Gameplay Rebalance and Customizations created by JonnyH13 and Pandakraut. Thanks to TheSoldier, Adishee, Kristoph42, FiascoGames, HiBob WarBob, and ArtemK for their contributions.
Discord Link: https://discord.gg/NmHUGvq
Get the Mod here:https://www.dropbox.com/s/i0ebljmwqhppb8v/RebalanceModV1.28.4.zip?dl=0
GOG Version: https://www.dropbox.com/s/7umb8gf8o8c1u6d/RebalanceModGoGV1.28.4.zip?dl=0
Install Instructions:
Download RebalanceModV1.28.4 and extract the zip folder into your Ultimate General Civil War_Data directory. You will be prompted to overwrite Assembly-CSharp.dll and resources.assets
Uninstall Instructions:
Verify game files to restore the Assembly-CSharp.dll and resources.assets and delete Ultimate General Civil War_Data/Mod folder
Mac Install Instructions:
1) In Steam, right click UGCW and select Properties.
2) Click local files, then select browse local files
3) right click 'Ultimate General Civil War' and select 'show package contents'
4) navigate (relative path) to /Contents/
a) Place the 'Mod' folder in Contents/
5) navigate (relative path) to /Contents/Resources/Data/
a) Copy the resources.assets file into /Data/
b) Copy the /Managed/Assembly-CSharp.dll file from the mod release into the /Managed/ folder, overwriting the existing file
05/06/2023 Updated to 1.28.4
Changelog Highlights
- A Major General Light difficulty is now available. When starting a new campaign and selecting MG difficulty, a prompt will show up prior to entering your name.
This difficulty is the same as MG except the AI units will be smaller and less experienced. This should be closer to playing MG in the base game or in earlier versions of the mod.
- AI weapons quality throughout the campaign has been standardized to be closer to what is used on legendary.
- All config files have been reorganized and comments have been added in the files to indicate what values do.
- Bugfixes and minor balance changes.
-Save game compatible.
Full changelog is in the /Mod/Rebalance/Change logs folder
6/30/2022 Updated to 1.28
Added many bug fixes, balance adjustments, and UI improvements as well as the following major features. A full changelog is included in the install package under /Mod/Rebalance
Battle Rework: All battles through Antietam have had their timers, scaling, and deployment positions updated. This should reduce the ability to spawn camp and standardize timers for more consistently challenging battles. Some grand battles now have alternative deployment locations for some AI units to provide some more variety and encourage the player to have to scout rather than relying on prior knowledge.
Casualty System: Casualties taken during battles are now divided into killed, missing, badly wounded, and wounded.
Veterans: Adding veterans is now limited to the number of men in the player's veteran pool. This pool is filled by disbanding units that have participated in a battle or by taking casualties. The veteran pool tracks its own stats instead of veterans taking on the stat of the unit they are added to.
Digging in: Units will now automatically start to dig in when not moving.
Detached skirmishers: The AI Can now use them.
Overview of Mod Features:
The intention of the mod is to expand and improve the original game while also providing a more challenging experience on MG and Legendary difficulties. A variety of configuration options are also provided to allow the player to customize difficulty to their liking.
All weapons, perks, and career points have been rebalanced and expanded upon with an emphasis on enabling specialization and trade offs.
Battles are now much more condition and morale focused. Units that are exhausted will be nearly helpless. Units will take fewer casualties, but morale damage has been increased to compensate. Units can also be destroyed sooner if reduced to 0 morale which reduces total casualties and speeds up end of battle cleanup.
Unit size caps have been increased for the player and the AI. This allows the AI to scale to larger sizes in certain battles and for players to play with massive armies if they want to. Players can continue to use normal sized units while continuing to face roughly equivalently sized units in most cases.
A variety of quality of life and UI improvements have been added along with changes to increase replayability of the campaign.
More details can be found here: https://docs.google.com/document/d/1lvM9uwewxANmSoBXCKGPJSUKcpmM7IJJiv8plS8XMTg/edit?usp=sharing
Some general tips to get started.
Tactics that work in the base game may no longer work or will be less effective.
Do not overuse your units. Let them rest and recover their condition, otherwise they will suffer major combat debuffs.
Perks are much more valuable now, get them as soon as you can.
Get a Major General to lead your corps as soon as you can.
Melee is very important and deadly early on but do not rely on it. Melee becomes less effective as you progress through the campaign.
Melee cavalry is good at cleaning up routing units, but charging units at full strength will result in high losses. Cavalry can also get into flanking positions to hit charging units before they reach your line.
Muskets must get very close to deal decent damage, long range fire will be ineffective.
Artillery and skirmishers will be less effective until they have 1-2 stars.
Detached skirmishers are weaker than in the base game. They cannot be deployed near enemy units and have a cooldown period before they can be reattached. They will also regenerate morale much slower if not near a normal unit.
Merging units in battle removes any bonus they get from perks. Since shattered units return in camp now, it’s almost never worth merging anything but 0* units.
Legendary can be extremely punishing, especially for the Union early on. When playing on this difficulty, and to a lesser extent on Major General, you may need to restart battles or the entire campaign multiple times before getting a good result.
Combined arms and keeping your units within supporting range will help with managing AI charges. If you have 3-4 units backed up by artillery and with skirmishers or cavalry to fire at the flanks you can generally waver a unit before its charge lands even if outclassed in size and experience.
Throwing multiple weaker units into melee is unlikely to overwhelm a larger more experienced unit until it gets tired.
Over time there will be periodic updates to remaining battles in the campaign that have not yet been reworked. Keep checking back here for updates.
Feedback will be appreciated. Have fun!