Civil War OnLineSpecie, Loans, and Greenbacks
|
1. Currency |
5. Building, Reinforcing, Disbanding, and Scuttling Units and Ships |
2. Revenue, Manufacturing, and
National Treasuries |
6. Maintenance Costs |
3. Loans and Printing Money |
7. Buying Supplies, Stores, Depots,
and Caches |
4. Manpower |
8. Fortifications |
9. Upgrading Weapons |
4.1. Each state
has a certain amount of manpower available for regular
military service for either side. This amount of manpower
is divided into nine pools. Eight of those pools
are white volunteer, white bounty, white draft, and
and white militia, one for each of the two sides; the
other is USCT manpower which is only available to the
Union. Northern states have no Confederate manpower,
but border and Southern states have both. [More Details] White
volunteer manpower and white militia manpower can be
raised at any time; white bounty, white draft, and
USCT can only be raised after Congress has authorized
bounty payments, drafts, or enrollment of black
troops. The latter may be done only by the Union
Congress, not the Confederate Congress. The older
manpower pool can only be used to form militia regiments
unless Congress has authorized the draft.
4.2. Regiments, which can later be
formed into land units, are raised from the manpower of
each state by the governor of the bloc containing that
state. Infantry regiments require 600 men to raise;
cavalry regiments require 300 men to raise; artillery
batteries require 100 men to raise; militia regiments
require 500 men to raise. See
rule 5.1 and 5.2 for more details. Headquarters and
pontoon bridges, which do not contain regiments, take
manpower when they are built, from
the manpower of the state in which the ship is
built. Any type of manpower that has been
authorized, except for USCT manpower, may be used to
build headquarters and pontoon boats.
4.3. There is a cost to
form regiments out of the bounty pool: 30 per infantry
regiment, 25 per militia regiment, 15 per cavalry
regiment, and 5 per battery for artillery batteries.
If a non-militia unit is formed out of the older
manpower pool, its quality will be reduced by 2 or 3
levels. The older manpower pool cannot be used to
raise headquarters units or pontoon bridges, or crew
for ships.
4.4. The state of Kentucky begins
the game neutral. Kentucky manpower that is available
must be used to raise regiments and batteries only in
Kentucky cities, and regiments and batteries of other
states may not be raised in Kentucky cities. Regiments
in Kentucky may be formed into brigades by the
Secretaries of War of both sides. Entrenchments can be
built in Kentucky but naval batteries may not.
Kentucky remains neutral until its neutrality is
violated by 1) a non-Kentucky brigade of one side or
another entering the state, 2) a Kentucky brigade of
one side or the other exiting the state, 3) a Kentucky
unit or ship attacking a unit of the other side
(Kentucky or not), 4) a non-Kentucky unit attacking a
Kentucky unit of the other side, or 5) a Kentucky unit
capturing a town of the other side. Sailing ships
across the state border, in either direction, on
rivers entirely within Kentucky (the Tennessee and the
Cumberland) also constitutes a violation of
neutrality. Sailing ships along rivers on Kentucky
borders (the Ohio and Mississippi) does not constitute
a violation of neutrality. Once this happens, all
Kentucky neutrality limits are removed, and Kentucky
manpower becomes fully available. If one side violates
Kentucky neutrality before the other, then the side
that violates Kentucky neutrality loses 30% of its
starting white manpower in the state and the other
side gains 20% of its starting white manpower. USCT
manpower is not affected. Also, Kentucky regiments of
the violating side in the field lose 15% of their
strength to desertion. (This clause is not being
enforced for CWOL9). Also, the side that did not
violate Kentucky neutrality gains 30 national morale
points. If both sides violate Kentucky neutrality on
the same turn, then there is no change in manpower or
national morale.
4.5. Ships are raised by the
Secretary of the Navy, and the manpower is taken from
the manpower of the state in which the ship is built.
Any type of manpower that has been authorized, including
USCT manpower for the Union Navy, may be used to crew
ships.
4.6. Each port has a certain
transport capacity available, reflecting the amount of
civilian shipping in the port that can be chartered for
military service. Raising a transport requires capacity
from that pool. The TR/RT capacity available is equal to
500 times the yard capacity of each port in ocean ports,
and 1000 times in river ports. TR and RTs cannot be
raised larger than the capacity available in any one
port, but can be combined into larger TRs and RTs once
raised and brought together.
4.7. The capture of cities does not
affect manpower availability; the manpower of a state
remains available to its side as long as there is a city
in which regiments of the state can be raised (see rule
5.1).
5.1. Regiments and batteries are
raised by state bloc governors. The city providing the
manpower must be aligned with the nation raising the
regiment/battery; that is, the Union can raise Kentucky
regiments using manpower provided by Louisville but the
Confederacy cannot, while the Confederacy can raise
Kentucky regiments using manpower provided by Paducah but
the Union cannot. They can be raised in any city which has
a railroad or river link suitable for moving supplies to a
city in the state providing the manpower (maximum lengths
of the links are 80 and 60 squares respectively), or which
is within 8 squares of a city in the state providing the
manpower. (This allows, for instance, Confederate Maryland
regiments to be raised in northern Virginia even if the
Union controls all Maryland cities, but not in Georgia,
unless the CSA has a rail link between a Maryland city and
a Georgia city.) The time required for the regiments to be
built is equal to 1 turn for militia regiments, 3 turns
for infantry regiments and 4 turns for artillery batteries
and cavalry regiments except 6 turns for siege artillery
batteries, plus the time required to reach the city where
the regiment is being raised by rail or river along the
shortest link (40 squares per turn for rail, 30 per turn
for river) or 0 turns if the unit is being built in the
city providing the manpower. (Note - transit time is not
currently being added - hope to add this before CWOL 10).
Militia regiments can only be raised in their home state.
Once raised, regiments wait to be formed into brigades by
the national government. If the city where they are
located is captured by the enemy, they are lost and the
manpower is returned to the state's manpower reserve.
5.2. The Secretary
of the Treasury, or President
or Vice-President acting on his
behalf, can purchase units and ships, except for militia
units, which must be purchased by the governor of the
state bloc in whose state they are being raised (or the
Congressman acting on his behalf). The Secretary of War
and Secretary of the Navy cannot order purchases of
units or ships. Land
units, except NB units, PB units, and Q units, can be
built only in cities where regiments already exist to
be formed into brigades. PB and Q units can be built
in any city. Ships can only be raised in ports with
sufficient dockyard space. Except for NB
units, units that are formed out of regiments and
batteries (IN, CV, LA, HA, SA, MI) can be formed in a
single turn once the regiments are available. NB units
require three turns to build after the batteries are
available. They are not built in cities, but can be
built in any square with a port city or navigable river
with a line of contact to the city where the batteries
are located - up to 4 squares long if by land, 20
squares long if by river, or 30 squares long if by rail.
There must be a line of contact between the city with
the batteries and the square where the NB is to be built
on the turn that the order is placed, and at the end of
the turn when the build is completed. Between those two
times, the line of contact does not need to exist, but
if an enemy unit enters the strategic square in which
the build is taking place, the build will be delayed by
one turn. On the pregame build turn, RI, RG, TR, RT, and
IC may not be build; only GB, SL, and FR can be. The
time required to build other units and ships during
campaign turns are:
Type |
Turns to build |
NB |
3 |
PB |
2 |
CQ | 6 |
AQ | 8 |
TR, RT |
2 |
RG |
6 |
GB |
8 |
SL, RI |
12 |
IC, FR |
16 |
Average quality of units and ships
5.3. Regiments
can only be built in cities controlled by the building
side, though the city providing the manpower need not
be controlled by the building power. Units can only be
built in cities controlled by the side building them.
Exception: Militia
regiments and units may be built in a city which is
loyal to the side but controlled by the enemy if the
city is ungarrisoned or insufficiently garrisoned.
Only one order to raise militia in a given hostile
city may be sent per turn. If more than one order is
sent, the last one sent will be used. Only one
attempt to raise militia in a hostile city may be
made in a given city in each campaign. The cost of
the raise is paid whether the raise is successful or
not. [More Details]
5.4. Ships must be
built in on-map ports controlled by the state building
them, but do not need to be loyal to that nation.
Example: The Union may build ships in New Orleans if
they have captured it. Exception: If diplomatic
conditions are correct, nations may build ships in
neutral ports in Britain or France. Details to follow.
The Confederacy may not build IC, FR, or SL in American
ports. Those types must be bought in Europe (or be in the
start-of-game navy).
5.5. A nation
cannot buy a ship or unit unless the nation has
sufficient funds to build it and to maintain
it for 15 turns. (This is to prevent players from buying
more armed forces than they can support.) The funding
limit is applied to each order as construction begins;
it does not apply to all pending builds cumulatively.
Thus, an order for two four-regiment IN requires the
state to have 780 Eg on hand to start construction (each
unit requires 120 build costs plus 270 for 15 turns
maintenance, which is 390 each) but if two such orders
are submitted, each requires 780 Eg on hand; they do not
require 1560 Eg on hand to build both. (THESE
NUMBERS WILL BE FIXED LATER.)
5.6. A state
cannot start a new regiment build in a city that is
under siege, but if a city comes under siege during the
build time, the build is not cancelled. Regiments may be
formed into brigades in cities under siege, except that
NB units may not be formed unless the NB is being built
in the city tactical square. However, if a unit build
causes the number of units to exceed the limit of 12
allied units in one tac square, the units will be built
outside the city tac square. (Note: this may later be
changed so that the builds are cancelled if the 12-unit
limit is exceeded.)
5.7. The
number of units that may be built in one city at one
time depends on the level of the city. For level 1
cities, the limit is 6, for level 2 cities it is 8,
level 3 it is 10, level 4 it is 12, level 5 it is 14.
(These numbers may change.) Militia builds are included
in these limits. These limits do not apply on pre-game
starting force build turns
5.8. The
number of dockyards in a port limits the number of ships
(but not transport groups) that can be built and
repaired there. The number being built there, plus the
number being repaired there, may not exceed the number
of dockyards available at that port. Transport group
builds are exempt from this limit. These limits do not
apply on pre-game starting force build turns.
5.9. Infantry
units when built must contain at least three and not
more than five regiments, and up to one battery. Cavalry
units when
built must contain at least three and not more
than five regiments, and up to one battery. Artillery
units when
built must contain at least three batteries,
and no more than four batteries. Militia units when
built must contain at least one and not more
than three regiments, and cannot contain batteries. This
implies that their strengths will be between 1800 and
3100 for infantry, 900 and 1600 for cavalry, 500 and
1500 for militia. Army and corps HQs contain 250 and 100
men respectively, and no batteries. Crew of ships are
limited to 200 aboard ICs, RIs, and SLs, 350 aboard FRs,
and 150 aboard GBs and RGs. There is no limit to crew on
TRs and RTs except the capacity of the TR/RT. Newly
built units will have 1 supply; newly built ships will
have maximum stores aboard (24 for FR and TR, 12 for SL,
8 for IC or GB, 6 for RI, RG, and RT).
5.10. If a
city or port is captured, all pending builds in that
city or port will be cancelled, and all regiments in
that city will be lost. If a warship ends a turn in the
harbor of a hostile port with no defending coastal
batteries nor warships hostile to the given warship
present in the harbor, then that warship may cancel
pending naval builds in that port.
5.11. Regiments and
batteries may be transferred between two units. The
units must be of the same type; that is, IN may not be
transferred to CV, HA may not be transferred to LA, and
similarly. CQ and AQ units may not transfer men at all.
Exception: batteries may be transferred between IN and
LA, and between CV and HA, though this is presently a GA
hand edit. When a regiment is transferred, the number of
men transferred will be proportional to the number of
regiments in the unit, minus 100 men for each battery
attached. When a battery is transferred, 100 men will be
transferred along with the guns. The two units must be
of the same nation (duh). Regiments may be transferred
between active units, between inactive units, or between
an active and an inactive unit. Each side's Secretary of
War, President, and Vice-President are authorized to
transfer regiments and batteries between that side's
units. The CO or XO of the unit that is giving up the
regiments or batteries may also submit a transfer order
for his unit. Units must be in the same strategic square
to transfer; if hostile units are present in the same
strategic square, then they must be in the same tactical
square. Both units must remain within the unit strength
limits (1800 to 3100 for IN, 900 to 1600 for CV, 300 to
400 for artillery, 500 to 1500 for militia). Exception:
It is permitted to transfer all the regiments and
batteries of a unit to other units, eliminating the
donor unit. This is a GA hand edit; email the GAs to
arrange for this to happen. When a unit receives men by
transfer, the unit's new ammunition, experience,
fatigue, morale, quality, and supplies carried are
determined by the average of the unit's pre-transfer
qualities and the donor unit's qualities, weighted by
the number of men in each group.
5.12. Crew
may be transferred between two ships. The ships must be
of the same nation but need not be of the same type.
Ships must be in the same tactical location to transfer
crew; if no hostile ships are present, then one may be
in port or a river mouth, and the other in coastal
waters. Crew may not be transferred between active ships
and inactive ships, nor between inactive ships (the crew
is not aboard an inactive ship). Each side's Secretary
of the Navy, President, and Vice-President are
authorized to transfer men between that side's ships.
The CO or XO of the ship that is giving up the crew may
also submit a transfer order for his ship. Transfers
must conform to the limits on unit strength in rule 5.8.
Transfers that do not will be discarded entirely.
5.13. Two units may
merge. Merging units must be of the same type; that is,
IN may not be merged with CV, HA may not be merged with
LA, and similarly. Merging units must be of the same
nation (duh). Units must be in the same strategic square
to merge; if hostile units are present in the same
strategic square, then they must be in the same tactical
square. Each side's Secretary of War, President,
and Vice-President are authorized to merge that
side's units. The CO or XO of the unit that is
eliminated may also submit a merge order for his unit.
Infantry units may not be raised above 3000 men and one
battery, cavalry units may not be raised above 1500 men
and one battery, and artillery may not be raised above
400 men and 4 batteries. If a merge order would violate
these limits, the order is carried out, and the extra
men and/or batteries are lost. The characteristics of
the merged unit (experience, fatigue, morale, quality,
etc) will be a weighted average of the characteristics
of the original units, weighted by strength. If one unit
had a supply and the other did not, then the merged unit
will have a supply if and only if the larger of the
original units had one.
5.13. Two TR or RT groups may
merge.
They must be of the same type - RT and TR groups may
not merge.
The merging groups must be of the
same nation, and they must be in the same tactical
location - groups in harbors or rivers cannot merge
with groups in coastal waters. Each side's Secretary
of the Navy, President, and Vice-President are
authorized to merge that side's groups. The CO or XO
of the group being eliminated can also submit a merge
order. If a merger would create a group with more than
20,000 capacity, the merger is rejected altogether.
The merged group will have stores and damage equal to
an unweighted average of the original groups (rounding
down).
5.14. Nations
may use regiments and batteries to reinforce existing
units, and may buy new crew for existing ships. The
Secretary of War, and the President
and Vice-President, can add new regiments and
batteries to a state's units, and the Secretary of the
Navy, and the President
and Vice-President, can add crew to ships. The
commander and deputy commander of a unit or ship can
also add regiments and batteries to units or crew to
ships they command. Regiments and batteries can be added
only to units which can trace a line of contact [More Details] not longer
than 8 squares, or a rail link not longer than 25
squares, to the
city where the regiment/battery is located.
Crew can be added to ships if they are located in a
home-nation, friendly-controlled on-map port's harbor,
or in its coastal waters if no hostile ship is present.
Ships may not move on the turn on which they add crew
(land units may). A regiment of 600 men for IN or 500
men for MI costs 60 Eg and 5 MP. A regiment of 300 men
for CV costs 60 Eg and 5 MP. A battery of 100 men and
guns costs 60 Eg and 10 MP for IN or LA, 90 Eg and 15 MP
for CV, HA, and NB, and 90 Eg and 20 MP for SA. If an
artillery unit wishes to add only men, or only guns, it
may do so - this is presently done by GA hand edit. Men
only costs 2/3 of the Eg and no MPs; guns only costs 1/3
of the Eg and the MPs. 20 crew or fraction thereof for
all ship types cost 1 Eg. Additions cannot raise units
above the maximum sizes given in rule 5.9.
5.15. States
may disband existing units. Units can be disbanded by
the Secretary of War of their state, or the President
and Vice-President. The disbanded unit must be
in a strategic square that is free of enemy units,
except for militia which may disband in the presence of
enemy units if they are in the strategic square of the
city in which they were raised. Units in
garrisons in off-map ports cannot be disbanded.
Batteries will be lost, as will supplies carried. The
manpower in a disbanded unit will return to the manpower
pool at the end of the season following the season in
which the unit is disbanded. If the unit is disbanded
outside its state's territory, then approximately 40% of
its strength is lost and not returned to the manpower
pool, and the disbanding state pays a penalty of 1 VP
for every 250 men disbanded (as if they were
casualties). Manpower from disbanded militia units
returns to the militia pool of the city in which it was
raised. The unit will be disbanded during the orders
phase at the beginning of the turn, and will not carry
out any orders sent for it on the turn it is disbanded.
5.16. Ships
and TRs may be removed from the game when not in the
same tactical location as enemy ships. Ships can be
scuttled by the Secretary of the Navy of their side, or
the President
and Vice-President. The ship commander and
deputy may NOT scuttle the ship. Ships may not be
removed if they are in a sea area unless at least one
friendly ship (not being removed) is present, but TRs
may be. In either case, the crew go back into the
manpower pool at the end of the season following the
season of the removal. TRs may not disband with units
aboard. Any supplies aboard TRs that are removed are
lost.
6.1. Each unit,
regiment, and ship a state owns require maintenance
costs. For land units, the cost depends on the size of
the unit and whether it is active or inactive; inactive
units cost less to maintain. For artillery brigades,
costs depend on the number of men unless the number of
men is less than 100 times the number of batteries, in
which case it depends on the number of batteries.
Unformed regiments and batteries cost 1 Eg per turn
(same as they would if formed into inactive units). Each
wartime turn, maintenance costs of units and regiments
are:
Unit type | Active cost | Active MP cost |
Inactive cost | Inactive MP cost |
IN |
4 per 600 men | 1 per 600 men |
1 per 600 men | 0 |
CV | 4 per 300 men | 1 per 300 men |
1 per 300 men | 0 |
HA/LA/NB/SA | 6/4/4/8 per battery or 100 men |
1/1/1/2 per battery or 100 men |
1 per battery or 100 men |
0 |
MI | 5 per 500 men | 1 per 500 men |
None | 0 |
AQ/CQ/PB | 75/25/15 | 4/2/4 |
10/5/5 | 0 |
6.2.
For purposes of calculating costs, unit strengths are
rounded up to the nearest 300 men for infantry, nearest
150 men for cavalry, and nearest 50 men for artillery. If
an infantry or cavalry unit has a battery attached, it
pays a maintenance cost of 3/1 Eg (active/inactive) for
infantry units and 4/1 Eg for cavalry units. Example: a
light cavalry brigade with 1100 men and a battery costs 19
per wartime turn to maintain (same cost as a 1200 man
brigade, plus 4 for the artillery battery), not 12 (the
cost of a 1000 man brigade without artillery). Maintenance
costs are assessed each turn. Artillery costs depend on
either the number of batteries or 100s of men in the unit,
whichever is greater. Example: An HA unit with 200 men and
2 batteries costs 10 per turn (2 batteries, 2x100 men) but
one with 300 men and 1 battery costs 15 per turn (3x100
men) and one with 100 men and 3 batteries also costs 15
per turn (3 batteries).
6.3. For
active ships, the cost depends on whether the ship is in
its base harbor or not; ships (but not transport groups)
tied up in their base cost less than their ordinary
maintenance cost. Inactive ships do not cost anything. On
each turn, maintenance costs of active ships are:
Ship type | Sailing cost | Sailing MP cost |
Base harbor cost | Base harbor MP cost |
Ironclad (IC) |
8 | 10 |
4 | 5 |
Frigate (FR) | 5 |
6 |
2 | 3 |
Sloop (SL) | 4 |
4 |
2 |
2 |
Gunboat (GB) |
2 |
3 |
1 |
2 |
River Ironclad (RI) |
6 |
10 |
3 |
5 |
River Gunboat (RG) |
2 |
3 |
1 | 2 |
Transports (TR) |
8 per 1000 capacity | 0 | 8 per 1000 capacity | 0 |
River Transports (RT) |
6 per 1000 capacity | 0 |
6 per 1000 capacity | 0 |
Unit type |
When upgrading existing unit |
When building new unit |
Infantry |
15 Eg and 1 MP per 600 men |
10 Eg per 600 men |
Infantry battery |
20 Eg and 3 MP |
10 Eg and 1 MP |
Cavalry |
20 Eg and 1 MP per 300 men |
15 Eg per 500 men |
Cavalry battery |
20 Eg and 3 MP |
10 Eg and 1 MP |
LA or HA |
20 Eg and 3 MP per battery |
10 Eg and 1 MP per battery |
NB or SA |
40 Eg and 6 MP per battery |
20 Eg and 2 MP per battery |
Militia |
15 Eg and 1 MP per 500 men |
10 Eg per 500 men |