Grand Tactician: The Civil War (1861-1865)

Grand Tactician: The Civil War (1861-1865)

Didz Dec 16, 2024 @ 12:54pm
How do you turn off the Readiness Mechanic?
I've put up with the Readiness System so far as it didn't seem too bad at first.

But it's getting ridiculous now where all my armies are stuck in the Red and the AI seems able to just run rings around them. If you try and even get in the way then your army just withdraws along the muddiest most pointless road it can find and camps out in a chicken coop until the AI has finished achieving its objectives..

It just getting monotonous and I'm not even sure its working as intended,. Some of my armies are quoting over 70 days to regain readiness. That's over two months just to resupply.

Does this AOM mod make any difference?
Last edited by Didz; Dec 16, 2024 @ 12:56pm
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Showing 1-15 of 43 comments
A_P_Hill Dec 16, 2024 @ 2:23pm 
I'm pretty sure readiness is canned in the program, and not adjustable.
crono900 Dec 16, 2024 @ 3:20pm 
Yeah, so I just checked the options and it is not in there. This concludes that, you need to start a campaign with readiness turned off.

In campaign setup screen, from main menu, at the bottom center of the screen are the options for Auto-manage, Fog of War, Feuds, and Readiness. This is the only way to turn off readiness. Though someone might know of a way to turn it off in the save files. You could ask the devs by email or on the discord. You could also edit some lines in the campaignprefs.txt to lessen the effect of readiness.
Didz Dec 17, 2024 @ 2:50am 
That's a pain as it is ruining my game.

I spent a very boring and frustrating evening yesterday watching the little 'Red' 'you can't do anything with this unit' lights on my armies twinkle whilst the AI ran rings around me and recaptured everything I'd built and achieved.

I really have no idea what 'Readiness' is supposed to represent or why it exists in the game, but it would be nice if it made sense and if the AI actually played by the same rules.

I gave up in disgust in the end and went to bed, so today I've got to try and work out WTF went wrong as nothing that happened last night made any logical sense to me at all.

I've already completed a file Verification Check on Steam and reloaded 14 corrupt or missing files. So, its possible the whole evening was wasted playing a glitched game. But it's equally possible that I'm doing something stupid that is causing this weird behaviour.

A Bit of Boring Background
The AI began one of its massive grey wave surges early in the evening. It seems to do this whenever it gets a new batch of untrained conscripts, throwing them at the same locations that it is obsessed with recapturing. In this case St.Louis (yet again) and Cincinnati. Both locations are heavily fortified for precisely this reason. The complication this time being that it was March 1862 and for some reason the snow storm which began in November of last year still persisted and so all my forces were knee deep in mud and snow and suffering a 'Bad Weather Penalty'.

Nevertheless, I managed to move the Army of the Potomac and the Army of the Ohio along with the Department of the Ohio and my Corps of Engineers to Cincinnati to provide support for Fort Shields which was under heavy attack by 54,000 Confederate conscripts.

The Ohio River Boat squadron had already been sunk trying to guard the river crossing.

A further 24,000 Confederates were besieging Fort Trebutt outside St,Louis again but the Army of Mississippi and the Department of Illinois were already in the town and just needed to march a few miles through the muddy streets to provide it with support. So, I wasn't too worried at this stage.

The Battle of Roebling Bridge was fought in a thunderstorm on March 7 1862 and involved 35,664 Federal troops from the Army of the Potomac and 37,000 Rebel troops from Lee's Confederate Corps.
https://steamcommunity.com/sharedfiles/filedetails/?id=3386060412
The Army of the Potomac had gone RED on me, apparently just for being moved by train from Washington and so refused to initiate the fight which is why the battle was started by Major General Humprey of the Corps of Engineers who led his solitary brigade into the attack and dragged the Army of the Potomac into the fight as reinforcements. It was a major victory leaving a third of the Rebel Army dead on the field and sending the rest off in panicked flight.

Now I just needed to deal with the smaller force besieging Fort Trebutt at St.Louis.

Unfortunately, neither Scott commanding the Army of the Mississippi, nor Buell commanding the Department of Illinois had managed to move an inch to support Fort Trebutt in over a month, and so the fort had fallen to the much smaller confederate force.

Now both Scott and Buell went into major panic mode and ordered their forces to withdraw abandoning the Level 2 Armoury of St Louis and all the warmth and provisions stored in the town and instead wandering off into the snowy wastes of central Illinois choosing the worst and most muddy snow caked roads possible.

I checked their READINESS bars and they were both going to take over two months to recover their readiness (72 days for the Army of the Mississippi), even though it had been sitting in a nice warm city next to a fully stock arsenal and the Reb's had spent the whole winter starving in the snowy wastes of Missouri.

I immediately rushed any of my forces that showed a GREEN light to St,.Louis careful to use the train or river boats to avoid the muddy roads. The Department of Iowa arrived and immediately went into panic mode and withdrew to join Scott in the middle of a field. The Army of Ohio sent by train refused to even approach the town and had to be withdrawn.

The Rebs meanwhile had besieged and captured Quincy IL the main depot upstream from St. Louis with an army of 7,000 men which was left unguarded due to the panic of the Department of the Illinois which was now apparently scheduled to continue until June or July.

Odd clues that something isn't quite right.
The strangest thing about last nights game play was the weather.

I live in England, so I'm no expert on the climate in the USA, but the weather in 1862 doesn't make much sense.

Since November 1861, North America has been stuck in a perpetual snow storm. I've fought every battle in this period in dept snow drifts and raging snow storms. Roebling Bridge was fought in a thunder storm, and it is now May 1862 and they still persist and all my corps and armies are stuck with a permanent 'Bad Weather Penalty' which I'm assuming is contributing towards their lack of Readiness.

They are also permanently 'Unhappy' even though I've sacked all their 'defamed' officers and despite having been victorious in every battle they have fought. Most will not be ready to do anything for at least another two months and in the meanwhile much smaller confederate forces are simply dancing around them capturing whatever they like.

I've completely abandoned all of last nights game play, refusing to save it, as it actually makes no sense and I'm hoping it was caused by some sort of glitch. But I'm thoroughly fed up with the whole 'Readiness' mechanism which does not appear to be based on any tangible logic that the player can control.

Likewise, I hate the random 'Withdrawal' system which basically removes the players agency in their units and moves your forces to some pointless random location which appears to be chosen deliberately by the AI to be as awkward and pointless as possible. No war game I have ever played would be that badly designed and at the very least the player should be given the choice of where to retreat his army.

Can you imagine the Waterloo campaign if after the Battle of Ligny the AI intervened and decided to retreat the entire Prussian Army into the middle of Paris?

Well, that's how stupid the withdrawal system is in this game.

Or perhaps a scenario where in the middle of Chess Masters game the umpire randomly reaches over snatches your queen off the board and flushes it down the toilet. Because that about the measure of it in my opinion.
Last edited by Didz; Dec 17, 2024 @ 3:05am
crono900 Dec 17, 2024 @ 3:14am 
In campaignprefs.txt, located in the config folder in the game's local files, is this line...

Standard readiness recovery per year
6.8

If you were to increase this number to about 25 or 50 or so, it should speed the recovery up considerably. It won't turn it off completely but you'll have less time to wait before readiness turns green. This might speed up the AI if they actually react based on readiness.

On the plus side, you wont need to restart your campaign.

As for what it is supposed to represent, is that it is to show the time it takes to get the men into formation before and after battle... Like after battle cleanup and sending prisoners to the POW camps.

As for the reason it was added to the game is to slow the player down a lot more to give the AI a chance. This is mainly my opinion. Before the Readiness was added, the Player could bull rush the enemy taking them out before their armies could react. This made games very short, as their was no time delay between battles and you could continue to chase down the fleeing armies until they no longer existed.
Last edited by crono900; Dec 17, 2024 @ 3:24am
crono900 Dec 17, 2024 @ 3:47am 
Might look into modifying these lines too.

Minimum retreating distance
35
Maximum retreating distance
300

Maybe change them to something like this...

Minimum retreating distance
25
Maximum retreating distance
150

It should push the armies/corps away from each other, but not nearly as far. I'm not sure on the lines that control the auto-retreat.

Test your results until you find a distance you like.
Didz Dec 17, 2024 @ 6:29am 
Thanks!

My current assumption is that yesterday was some sort of glitch. But that's just based on the observation that the weather seems to be stuck on Snow Storms even though its now May in Ohio and Illinois. That may or may not be an accurate assumption, but perhaps someone who lives in those states can confirm whether they normally get five months of snow a year, and when spring usually arrives.

Also can anyone tell me how to determine the weather on the campaign map?
I was trying to check if it had changed after the file verification but the only place I can find it reported is in the battle screen,

Readiness of Key Corps on May 10 1862
This is a record of what the game is telling me about my three armies and the two key reserve corps involved in yesterdays debacle. This is the situation just after the Battle of Roebling Bridge, which is just before the Confederates attack St. Louis MO and Quincy IL.

Three Field Armies
The Army of the Potomac (McDowell
Strength: 24,580 men 32 Guns, Morale: Confident, Supply: 100%
Unhappy, Bad Weather, Low ammunition (not sure how its supply state can be 100% if it is low on ammunition but that's what it says.
Readiness(ORANGE): LOW (No estimate given for full readiness)

The Army of the Ohio (McClenan)
StrengthL 24,440 men 41 guns, Morale: Confident, Supply: 100%
Bad weather, Readiness (RED): DEFICIENT (Full Readiness in 54 days)

The Army of the Mississippi (Winfield Scott)
Strength: 23,843 men 42 guns. Morale: Confident, Supply: 99%
Bad Weather Readiness(YELLOW) : Mediocre (Full Readiness in 31 days)

The Two Key Reserve Corps
The Department of Ohio (Buell)
Strength: 5,813 men 36 guns, Supply: 100% Morale: Confident
Unhappy, Bad Weather Readiness (RED): Deficient (Full readiness in 54 days

The Department of Illinois (Carlin)
Strength: 6,231 men 12 guns, Supply: 85%, Morale: Unstable
Bad Weather, Readiness(RED) : Deficient (No estimate given for full readiness)

It would be nice to see a table that documents what affects READINESS loss and recovery and by how much, and to be able to see the readiness of the AI's units.

[h1[Forced Retreats[/h1]
Originally posted by crono900:
Might look into modifying these lines too.
Minimum retreating distance 35
Maximum retreating distance 300
Maybe change them to something like this...
Minimum retreating distance 25
Maximum retreating distance 150

It should push the armies/corps away from each other, but not nearly as far. I'm not sure on the lines that control the auto-retreat.

Test your results until you find a distance you like.
Yes! It might be a good idea to minimise the damage caused by the auto-retreat function.
If the maximum distance is reduced then at least the unit should reach it's destination sooner and return to player control faster.

Readiness Recovery

Originally posted by crono900:
In campaignprefs.txt, located in the config folder in the game's local files, is this line...

Standard readiness recovery per year 6.8

If you were to increase this number to about 25 or 50 or so, it should speed the recovery up considerably. It won't turn it off completely but you'll have less time to wait before readiness turns green. This might speed up the AI if they actually react based on readiness.
It's tempting to just arbitrarily increase this and presumably if you increased it enough it would effectively render it irrelevant. However, I would like to understand what its supposed to represent and how it is calculated in the first place before making a decision.

I mean Napoleon, for example, allowed his men 24 hours to recover after a battle before driving them on to the next, and that presumably allowed time for looting and burying the dead, having their wounds dressed, recovering their nerves and writing home to let loved ones know you survived. British officers of the period considered this an excessive indulgence and considered it an indication of the poor qualities of the French soldier that he needed to be given time to recover.

So, figures like 54 to 71 days seem extreme overkill by any standard and I'm curious what else has been included.
Last edited by Didz; Dec 17, 2024 @ 6:34am
Didz Dec 17, 2024 @ 1:35pm 
Right well I've reloaded the game from March 7 1861 which is just after the Battle of Roebling Bridge and I'm running it forward again with a bit more care to monitor whats going on with my forces 'Readiness'.

The only units of the area that are actually 'Green' are the Corps of Engineers (1 Brigade) at Cincinnati, the Wisconsin State Militia at Chicago and the Iowa State Militia. So, these three units (less than 10,000 men) have been ordered to march on Quincy IL to try and secure the Illinois Depot.

The Army of the Mississippi in St.Louis is (Yellow) and so is ordered to try and support Fort Torbet, but it panics and instead of holding it withdraws into the wastes of northern Missouri and is rendered useless by the AI.

The Army of the Potomac is the only other YELLOW unit but is in Cincinnati and is supposed to be guarding Washington. Nevertheless as the only other piece on the board i order it to En'train and travel west towards St.Louis in the hope of saving the arsenal from falling into Rebel hands.

Quincy IL is now cluttered with units from all over the west and as soon as the Corps of Engineers arrive they are ordered to build a Depot to help increase supplies.

Lee's Corps pf 7,000 Rebels tries to attack the town, but finds it's path blocked by the the three green brigades of the Wisconsin and Iowa militia consisting of just under 5,000 untried recruits.

The battle took place in the now customary thunderstorm and amazingly the recruits from Wisconsin and Iowa won the day killing thousands of similarly untrained Confederate conscripts.

So, Quincy at least is safe for the time being, but nothing other than two forts are now guarding St.Louis and all the Union field armies are out of commission due to 'READINESS' issues.
A_P_Hill Dec 17, 2024 @ 2:46pm 
Be advised, that any changes you make in the campaignprefs file, will also affect the enemy. So if you think they're running rings around you now, just wait! :)
Blackfyre Dec 17, 2024 @ 11:24pm 
Generally there are a few great spots to sit and gain Readiness and supplies. For the CSA that would be any major centre or close to, preferably with a depot. i usually find myself building depots everywhere, they are cheap and effective at keeping the army moving. If you want to expand your lines you will need to expand your supply lines first. Not after the fact. It can take months for enough provisions to arrive to supply 20-30K men.
Make sure important IPPs have a market, don't be scared to upgrade them in key Cities.
Use rail lines to travel whenever you can, they can also be used overnight to make up time. I don't use the rivers much, but I will cross some using boats instead of risking being intercepted.

Once I take a city or strategical important location, I build a depot or a fort. Both increase your supply, and the depot takes 7 days to build. I consider that essential for any chance of expansion success. The fort has the added benefit of actually holding the location and with a few reinforcements you can actually cause a few problems. It will however protect any depots from being 'stolen' anytime an enemy comes within 50 miles.

I would never play with Readiness off, it's an important part of the challenge.
Last edited by Blackfyre; Dec 17, 2024 @ 11:28pm
Blackfyre Dec 17, 2024 @ 11:34pm 
Also remember you need only 50% readiness for most actions, some like building a depot require 25%. Going into Enemy territory with just above 50% readiness can render you motionless as you need 50% to move in enemy held States. Make sure to have plenty (75%+) before setting off even if you do feel like the "Virginia Creeper".
Didz Dec 18, 2024 @ 1:55am 
Originally posted by A_P_Hill:
Be advised, that any changes you make in the campaignprefs file, will also affect the enemy. So if you think they're running rings around you now, just wait! :)
Yes! But that fine as long as we are both playing by the same rules.
Didz Dec 18, 2024 @ 2:12am 
Originally posted by Blackfyre:
Generally there are a few great spots to sit and gain Readiness and supplies. For the CSA that would be any major centre or close to, preferably with a depot. i usually find myself building depots everywhere, they are cheap and effective at keeping the army moving. If you want to expand your lines you will need to expand your supply lines first. Not after the fact. It can take months for enough provisions to arrive to supply 20-30K men.
Yes! Apparently Supply is one of the key factors that affect Readiness Recovery, so placing your unit close to a depot to recover makes perfect sense.

However, in my case, as you can see most of my Armies have 100% Supply, so the issue doesn't really arise. Although, because I am allowed to move RED flagged armies to a depot location I tend to do that anyway rather than leave them in the middle of nowhere.

Originally posted by Blackfyre:
Make sure important IPPs have a market, don't be scared to upgrade them in key Cities.
I'm not sure that would make much difference to READINESS RECOVERY unless it was being hampered by poor supply. But it's still good advice.

Originally posted by Blackfyre:
Use rail lines to travel whenever you can, they can also be used overnight to make up time. I don't use the rivers much, but I will cross some using boats instead of risking being intercepted.
I have been doing that specifically because at the moment North America in my campaign seems to be stuck in a perpetual snowstorm that makes movement by road painfully slow.

However, i was interested to note that their is a READINESS CONSUMPTION penalty associated with train travel. Which is worth considering. Armies lose readiness when being moved by train or sea apparently. Though it doesn't say anything about movement by river movement.

Originally posted by Blackfyre:
Once I take a city or strategical important location, I build a depot or a fort. Both increase your supply, and the depot takes 7 days to build. I consider that essential for any chance of expansion success. The fort has the added benefit of actually holding the location and with a few reinforcements you can actually cause a few problems. It will however protect any depots from being 'stolen' anytime an enemy comes within 50 miles.
Likewise. The only problem I'm finding with St.Louis is that because of their poor Readiness none of my armies are willing to help the defenders of the forts. they just standing around and watch as the forts are taken, which is very frustrating.
Originally posted by Blackfyre:
I would never play with Readiness off, it's an important part of the challenge.
I am certainly reluctant to turn it off, but at the moment it makes no sense and is ruining my enjoyment of the game.

In fact, the more I look at it the more convinced I am that it 'bugged', but that nobody has actually noticed that it makes no sense.

If an army is fully supplied, well rested, confident and well-led then there is no reason for it to require 103 days to recover readiness.

Even based on the Campaignprefs data file, there is nothing listed that would prevent it marching and fighting. It is in perfect condition and yet the readiness system is still denying the player access to it as a unit. For apparently no reason whatsoever.

That can't be right, and I'm pretty sure there must be some sort of flaw in the coding.
Last edited by Didz; Dec 18, 2024 @ 2:17am
Didz Dec 18, 2024 @ 2:19am 
Originally posted by Blackfyre:
Also remember you need only 50% readiness for most actions, some like building a depot require 25%. Going into Enemy territory with just above 50% readiness can render you motionless as you need 50% to move in enemy held States. Make sure to have plenty (75%+) before setting off even if you do feel like the "Virginia Creeper".
yes! I'm painfully aware of the issues caused by lack of readiness. But the issue is whether the factors affecting readiness consumption and recovery are reasonable and actually being applied or whether the whole system is simply bugged.
crono900 Dec 18, 2024 @ 2:20am 
JFYI about Readiness Off: I've played with it turned off from the start. The game still has readiness, but it always reads as 100% Green status. If you want the game to last longer, without readiness, you just need to play slowly by not always rushing continuous attacking. Focusing more on defensive movements of your side and maybe waiting for your armies intel to increase before advancing.
Didz Dec 18, 2024 @ 2:17pm 
Well in theory if the game is properly designed it shouldn't be possible to rush about attacking all the time. There were obviously very real historical reasons why this didn't happen and the game design should take these into account to make it impractical.

e.g. Lack of Supply, low morale, fatigue, poor intelligence and poor leadership should all impact the ability of an army to continue to attack and carry appropriate penalties if the player tries to force the issue.

The problem as far as I can see so far is the Readiness doesn't actually take any of these thing into account at all. I have armies that are perfectly ready for battle but cannot even move because the computer says they can't. Which is actually no reason at all.

BTW:
Do you have a record of all the improvements you have made to the campaign preferences for your game to improve it's historical accuracy?

I'd be interested to see what else I should consider changing.
Last edited by Didz; Dec 18, 2024 @ 2:20pm
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