitigation: (Efficiency/Morale) Malus for being far apart from any friendly unit for extended periods of time. The longer the isolation, the greater the penalty. Right now, brigades can have "WIA/KIA leader" malus, which are great in effect. Units could get a similar penalty for being "outside the Chain of Command", based on proximity to nearest friendly unit. If this is a simple check (friendly unit detected within < X distance), then it can easily be avoided by having 1 other friendly (non-routed) unit nearby, so we would still see the "behind enemy lines" problem but probably with a lot less bite and frequency. This would penalize "lone ranger" units like cav or skirmishers that stray too far away from other friendly units for too long, but could be mitigated by player by running "lone ranger duos", or by simply returning extended units back into line every now and then (like how skirmisher detachments actually worked).
  13. Thanks for the explanation. That certainly makes sense to put things in context of their time period. Something in the quote you posted also struck me: "a soldier fights for his country – right or wrong – he is not responsible for the political merits of the cause he fights in" It reminds me of the Henry V Shakespeare quote: "Every subject’s duty is the king’s, but every subject’s soul is his own." There is also the "Sins of the Father" perspective, where ideally he (General John Mosby) should not be blamed for the "sins" of his ancestors, only for his own choices in life. I wanted to add (my opinion) that, while a soldier may have responsibility to obey the Chain of Command, the government, the country's leaders, etc., a Citizen of a "free" and democratic/republican society should have responsibility for the "political merits" of their government's choices. Our responsibility as citizens comes from our power to vote, even though it often feels like a meaningless drop in an ocean. Military law may absolve an individual when acting under orders, but "every subject's soul is his own," and so we still each bear responsibility for the choices we make as citizens of a republican government, with the way we vote and the way we live our lives (I'm assuming the CSA was also a republican-type government, wasn't it?). So as a soldier, he fought on the side of slavery, but as a citizen, it sounds like he fought against slavery. Very interesting dichotomy! (I read more about him after your post, so now I see he was a very fair-minded kind of person; and now I know more about what was called the "Lost Cause" and the significance of Pvt David Holt bringing it up) I find it ironic though that he says "The South" was his country he was fighting for, but he didn't consider the entire United States as his country. Seems hard to tell the difference between a soldier picking his loyalties versus a citizen picking his politics. Anyway, thanks for sharing all these historical insights! I love seeing/hearing/reading history in its rawest form, not conspiracy-alien-ghost-sugarcoated "history" like on the tubes these days lol. On the other hand, I definitely see myself judging things from what is contemporary to me, and with much ignorance besides.
  14. Aw man... awesome pictures. That's so sick how you are still finding artifacts just around your backyard form the war. And that live auto-biographic speech from someone who was there... never heard it before... goosebumps... I'm curious though, I'm not sure I understand what's "politically incorrect" about the recording... It seemed to me, the guy was pretty sincere about his simplicity in youth and how he stayed away from politics even, at the time of the Civil War. Granted, he is much older when he gave the interview, and looking back at his life probably gives him a different perspective if history had turned out differently, I found it awesome how he said he held no special hatred for the federal troops or Pres. Lincoln, what an honorable fellow. Is it because he used the "N" word and his family owned slaves, even though he as a person became against it, and it sounded like he was respectful of African Americans, or is it because in the end he believed he and the South fought for State Rights? It's interesting how some of these themes are still relevant today, though.
  15. While I agree about the Friendly Fire issue basically breaking game balance and immersion, I just wanted to get clarification on Infantry FF. From my experience and testing, non-Artillery ranged units will not fire at a non-routing enemy unit engaged in melee. If I tell them to do so, they will run up to engage in melee. Sometimes infantry looks like they can fire into a mess of troops engaged in melee, but that is only because one of those units have "routed" or "disengaged" from melee. But either way, it does look like there is no friendly fire casualties from this from what I can tell either. However, when I have a unit behind another unit that the enemy is firing upon (just bullets, not cannon fire), I noticed that the unit behind sometimes gets hit by "stray bullets"... do you know if we suffer from friendly "stray bullets" too? I never noticed it, so suspect not. On the other hand, if they add friendly fire to artillery, which can currently fire into a mosh pit of troops engaged in melee, I'd lose an ability to effectively succeed in a direct frontal charge to break the strong and deep enemy formations even when heavily outnumbered ;p (artillery close behind charging melee infantry simply muscle their way through any defensive line; melee + canister - friendly fire = gamey win, with minimal casualties to yourself) In Take Command or Scourge of War, which has very similar battle mechanics as this game, they implemented friendly fire, and while it makes artillery so much more annoying to deploy properly (you'd have to create gaps in your line or clear fields of fire, etc.), it definitely feels more realistic with friendly fire (melee + canister + friendly fire = OUCH, pyrrhic win at best).
  16. THIS IS SPARTA, Illinois. Some of us have always been mad lol. The good news is Darth/Dartis responded on a Steam thread-- I can't find it now... something about addressing the issue of enemy force continuity or long-term campaign impacts from player actions "ASAP"! Not quite all-out dynamic campaign, but still some promise in a good direction, as this is a concern very commonly voiced in the playerbase. So these discussions are not for naught. Definitely would like to keep the current campaign and scenarios! I like the current "historical campaign" as it is, but for more replayability and variation I'm with Lincoln Mullet's proposal: "A dynamic campaign could exist alongside the current campaign structure the devs are working on, offering two distinctly different experiences. " Historical Campaign (as-is) and a Fictional Campaign (dynamic). Either one is epic enough, both would just blow my mind. Wow, I think that's it! I've been struggling about the idea and asking other people on Steam how they see balancing the enemy force to maintain difficulty if the enemy has to maintain a "persistent army", and I think this is the best idea I've heard, and it coincides with the points brought up in another thread about how Casualty Rates are too high currently, and how some combination of morale and combat effectiveness need to play more of a role than Casualty Rates do now. It is not a coincidence that I used to have a personal program that did something exactly like that by using elements of two different games: the campaign elements from AGEOD Civil War 2 with the real-time tactical battles of Take Command: Manassas. Basically I would play out a campaign in AGEOD CW2, and when a battle occurs, I extract the army composition (Order of Battle) and convert it into an Order of Battle file that feeds into Take Command: Manassas, where I would play out the battle in real-time, and then extract the resulting casualties, etc. to re-import back into the AGEOD CW2 campaign. So the "persistent army data" was maintained in AGEOD CW2, basically a csv file that can be treated like an Excel spreadsheet, as you mentioned. (but that was a terribly hacky way to do it...I suspect in this game built from Unity, Darth created special object classes, so there is a hierarchy of classes and attribute variables stored much more neatly in the game files/memory, which they could expose in XML files or other openly readable format, if they wanted). In this case, Rough Order of Magnitude for what you suggest, it would require creating a centralized "persistent army database", so the "programming" of that in itself isn't hard (since they already have all the data class structures to work with). They would just need to basically change the "persistent data location/reference" of enemy army composition to be associated with a Campaign, instead of stored disparately in each Scenario, and have each Scenario reference the Campaign persistent data on demand-- so likely the toughest part about that actually is designing a good data structure and addressing the gameplay balance ramifications that comes from that persistent army data, which implies an Army Camp AI or a "Campaign AI", which I agree would be the toughest part from a programming and AI design perspective. But an alternative to an AI Army Camp is just a plain scaling formula for troop replenishments and experience/equipment upgrades based on some factors (e.g. National Morale, difficulty level, National Manpower, etc.) For example, a linear model for AI "power curve growth", like let's say on Normal difficulty, all else equal, AI forces grow/replenish at a rate of 10% or let's say 1-2 new full brigades per turn/battle depending on "national factors", just as an example. Enemy brigades that survive a battle get a notch of XP, and maybe equipment upgrades on a weighted scale, but new brigades start off green with basic equipment. So in the context of the above scaling, if the player doesn't inflict more than 10% casualties or destroy 1-2 brigades per battle, then they would see the AI army grow relatively in total size. Something simple like that I think might work to abstractly substitute from a proper Army Camp AI, and would be relatively easier to implement. You could also get creative with making the "simple scaling" more dynamic depending on Campaign decisions, events, and player progress (e.g. Emancipation Proclamation event causes Union ranks to swell with green troops; Sherman's raids causing new CSA militia units to form, etc.; CSA winning Gettysburg gives their soldiers better shoes, etc. Food for thought
  17. I certainly had that game in mind as inspiration. Used to play it a lot a few years ago and modded the campaigns/scenarios for replayability. CWG2 campaign had branching and linked battles, yes, but the branches weren't "randomized" per se and neither were the scenario setups, if I recall correctly. You could win the war in just several battles if you kept winning decisive victories, etc, but the branching paths are predefined in the vanilla game (you can edit it through modding though) Correct me if I'm wrong, but I also remember the CWG2 scenarios being somewhat more static in design (predefined Orders of Battle, objectives, timer, etc.). If I remember correctly, there was a lot of discontinuity in both the enemy forces and your own... in the scenario editor, you can see which battles are linked to other battles based on Victory/Draw/Defeat, and you can also see which units are flagged to "carry over" -- but I found the "carry over" mechanic inconsistent or broken. Might have just been me and not knowing what I was doing/seeing at the time. Otherwise, yes, I think some of the "dynamic" campaign concepts from CWG2 would be great to see here, although I wouldn't like the idea that I won't get to see all the battle locations if I do too well with Decisive Victories, and I'd have to try to "find" specific battles that I want to play based on the branching campaign choices, as opposed to being exposed to optionally fight each scenario available throughout the course of a campaign. I know what you're talking about working with Unity and using sectors, etc. At that scale though, you really are making a Total-War-esque game, with a dynamic campaign map and separate tactical battles. However, at that point, one might consider the alternative: modding or using existing Civil War Era-like mods in Total War games, albeit you'd have the Total War battle engine and BAI, which is ironically what Darth was known for making not-suck. Whatever you were working on sounds awesome, and I hope it sees the light of day (or picked up for Ultimate General 2 :).
  18. @LincolnsMullet First of all, great ideas. I can tell you put a lot of thought and effort, and love in the game and improving on it. Also grateful to your resume, as I enjoyed many of those titles you've worked on. I like thinking and discussing ideas like yours. I am an aspiring game developer, and in this case I had some questions, comments and ideas to offer: 1) Enemy Army continuity and scaling -- I watched your vid and tried to read the white paper, but I feel like I didn't get a good sense of what the enemy army would look like and how they would evolve from battle to battle? e.g. Let's say the initial enemy army has 10k, you inflict 8k loss in one battle...will you face a 2k army the next battle, or will the enemy also be replenished in a some sort of scaled way relative to some variables (national morale, etc.)? Will enemy armies see veterancy, equipment, and commander upgrades the way the player army does? This touches on a bigger overall design question of: How would the difficulty scale as the game progresses? In the current design, in my opinion, it seems the game difficulty curves upward, with large spikes at the Grand Battles... later battles more or less are generally more difficult than earlier battles, usually due to scale (managing 1 division at first, then later multiple Corps) If we examine how a Total War campaign plays, there is usually a point in the campaign where the player reaches "critical mass" about half-way through a campaign; from that point onward, Victory is pretty much assured, and it's only a matter of time. If anything, campaigns at that point become tedious clean-up of enemy forces off the map. The difficulty is in the early stages of a campaign, and then the difficulty peters out after mid-campaign. Arguably, in most "dynamic" campaigns or battles in games, this power curve phenomenon can be observed; the games that avoid that kind of power curve are less dynamic and more "story-like" "on-rails" type experience or maintain the difficulty ramp in contrived ways, like in this game. I saw how you really thought about the balance of both sides in terms of reputation and post-battle reward calculations, etc. So I wonder how you see the enemy power curve play out relative to the player. I fear it might play out like Total War campaigns, where a campaign is pretty much decided well before the war is officially over, which makes the last half of a campaign usually not very fun due to the lack of challenge or tension. 2) Really love the "dynamic" battle scenarios idea with more or less unpredictable deployment, orders of battle, and reinforcements, etc. The only thing I might add is to add some random scripted events or deployment configurations. For example: (a) Similar to the Shiloh battle Union-side, your troops are "caught with their pants down" in encampments, while the enemy deploys a full-scale assault, or vice versa; (b) some of your troops got lost and entered on the "wrong side" of the battle field; (c) enemy forces execute a flanking maneuver outside of the current battle map, so some of their forces enter on "your side" of the field 3) While I would certainly love to see a more dynamic campaign, I'm not sure how well your proposed Campaign map mechanics would scale with more battle locations. I like the "key location" idea, but I wonder if that would be enough to encourage exploration and variety in battle locations. I can't speak for how others play, but if there is an arbitrary turn-limit on a campaign game (personally, I don't like arbitrary imposed time-limits, but alas that is a reasonable and game mechanic), I tend to go for the most effective/efficient route... So someone like me, if I'm playing to win, would probably end up always playing on a few battle sites in the beginning areas, and the only reason I would go to the other areas would be to "draw out the game longer". I would always play for the favorable grounds, draw the enemy army there to a meat-grinder session, then just play with the enemy army afterwards like a cat playing with its mouse dinner. This is how I see your current Campaign map mechanics play out in my head because there is only one enemy army. This is what happens in Total War campaigns in 1v1 army maneuvers -- it usually only takes 1 decisive battle to seriously cripple an army, which makes sense. Which begs into question... 4) Multiple armies on the campaign map -- While I would also much prefer managing only one personal army on the field, having a Campaign map that you are proposing with 2 mobile opposing armies begs into question: Why is there not another enemy army? Or, why wouldn't I be able to split my army? Having mobile Armies on a campaign map might be a step too far from the current abstraction of the campaign map because seeing two armies move around the map seems a bit counter-immersive and counter-intuitive-- why is there only one army per side, you know? Unless maybe you justify it by limiting operations to Theatres, or something, which contradicts the purpose of having the wide breadth of the country available for battle sites. I offer some possible alternatives or food for thought for points #1 and #3/4: Alternative 1: I propose a dynamic campaign design with "rogue-like" concepts in mind... keep all the concepts you propose except for the mobile Armies. Instead, have a quasi-procedurally generated campaign with multiple branched and linked quasi-procedurally generated random scenarios. Enemy force presence is defined as parameters in each scenario, based on whatever procedural algorithm for the campaign generation. The idea is to abstract Army maneuvers while giving sufficiently randomized/unique battle scenarios, and maintaining the ramp of campaign difficulty by having the scenario-generation procedure increase weighted difficulty parameters to avoid the "player critical mass effect" as the campaign progresses. Let's say as Union, your goal is to start with Battle A, and to win your campaign, you must win Battle Z. But to get to Battle Z, you may have different quasi-randomized battle sequences available on the same campaign. You could do: A -> B -> C -> Z or A -> C -> D -> B -> Z etc. In the two possible campaign paths above, if you fight Battle B early in the campaign, it will be "easy" in terms of scaled difficulty. If you fight the "same" Battle B (some but not all initialization parameters will be the same) later in the campaign, Battle B will be "harder" in terms of scaled difficulty. The first sequence of battles will lead to an earlier victory, compared to the second sequence of battles.You could have a short campaign or a long campaign depending on the sequence of battles you choose, but the campaign won't be cut short or made easier by "destroying the enemy army" (this can be a positive or a negative, depending on player preference). In this case, you never really "destroy the enemy army" -- you just win the war by winning the final Battle Z, but the battles you fight to get there would be different in each campaign. Pros/Cons: - remove mobile Armies on a campaign map - generated scenarios can be weighted to increase in difficulty as the campaign progresses (maintain or increase challenge throughout the game) - enemy forces are pre-determined which takes away from the player experience of "destroying the enemy army" - more or less unpredictable sequence of battles and battle configurations Alternative 2: Keep all the concepts you propose, including mobile Armies. Add the concept of having "multiple armies" on the enemy side, like "Army lives", so to speak. After an enemy army has suffered enough casualties, let's say they are reduced to a threshold of 30% of original troop strength, that Army is "destroyed" or disbanded. But another, more powerful and more numerous Army will emerge and face you on the field. Let's say we have up to 3 enemy armies of increasing power in each campaign (and add a difficulty option to modify this value). To win the full war, you have to fight and "destroy" all three armies, one at a time. Not a true history buff here, so hope I don't offend with the difficulty scaling I propose below, but for example, let's say I'm playing CSA campaign, I'd go up against the following Union Armies: 1st Union Army: McClellan: 25,00 Infantry, 1000 Cavalry, 100 guns 2nd Union Army: Meade: 50,000 infantry, 10000 cav, 200 guns 3rd Union Army: Grant: 100,000 infantry, 20,000 cav, 500 guns After I "destroy" one army, the next one appears. This basically just extends the lifetime of the enemy (which needs to be balanced relative to the campaign length) but I think it adds the feeling of "I finally destroyed McClellan the pushover, but now I have to face Grant..." Goosebumps, hehe. It helps immersion knowing the damage you inflict on the enemy persists, but then you also have to be prepared for the next stronger Armies that the enemy nation will send. This also somewhat alleviates the question, "Why only 1 army in the war?" This might also keep the difficulty curve going up as the campaign progresses, as opposed to going down after whittling down only1 army. The downside is that there will be severe difficulty spikes when a new stronger army enters the campaign, but can you imagine the anticipation of preparing to fight Grant in this context? Sort of like the way in Early Access we anticipate fighting at Antietam and prepare for that "final battle" from the very beginning of the campaign Sorry for the long wall of text, but I do enjoy discussing this in detail, and I hope some of these ideas are adopted if not by this game, at least by others. The game is great as it stands, and it would take it a whole other level to add dynamic campaigns and scenarios for practically limitless replayability.
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