Okay, in order of first to last...
1) As stated, Zouaves just wore fancy uniforms. Worth including to be colorful, perhaps.
2) 90%+ of the units in the war were Volunteer units. The Regular US army (at the start of the war) was 16,000 men, almost all of it out west. A few "regular" regiments were raised during the war, but they'd be essentially the same as volunteers for all intents and purposes. So Volunteer Infantry is regular, in the sense of standard, infantry.
3) Ah, I was unclear, appaerntly. I meant that the stats are fine as is. I'd make them damn rare though. Only highly fortified cities would require using them to take out the city (Vicksburg, Richmond, Washington...) and make a Confederate version (same in all ways, maybe a Confederate flag) that costs much more (or make the CSA only get them by events)
4) The level of ahistoricality in the Marines being anything like elite during the Civil War has been stated. But "can make amphibitious assaults", plus regular infantry stats, could be damn useful. But it would be too wildly out of place to make them elite. I cannot emphasis this enough.
5) Its up to you. We'll see in playtesting.
6) I'm going to check this and update the post after seeing if its been done. I presume ToT and MPG are the same here, whichever you're using.
Edit: According to the readme for a scenario (Dungeon: Heroes of Beckhorn): Spell units can
be stored in towns. mage towers, or they can be stored on wizard units. Unfortunately CIV2 doesn't let you treat land units as "real" carriers so you
| will need to move all of your spell units onto the wizard every turn; they won't travel with him/her (sorry!).
So, it is possible, its just a bit of a hassle. Worth it if what those missiles are is useful, however.
7) I would use Cavalry and Mounted Infantry (Infantry with greater movement and cost) for the North. For the Confederacy...Cavalry, Mounted Infantry, Partisan Rangers (weaker stats, faster movement), and Irregular Cavalry (Slightly weaker stats than regular cavalry. Lack of discipline bites).
Cavalry may or may not have been better armed than infantry, in some respects , but the war consistently indicates that infantry alone could hold off a cavalry charge. Rifles are too murderously effective. That is not to say cavalry should be useless. But it was not a good primary battle arm.
Artillery as in light or horse (which is just a more mobile form of light) can be represented by one unit. Civ doesn't represent the tactical details well enough for it to be worth making a bigger distinction.
Siege Artillery works fine as Heavy Artillery (as written). The heavy artillery regiments in forts are best done by a "fort" unit.
A note: I'd give all cities city walls (and make units other than cavalry ignore city walls). Reason? Population being dropped when a city is attacked doesn't make sense. It may or may not fit elsewhere. But not here.
1) As stated, Zouaves just wore fancy uniforms. Worth including to be colorful, perhaps.
2) 90%+ of the units in the war were Volunteer units. The Regular US army (at the start of the war) was 16,000 men, almost all of it out west. A few "regular" regiments were raised during the war, but they'd be essentially the same as volunteers for all intents and purposes. So Volunteer Infantry is regular, in the sense of standard, infantry.
3) Ah, I was unclear, appaerntly. I meant that the stats are fine as is. I'd make them damn rare though. Only highly fortified cities would require using them to take out the city (Vicksburg, Richmond, Washington...) and make a Confederate version (same in all ways, maybe a Confederate flag) that costs much more (or make the CSA only get them by events)
4) The level of ahistoricality in the Marines being anything like elite during the Civil War has been stated. But "can make amphibitious assaults", plus regular infantry stats, could be damn useful. But it would be too wildly out of place to make them elite. I cannot emphasis this enough.
5) Its up to you. We'll see in playtesting.
6) I'm going to check this and update the post after seeing if its been done. I presume ToT and MPG are the same here, whichever you're using.
Edit: According to the readme for a scenario (Dungeon: Heroes of Beckhorn): Spell units can
be stored in towns. mage towers, or they can be stored on wizard units. Unfortunately CIV2 doesn't let you treat land units as "real" carriers so you
| will need to move all of your spell units onto the wizard every turn; they won't travel with him/her (sorry!).
So, it is possible, its just a bit of a hassle. Worth it if what those missiles are is useful, however.
7) I would use Cavalry and Mounted Infantry (Infantry with greater movement and cost) for the North. For the Confederacy...Cavalry, Mounted Infantry, Partisan Rangers (weaker stats, faster movement), and Irregular Cavalry (Slightly weaker stats than regular cavalry. Lack of discipline bites).
Cavalry may or may not have been better armed than infantry, in some respects , but the war consistently indicates that infantry alone could hold off a cavalry charge. Rifles are too murderously effective. That is not to say cavalry should be useless. But it was not a good primary battle arm.
Artillery as in light or horse (which is just a more mobile form of light) can be represented by one unit. Civ doesn't represent the tactical details well enough for it to be worth making a bigger distinction.
Siege Artillery works fine as Heavy Artillery (as written). The heavy artillery regiments in forts are best done by a "fort" unit.
A note: I'd give all cities city walls (and make units other than cavalry ignore city walls). Reason? Population being dropped when a city is attacked doesn't make sense. It may or may not fit elsewhere. But not here.
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