Afraid of that. For now will use one of my web sites but it means the graphics may go away at some point.
Turn 4 ExecutionBattle of Culpeper
Whiting and his little brigade from Richmond struck Gen. Keyes. Numbers in my favor 1801 to 1201 and victory was ours sending Keyes packing but not far. Now he is over threatening Fredericksburg.
The new game has a new feature that allows you at the start of these battles to set your tactical plan. The default is balanced line. It only works in single player and apparently whatever I picked for a scenario isn't single event though the AI is playing the other side. It's more like the tactical card games. You pick attack on left they pick defend on right, you will now have better chance of win. I will have to look into this further sometime. If it only works against the AI it is of limited value though. AI has enough trouble.
Events that occurred:
St. Louis massacre - why not.
Sam Houston's fight against secession - throws in chance to again some prestige (whatever that is) if you take Dallas back in 5 months. I'll send some troops up but no big effort.
Union is marching around with weak units in W.Va.
A number of brigades are auto raised around the south. None are moveable yet but it seems to reflect their new approach to the opening of the war.
Interesting observation but probably no real change because of difficulty operating out there. They have extended the map to the Rocky Mountains. Gone are the near by off map regions like New Mexico area, etc. But these are very difficult areas to operate in.
Turn 5 - Early JuneStill few troops to react with. Most are still locked.
Sent a Va unit from Richmond to James City so they just can't walk down the Peninsula.
Sent a SC unit to Va just in case nothing much releases again.
Sent Price's miserable little force to Springfield.
Sent a quick reaction (mostly cavalry) force to Henderson by RR and Gen. W. Smith redeployed there to meet them. Then they will go to Dallas.
Redeployment has changed. The old game had it and allowed one unit to jump to anywhere on map per turn instantly and immediately join forces there. Change is there is a delay. The redeployed unit will show up after turn execution. Old game would have allowed me to redeploy Smith to Houston, immediately combine him with the Tx force and send the whole group to Dallas. Now I had to send each separately toe Henderson so they could combine next turn for their attack on Dallas.
Production:
Everyone is in the black in the replacement pool but I still allocate two to infantry. But this will leave me some recruits for new units for a change.
Industry:
For the first time choices came up on this one. This tab allows you to build infrastructure so your War Supply production will increase. It is a long term investment item. They are giving seven choices mostly for Iron Works, Armories and Arsenals in different regions of the South. The old game had these but implemented in a more confusing way. They also were very cost ineffective because they created a turn per turn drain on production and never seemed to ever increase anything. Some players used them and said later in 1863-4 they created more supply. I found they mostly weakened the South so much in the early years there weren't any later years. These look better designed so we will see.
I selected Armories in Va & SC. The actual action specifies what locations which in this case were 2 in Richmond and 3 in Charleston. This is important to watch for because you don't want to invest in building something in cities you aren't going to be able to hold. Especially since it cost $175,000 and 40 Tons of War Supplies. But at least now its a one time cost.
Military Recruitment:
This time the choices multiplied. There are 110 to select from. Luckily there is a filter that allows you to select a region so the list is shorter but it still requires a lot of scrolling.
I build an Inf Brigade in Richmond, New Orleans and Nashville to make sure they would have something in 30 days or so.
Now for a graphic example:

This hopefully shows the map's leader icon.
They now have a nice portrait of the leader on the left against a gray (or blue) background. On the right they have the CSA flag at the top. Below it three bars showing status. Unfortunately, their manual doesn't explain what they are. This is something you will find about the game. The manual gives you the basics of how but little else. Everything else comes from their Forum community without the game is almost a black box. The three bars, red, blue and green I think, probably represent cohesion, strength and supply. But maybe not.
Also shown as a number below the portrait is the unit's Power Rating. This is a number that is suppose to reflect the units overall combat power all things considered like manpower, quality, weapons, etc.
Below the bars are a little envelope which is brown. If white this unit would have offensive capabilities.
And at the bottom right is the Generals rank which is one star.
At the top left there is a little blue flag like extension with a "- )" symbol. This is one of about eight symbols indicating its stance. This one is the "Default Defensive" posture.
Overall though the Map icon is much nicer and more informative than the old games.
You will notice the number of things that have to be done and the lack of any idea of what the long term effects of your choices are, are increasing each turn. It will get a lot worse as troops are released and other type actions are possible. That is why this is one of the more complex games on the Civil War.