RELEASE DATE
Jul 14, 2017
DEVELOPER / PUBLISHER
Game-Labs / Game-Labs
TAGS
MAIN FEATURES
Full campaign: Fight in the American Civil War campaign and participate in 50+ battles from small engagements to massive battles that can last several days over hundreds of square miles of terrain. Campaign fully depends on player actions and battle results. Historical battles can also be played separately.
The game includes the following battles in the campaign:
Battle of Aquia Creek
Battle of Philippi
1st Battle of Bull Run
Battle of Shiloh
Battle of Gaines' Mill
Battle of Malvern Hill
2nd Battle of Bull Run
Battle of Antietam
Battle of Fredericksburg
Battle of Stones River
Battle of Chancellorsville
Battle of Gettysburg
Battle of Chickamauga
Battle of Cold Harbor
Battle of Richmond
Battle of Washington
+ 48 smaller scale battles
Army management: You are the general. You have full control over the army composition. Based on your successes and reputation you might get access to more corps, divisions and brigades. Keep your soldiers alive and they will learn to fight better, turning from green rookies to crack veterans. Lose a lot of your soldiers and you might not have enough reinforcements to deliver victories. Your reputation will suffer, army morale will drop and you will be forced to resign.
Innovative command system: You decide which level of control you want. Command every unit individually or just give them a main goal with one button click and watch if they can take that hill. Army divisions commanders can make decisions on their own and help you control the largest army. Draw a defensive line and allocated brigades will defend it like lions. Or design a deep flanking maneuver by just drawing an arrow and send the whole army to the enemy flank or the rear. Your generals will try to fulfill your orders, although "no plan survives contact with the enemy".
Officer progression: Historical unit commanders progress and become better fighters together with the player. The Officers rank up based on their units’ performance, but it's war and they can be wounded or even get killed in action. New ranks open new possibilities and allow officers to lead bigger units without efficiency loss. Winning battles also opens new possibilities for you as a general, increasing skills such as reconnaissance or political influence.
Historical weapons: There is huge variety of Civil War weaponry from mass produced Enfield pattern rifles to rare Whitworths. Historical availability has also been implemented. Certain weapons can only be captured by raiding supplies or taken from the enemy on the battlefield.
Enhanced unit control: Detach skirmishers to send them to scout those hills ahead. Or merge several brigades into one bigger division if it’s needed. Dismount the cavalry to become less visible to the enemy or mount for fast flanking charges and supply raids. Supplies are extremely important and you have to plan and defend the provisions otherwise the battle might end for you early.
Advanced Artificial Intelligence: You will face a strong enemy. AI will flank you, will hit your weak spots and undefended high ground, will chase and cut your supplies and will try to destroy unguarded artillery batteries. AI will use terrain and will take cover and retreat if overwhelmed.
Terrain matters: Trenches, lines, fences, houses, fields – everything can help to achieve victory, if you know how to use it. Hills will allow you to see enemy units earlier. Rivers and bridges can become natural obstacles that will help you to defend. Forests can help you hide your movements and flank the enemy.
Beautiful maps: We believe that modern technology allows hardcore war-games to finally stop being brown on green hexes. Hardcore, deep war games can be beautiful. In our game, every historical battle landscape is accurately hand-drawn, utilizing data from satellite and historical maps. The topography plays immense strategic role and helps to understand how battles were fought and to learn history.
88% Positive / 4463 Ratings
Jul 14, 2017 / Game-Labs / Game-Labs
Game Description
MAIN FEATURES
Full campaign: Fight in the American Civil War campaign and participate in 50+ battles from small engagements to massive battles that can last several days over hundreds of square miles of terrain. Campaign fully depends on player actions and battle results. Historical battles can also be played separately.
The game includes the following battles in the campaign:
Battle of Aquia Creek
Battle of Philippi
1st Battle of Bull Run
Battle of Shiloh
Battle of Gaines' Mill
Battle of Malvern Hill
2nd Battle of Bull Run
Battle of Antietam
Battle of Fredericksburg
Battle of Stones River
Battle of Chancellorsville
Battle of Gettysburg
Battle of Chickamauga
Battle of Cold Harbor
Battle of Richmond
Battle of Washington
+ 48 smaller scale battles
Army management: You are the general. You have full control over the army composition. Based on your successes and reputation you might get access to more corps, divisions and brigades. Keep your soldiers alive and they will learn to fight better, turning from green rookies to crack veterans. Lose a lot of your soldiers and you might not have enough reinforcements to deliver victories. Your reputation will suffer, army morale will drop and you will be forced to resign.
Innovative command system: You decide which level of control you want. Command every unit individually or just give them a main goal with one button click and watch if they can take that hill. Army divisions commanders can make decisions on their own and help you control the largest army. Draw a defensive line and allocated brigades will defend it like lions. Or design a deep flanking maneuver by just drawing an arrow and send the whole army to the enemy flank or the rear. Your generals will try to fulfill your orders, although "no plan survives contact with the enemy".
Officer progression: Historical unit commanders progress and become better fighters together with the player. The Officers rank up based on their units’ performance, but it's war and they can be wounded or even get killed in action. New ranks open new possibilities and allow officers to lead bigger units without efficiency loss. Winning battles also opens new possibilities for you as a general, increasing skills such as reconnaissance or political influence.
Historical weapons: There is huge variety of Civil War weaponry from mass produced Enfield pattern rifles to rare Whitworths. Historical availability has also been implemented. Certain weapons can only be captured by raiding supplies or taken from the enemy on the battlefield.
Enhanced unit control: Detach skirmishers to send them to scout those hills ahead. Or merge several brigades into one bigger division if it’s needed. Dismount the cavalry to become less visible to the enemy or mount for fast flanking charges and supply raids. Supplies are extremely important and you have to plan and defend the provisions otherwise the battle might end for you early.
Advanced Artificial Intelligence: You will face a strong enemy. AI will flank you, will hit your weak spots and undefended high ground, will chase and cut your supplies and will try to destroy unguarded artillery batteries. AI will use terrain and will take cover and retreat if overwhelmed.
Terrain matters: Trenches, lines, fences, houses, fields – everything can help to achieve victory, if you know how to use it. Hills will allow you to see enemy units earlier. Rivers and bridges can become natural obstacles that will help you to defend. Forests can help you hide your movements and flank the enemy.
Beautiful maps: We believe that modern technology allows hardcore war-games to finally stop being brown on green hexes. Hardcore, deep war games can be beautiful. In our game, every historical battle landscape is accurately hand-drawn, utilizing data from satellite and historical maps. The topography plays immense strategic role and helps to understand how battles were fought and to learn history.
Reviews
Jun 26, 2022
May 29, 2022
Jul 18, 2022
Aug 1, 2022
Aug 1, 2022
Aug 21, 2022
Aug 30, 2022
Sep 11, 2022
Nov 21, 2022
Dec 3, 2022
Jan 1, 2023
Jan 8, 2023
Mar 17, 2017
Jun 8, 2017
Jun 27, 2017
do not
play this as if it were Total War. You're going to have a bad time and be frustrated if you do. For those interested in getting attached to their units, much like XCOM, you'll be happy to know that brigade names are completely customizable. Considering how valuable veteran units and officers are, you will get attached to them as if your battles depended on them... because they do. It is rewarding to see scruffy units full of recruits turn into battle-hardened heroes throughout your campaign. It's a must-have for anyone interested in this period of conflict and strategy. Considering it is on sale, I would grab it. This is a promising game coming from an indie studio that surely will bring quality strategy games in the future. Edit
: The game has finally released out of early access and there's a few things that I want to add to the consumer that wants some straightforward info that I left out in my original review - note that I still wholeheartedly recommend this game. Even at release, there are some frustrating things with the game and that comes down to the level design or at least flow design of certain campaigns. You'll find yourself managing different parts of a battle at different times. Sometimes when the part of the map switches, you won't have access to some trips that you were relying on, or the position they start in isn't optimal and you have no say on how they are placed. I found myself forgiving this in early battles, but in later battles I found it annoying since more was on the line. I found it especially annoying since many of the early battles still allowed you to place units in certain positions even when "taken by surprise". I found that sometimes the enemy reinforcement pool would not apply to certain battles, most noticeably the final battles of both campaigns, (Washington and Richmond). By that I mean, I would crush the enemy army to only have 50k troops, and yet there would be 105k+ waiting for me around Richmond. I only barely forgive this because it would be a dull and anti-climactic end to a campaign. It is rather depressing to get to the end of your campaign after many hard fought battles to attrit the enemy, only to find that it was useless just within arm's reach of the final goal. On a historical note, I noted that casualties for battles, especially on harder difficulties, would be extraordinarily high compared to history. Battles like the 2nd Bull Run would have 90k in casualties. To put that in perspective, Gettysburg had ~40k casualties for both sides total. This can be a turn off to some, but a more accurate representation would just result in units running away more - so for the sake of mechanics, this is fine in my eyes but it may not be for you. Again, I still recommend this game. The fact that a game with a relatively static campaign can allow for more in-depth tactical and strategic-level thinking than the open campaigns of the newer Total Wars can is fantastic.
Aug 16, 2017
Sep 4, 2017
Oct 28, 2017
Problems with the AI
Once you get past being beaten by the AI in the beginning and get used to the quirks of the game then the advertised 'strong' AI vanishes. Each map basically devolves into one of two strategies depending on if you are on offense or defense. The challenge the AI provides against you is not in the AI being smart. Rather the challenge is in the sheer numbers the AI has versus you. The problem gets worse if you play on half speed. With careful micromanagement, it's possible to defeat armies with 5x the number of men you have as well as drive back the relentless AI charges (if you aren't playing offensively that is). You can even cancel AI charges if you do things right. The AI pretty much always reacts the same way to you and it is easy to learn how the AI reacts and do the same thing every game. This is a regression from UG:GB where the AI had different personalities and acted differently.
Problems with Game Mechanics
Some of these problems with AI involve various bugs. These include AI breaking charges if you reposition units, AI favoring charges even if the unit is exhausted (which you can halt the advance by micromanaging artillery). Others are more fundamental. For example, early on in early access the AI had problems defending their artillery. So the game devs, instead of making the AI better at defending their artillery, made artillery invincible to melee. Similar examples of game mechanic problems exist elsewhere. Melee mechanics were broken since early access. 2 brigades of 200 men in melee will perform 4x casualties as 1 brigade with 400 men in melee. Thus, some players (in a single player game mind you) liked to stack lots of tiny cavalry brigades and abuse the melee mechanic bug to beat battles. This bug was reported and these players complained the game was 'too easy'. Instead of fixing the broken melee system (or *gasp* asking the players to not use such strategies in a single player game), it was decided that 'cavalry was too powerful' (since this was the most commonly abused unit). Thus, cavalry got nerfed to the ground so much that the only way to use them is to abuse the melee bug. A 400 men cavalry brigade can't even chase down 90 skirmishers without getting routed.
Problems with Realism
These issues of game design, where bugs are not fixed but instead hidden, permeates to the entire game. It results in unrealistic situations that hurts realism of the game. Such as 750 cavalrymen who manage to surprise 200 artillerymen from the rear failing to beat the 200 artilleryman and instead being routed and losing half your men. BUT if those very same 750 cavalrymen were dismounted before engaging the artillery, then the results won't be as disastrous (AI will still not lose men though thanks to invincible AI artillery). It results in the best way of dealing with artillery being shooting them (and eating canisters to the face) rather than charging the cannons. It results in on harder difficulties having to play the game a certain way rather than having true agency.
Problems with Player Agency
On the topic of player agency, UG:Civil War does a poor job of this. On easier difficulties player agency is somewhat there as the AI is not gifted tons of men to produce artificial difficulty. Thus as the game goes on if you manage to defeat the AI (where the AI loses 3-5x your men) the AI won't be able to reinforce. This creates other problems such as the 2nd half of the campaign being too easy. Due to this complaint (and also due to complaints from players exploiting game bugs and AI weakness on higher difficulties) combined with the lack of difficulty levels, hard and legendary difficulties are not only incredibly broken but also unfun, a tedious chore, and lack player agency. The AI patently ignores the 'army intelligence' screen where you see how many men it should have and deploys much more men than the number shown. This means you can't play with a small, elite army that's lowered the AI army strength, no, you have to bring as much men as possible. Since the game ignores the army strength on higher difficulties there's no point to capturing or killing AI at all. Instead it's a matter of force preservation (since you only get limited recruits). As the AI is gifted a new army each time you destroy an army, the facade of player agency collapses completely. It simply does not matter what you do or how many men the AI loses. Fundamentally these problems are a result of a lack of dynamic campaign. This is compounded by game bugs exploited by players on hard/legendary that were never fixed which makes the game 'too easy' for them. Or the lack of a true dynamic campaign where you can choose to end the war early if you manage to defeat the enemy army. No, the solution chosen by the devs was to brush the bugs under the rug and just give the AI more men (or men invulnerable to their weakness such as invincible artillery). This doesn't result in a fun game. Rather it results in a game where battles become a CHORE to micromanage and abuse AI weaknesses (not to mention all the small bugs which still have not been fixed). It's not any more challenging or hard in a tactical level.
Problems with Feedback
One aggravating factor which lead to these decisions has to do with feedback. Due to the many different ways one can play a game, issues which may crop up for some players may not crop up for other players. Similarly, due to the vast difference between normal and hard in difficulty (different AI bouses), playstyles/bugs which may work on normal may not work on hard. Instead of soliciting feedback from the playerbase as a whole, the general impression I have from watching the game progress since early access is that a small privileged group of testers (who tend to be experts and or play using certain strategies) have their suggestions favored more by the devs. This isn't necessarily the fault of the devs, as these players are simply more active in providing feedback. This generally wouldn't be a matter if it wasn't for the fact that some of these more active players have a habit of discounting other player's problems (since it doesn't occur for them with how they play). This leads to issues where unless a problem is faced by a majority of players, problems which only affect some players are routinely ignored or outright dismissed. It also leads to poor balance changes and honestly a terrible experience for new players who are thrown into the game (eg the patches making the first intro/tutorial level harder and harder and harder to the point where new players have to go on the forum and ask for how to beat the FIRST LEVEL).
Hostility to Modding
Many of these fundamental issues would be solvable if there were modding support by the devs. One would think the modder DarthMod would have supported modding in his/her commercial games, having come from the modding community. Instead, impediments to modding were added on purpose to reduce the basic modding possible in UG:CW.
Conclusion
I would honestly prefer to play the first early game access version of the game rather than the current version of the game as it is now. I lack faith the devs will be able to fix fundamental problems based on experiences since early access.
Dec 1, 2017
Feb 4, 2018
Good skin, bad bones
Everyone who has ever read a history of the American Civil War will stop at one point or another and ask themselves how things could have gone differently.
Ultimate General: Civil War
does not answer that question. In its first few hours, the game is a sure winner. The scenery is gorgeous and well-modeled, the tactics fun, and it's easy to lose track of time as you figure out winning strategies on each battlefield. The longer you play, the more the game's flaws come out. Eventually, you realize the biggest flaw of all: What you do doesn't really matter.
Ultimate General: Civil War
runs into the walls that most historic games face. By hewing too closely to history, they deny the player his or her agency. Everything is fated. So what if the Confederates win on the first day of Gettysburg? The Union forces will rebound and the Confederate player finds themselves fighting battles farther and farther south. Pursue the Army of Northern Virginia to ultimate destruction as a Union player on the third day of Gettysburg? It doesn't matter. The Confederacy will miraculously find tens of thousands more soldiers to fill its ranks. This game, while beautiful, is a handful of tiny sandboxes with only a limited path between. The player does not get to choose where to fight his or her battles, and his or her successes rarely matter. A papier-mache fictional final series of battles for the Confederate campaign doesn't do much to fix this problem. By the time you reach that point, you'll have already become frustrated with the structure. It's enormously disappointing, because it only needs a good campaign layer to fix these problems, then the courage to be willing to end the campaign early. Win Bull Run overwelmingly? You could end the war in 1861. Win Antietam as the Confederacy? The war ends in 1862 after the French and British recognize the Confederacy. If you enjoy playing the historical battles, you'll likely enjoy this game, but you may be frustrated by a handful of bugs -- regiments that become stuck in rivers or on map borders are the worst of these. The game also fails to correctly model repeating weapons: A regiment armed with Henry or Spencer rifles fires no more quickly than one armed with a Springfield. If you find yourself satisfied by history, you may find something to enjoy here. If, however, you're looking for the answer to "what if," you won't find it here.
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RELEASE DATE
Jul 14, 2017
DEVELOPER / PUBLISHER
Game-Labs / Game-Labs
TAGS
MAIN FEATURES
Full campaign: Fight in the American Civil War campaign and participate in 50+ battles from small engagements to massive battles that can last several days over hundreds of square miles of terrain. Campaign fully depends on player actions and battle results. Historical battles can also be played separately.
The game includes the following battles in the campaign:
Battle of Aquia Creek
Battle of Philippi
1st Battle of Bull Run
Battle of Shiloh
Battle of Gaines' Mill
Battle of Malvern Hill
2nd Battle of Bull Run
Battle of Antietam
Battle of Fredericksburg
Battle of Stones River
Battle of Chancellorsville
Battle of Gettysburg
Battle of Chickamauga
Battle of Cold Harbor
Battle of Richmond
Battle of Washington
+ 48 smaller scale battles
Army management: You are the general. You have full control over the army composition. Based on your successes and reputation you might get access to more corps, divisions and brigades. Keep your soldiers alive and they will learn to fight better, turning from green rookies to crack veterans. Lose a lot of your soldiers and you might not have enough reinforcements to deliver victories. Your reputation will suffer, army morale will drop and you will be forced to resign.
Innovative command system: You decide which level of control you want. Command every unit individually or just give them a main goal with one button click and watch if they can take that hill. Army divisions commanders can make decisions on their own and help you control the largest army. Draw a defensive line and allocated brigades will defend it like lions. Or design a deep flanking maneuver by just drawing an arrow and send the whole army to the enemy flank or the rear. Your generals will try to fulfill your orders, although "no plan survives contact with the enemy".
Officer progression: Historical unit commanders progress and become better fighters together with the player. The Officers rank up based on their units’ performance, but it's war and they can be wounded or even get killed in action. New ranks open new possibilities and allow officers to lead bigger units without efficiency loss. Winning battles also opens new possibilities for you as a general, increasing skills such as reconnaissance or political influence.
Historical weapons: There is huge variety of Civil War weaponry from mass produced Enfield pattern rifles to rare Whitworths. Historical availability has also been implemented. Certain weapons can only be captured by raiding supplies or taken from the enemy on the battlefield.
Enhanced unit control: Detach skirmishers to send them to scout those hills ahead. Or merge several brigades into one bigger division if it’s needed. Dismount the cavalry to become less visible to the enemy or mount for fast flanking charges and supply raids. Supplies are extremely important and you have to plan and defend the provisions otherwise the battle might end for you early.
Advanced Artificial Intelligence: You will face a strong enemy. AI will flank you, will hit your weak spots and undefended high ground, will chase and cut your supplies and will try to destroy unguarded artillery batteries. AI will use terrain and will take cover and retreat if overwhelmed.
Terrain matters: Trenches, lines, fences, houses, fields – everything can help to achieve victory, if you know how to use it. Hills will allow you to see enemy units earlier. Rivers and bridges can become natural obstacles that will help you to defend. Forests can help you hide your movements and flank the enemy.
Beautiful maps: We believe that modern technology allows hardcore war-games to finally stop being brown on green hexes. Hardcore, deep war games can be beautiful. In our game, every historical battle landscape is accurately hand-drawn, utilizing data from satellite and historical maps. The topography plays immense strategic role and helps to understand how battles were fought and to learn history.
88% Positive / 4463 Ratings
Jul 14, 2017 / Game-Labs / Game-Labs
Game Description
Reviews
Jun 26, 2022
May 29, 2022
Jul 18, 2022
Aug 1, 2022
Aug 1, 2022
Aug 21, 2022
Aug 30, 2022
Sep 11, 2022
Nov 21, 2022
Dec 3, 2022
Jan 1, 2023
Jan 8, 2023
Mar 17, 2017
Jun 8, 2017
Jun 27, 2017
do not
play this as if it were Total War. You're going to have a bad time and be frustrated if you do. For those interested in getting attached to their units, much like XCOM, you'll be happy to know that brigade names are completely customizable. Considering how valuable veteran units and officers are, you will get attached to them as if your battles depended on them... because they do. It is rewarding to see scruffy units full of recruits turn into battle-hardened heroes throughout your campaign. It's a must-have for anyone interested in this period of conflict and strategy. Considering it is on sale, I would grab it. This is a promising game coming from an indie studio that surely will bring quality strategy games in the future. Edit
: The game has finally released out of early access and there's a few things that I want to add to the consumer that wants some straightforward info that I left out in my original review - note that I still wholeheartedly recommend this game. Even at release, there are some frustrating things with the game and that comes down to the level design or at least flow design of certain campaigns. You'll find yourself managing different parts of a battle at different times. Sometimes when the part of the map switches, you won't have access to some trips that you were relying on, or the position they start in isn't optimal and you have no say on how they are placed. I found myself forgiving this in early battles, but in later battles I found it annoying since more was on the line. I found it especially annoying since many of the early battles still allowed you to place units in certain positions even when "taken by surprise". I found that sometimes the enemy reinforcement pool would not apply to certain battles, most noticeably the final battles of both campaigns, (Washington and Richmond). By that I mean, I would crush the enemy army to only have 50k troops, and yet there would be 105k+ waiting for me around Richmond. I only barely forgive this because it would be a dull and anti-climactic end to a campaign. It is rather depressing to get to the end of your campaign after many hard fought battles to attrit the enemy, only to find that it was useless just within arm's reach of the final goal. On a historical note, I noted that casualties for battles, especially on harder difficulties, would be extraordinarily high compared to history. Battles like the 2nd Bull Run would have 90k in casualties. To put that in perspective, Gettysburg had ~40k casualties for both sides total. This can be a turn off to some, but a more accurate representation would just result in units running away more - so for the sake of mechanics, this is fine in my eyes but it may not be for you. Again, I still recommend this game. The fact that a game with a relatively static campaign can allow for more in-depth tactical and strategic-level thinking than the open campaigns of the newer Total Wars can is fantastic.
Aug 16, 2017
Sep 4, 2017
Oct 28, 2017
Problems with the AI
Once you get past being beaten by the AI in the beginning and get used to the quirks of the game then the advertised 'strong' AI vanishes. Each map basically devolves into one of two strategies depending on if you are on offense or defense. The challenge the AI provides against you is not in the AI being smart. Rather the challenge is in the sheer numbers the AI has versus you. The problem gets worse if you play on half speed. With careful micromanagement, it's possible to defeat armies with 5x the number of men you have as well as drive back the relentless AI charges (if you aren't playing offensively that is). You can even cancel AI charges if you do things right. The AI pretty much always reacts the same way to you and it is easy to learn how the AI reacts and do the same thing every game. This is a regression from UG:GB where the AI had different personalities and acted differently.
Problems with Game Mechanics
Some of these problems with AI involve various bugs. These include AI breaking charges if you reposition units, AI favoring charges even if the unit is exhausted (which you can halt the advance by micromanaging artillery). Others are more fundamental. For example, early on in early access the AI had problems defending their artillery. So the game devs, instead of making the AI better at defending their artillery, made artillery invincible to melee. Similar examples of game mechanic problems exist elsewhere. Melee mechanics were broken since early access. 2 brigades of 200 men in melee will perform 4x casualties as 1 brigade with 400 men in melee. Thus, some players (in a single player game mind you) liked to stack lots of tiny cavalry brigades and abuse the melee mechanic bug to beat battles. This bug was reported and these players complained the game was 'too easy'. Instead of fixing the broken melee system (or *gasp* asking the players to not use such strategies in a single player game), it was decided that 'cavalry was too powerful' (since this was the most commonly abused unit). Thus, cavalry got nerfed to the ground so much that the only way to use them is to abuse the melee bug. A 400 men cavalry brigade can't even chase down 90 skirmishers without getting routed.
Problems with Realism
These issues of game design, where bugs are not fixed but instead hidden, permeates to the entire game. It results in unrealistic situations that hurts realism of the game. Such as 750 cavalrymen who manage to surprise 200 artillerymen from the rear failing to beat the 200 artilleryman and instead being routed and losing half your men. BUT if those very same 750 cavalrymen were dismounted before engaging the artillery, then the results won't be as disastrous (AI will still not lose men though thanks to invincible AI artillery). It results in the best way of dealing with artillery being shooting them (and eating canisters to the face) rather than charging the cannons. It results in on harder difficulties having to play the game a certain way rather than having true agency.
Problems with Player Agency
On the topic of player agency, UG:Civil War does a poor job of this. On easier difficulties player agency is somewhat there as the AI is not gifted tons of men to produce artificial difficulty. Thus as the game goes on if you manage to defeat the AI (where the AI loses 3-5x your men) the AI won't be able to reinforce. This creates other problems such as the 2nd half of the campaign being too easy. Due to this complaint (and also due to complaints from players exploiting game bugs and AI weakness on higher difficulties) combined with the lack of difficulty levels, hard and legendary difficulties are not only incredibly broken but also unfun, a tedious chore, and lack player agency. The AI patently ignores the 'army intelligence' screen where you see how many men it should have and deploys much more men than the number shown. This means you can't play with a small, elite army that's lowered the AI army strength, no, you have to bring as much men as possible. Since the game ignores the army strength on higher difficulties there's no point to capturing or killing AI at all. Instead it's a matter of force preservation (since you only get limited recruits). As the AI is gifted a new army each time you destroy an army, the facade of player agency collapses completely. It simply does not matter what you do or how many men the AI loses. Fundamentally these problems are a result of a lack of dynamic campaign. This is compounded by game bugs exploited by players on hard/legendary that were never fixed which makes the game 'too easy' for them. Or the lack of a true dynamic campaign where you can choose to end the war early if you manage to defeat the enemy army. No, the solution chosen by the devs was to brush the bugs under the rug and just give the AI more men (or men invulnerable to their weakness such as invincible artillery). This doesn't result in a fun game. Rather it results in a game where battles become a CHORE to micromanage and abuse AI weaknesses (not to mention all the small bugs which still have not been fixed). It's not any more challenging or hard in a tactical level.
Problems with Feedback
One aggravating factor which lead to these decisions has to do with feedback. Due to the many different ways one can play a game, issues which may crop up for some players may not crop up for other players. Similarly, due to the vast difference between normal and hard in difficulty (different AI bouses), playstyles/bugs which may work on normal may not work on hard. Instead of soliciting feedback from the playerbase as a whole, the general impression I have from watching the game progress since early access is that a small privileged group of testers (who tend to be experts and or play using certain strategies) have their suggestions favored more by the devs. This isn't necessarily the fault of the devs, as these players are simply more active in providing feedback. This generally wouldn't be a matter if it wasn't for the fact that some of these more active players have a habit of discounting other player's problems (since it doesn't occur for them with how they play). This leads to issues where unless a problem is faced by a majority of players, problems which only affect some players are routinely ignored or outright dismissed. It also leads to poor balance changes and honestly a terrible experience for new players who are thrown into the game (eg the patches making the first intro/tutorial level harder and harder and harder to the point where new players have to go on the forum and ask for how to beat the FIRST LEVEL).
Hostility to Modding
Many of these fundamental issues would be solvable if there were modding support by the devs. One would think the modder DarthMod would have supported modding in his/her commercial games, having come from the modding community. Instead, impediments to modding were added on purpose to reduce the basic modding possible in UG:CW.
Conclusion
I would honestly prefer to play the first early game access version of the game rather than the current version of the game as it is now. I lack faith the devs will be able to fix fundamental problems based on experiences since early access.
Dec 1, 2017
Feb 4, 2018
Good skin, bad bones
Everyone who has ever read a history of the American Civil War will stop at one point or another and ask themselves how things could have gone differently.
Ultimate General: Civil War
does not answer that question. In its first few hours, the game is a sure winner. The scenery is gorgeous and well-modeled, the tactics fun, and it's easy to lose track of time as you figure out winning strategies on each battlefield. The longer you play, the more the game's flaws come out. Eventually, you realize the biggest flaw of all: What you do doesn't really matter.
Ultimate General: Civil War
runs into the walls that most historic games face. By hewing too closely to history, they deny the player his or her agency. Everything is fated. So what if the Confederates win on the first day of Gettysburg? The Union forces will rebound and the Confederate player finds themselves fighting battles farther and farther south. Pursue the Army of Northern Virginia to ultimate destruction as a Union player on the third day of Gettysburg? It doesn't matter. The Confederacy will miraculously find tens of thousands more soldiers to fill its ranks. This game, while beautiful, is a handful of tiny sandboxes with only a limited path between. The player does not get to choose where to fight his or her battles, and his or her successes rarely matter. A papier-mache fictional final series of battles for the Confederate campaign doesn't do much to fix this problem. By the time you reach that point, you'll have already become frustrated with the structure. It's enormously disappointing, because it only needs a good campaign layer to fix these problems, then the courage to be willing to end the campaign early. Win Bull Run overwelmingly? You could end the war in 1861. Win Antietam as the Confederacy? The war ends in 1862 after the French and British recognize the Confederacy. If you enjoy playing the historical battles, you'll likely enjoy this game, but you may be frustrated by a handful of bugs -- regiments that become stuck in rivers or on map borders are the worst of these. The game also fails to correctly model repeating weapons: A regiment armed with Henry or Spencer rifles fires no more quickly than one armed with a Springfield. If you find yourself satisfied by history, you may find something to enjoy here. If, however, you're looking for the answer to "what if," you won't find it here.
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