                               CIVILWAR BATTLE SET
                               American Civil War
                                1-Player War Game
                                   Version 1.3

                                    (c) 1991
                                  W. R. Hutsell
                               2021 Hutchinson Dr.
                               Kingsport, TN 37660

          ===========================================================
          1. INTRODUCTION
          ===========================================================

          1.1 Description
          ---------------
          CIVILWAR BATTLE SET Version 1.3 is offered as a SHAREWARE
          product. You may feel free to make copies of this computer
          software and pass them along to your friends for evaluation.
          The game programs may be copied and distributed in
          unmodified form. Users are encouraged to customize the
          xxx.CIV data files and create their own.

          If you like the program, you are encouraged to register your
          copy. Registered users will receive additional scenarios as
          well as an addtional "computer-vs-computer" program that
          allows you to quickly assess your own customized scenarios.

          To register, send $10 to

                               W. R. Hutsell
                               2021 Hutchinson Dr.
                               Kingsport, TN 37660

          CIVILWAR BATTLE SET Version 1.3 contains a number of
          enhancements and "fixes" to the earlier versions, as well
          as more detailed documentation. Thanks to the users of the
          earlier versions who provided helpful feedback and
          suggestions.

          CIVILWAR BATTLE SET Version 1.3 is a tactical level war game
          based on battles from the American Civil War. CIVILWAR
          BATTLE SET is an IBM adaptation of a program I wrote a few
          years ago for the Atari computer. It allows you to create,
          customize, and re-create Civil War battles.

          1.2 Hardware Requirements
          --------------------------

          This should run on any IBM or clone which can display ASCII
          graphics (CIVILWAR uses character graphics only), but does
          require a color monitor to distinguish armies. The program
          is written in Quickbasic 4.0 (trademark of Microsoft), and












                                       -2-
          requires DOS 2.1 or higher. The program is provided in
          complied form, so you do not have to have Quickbasic to
          enjoy the program.

          1.3 Files
          ---------

          There are 2 main program files, 2 utility files, and several
          data files (identified by .CIV extenders).

               CIVILWAR.EXE - the main war game program
               CIVILSET.EXE - the scenario editor
               CIVILCAT.BAT - used by CIVILSET to update the catalog
                              of .CIV files
               CIVILWAR.CAT - the catalog of .CIV files, used by
                              CIVILCAT.BAT
               xxx.CIV      - battle data files, each representing a
                              battle scenario
               FILES        - complete list of files

          1.4 Installation
          ----------------

          The program may be run from a floppy or loaded to your hard
          drive. All the program files should be in the same directory
          for the program to work properly.

          WHEN YOU CREATE YOUR OWN NEW SCENARIOS - PLEASE NOTE :
          The catalog file uses a utility program, CIVILCAT.BAT which
          sorts the scenario files alphabetically and stores them in
          CIVILWAR.CAT. The utility MUST be able to access the SORT
          command from DOS. (SORT must either be in the same directory
          as the game, or be accessible through a PATH statement.)

          If the catalog is not properly updated, YOU CANNOT USE YOUR
          NEW SCENARIOS. The scenario files (xxx.civ) will still
          exist, but the game program will not be able to find them.
          (If you suspect this problem, check to see if the catalog
          file CIVLWAR.CAT has been reduced to 0 bytes. If it has, the
          utility did not find the SORT utility).

          The solution is to either make SORT available to
          CIVILCAT.BAT or revise it to remove the sort feature. Such a
          revised file would have the statement:

          dir *.civ > civilwar.cat

          This will still work with the program, but the scenarios
          will not appear in alphabetical order in the program menus.


          ===========================================================
          2. CIVILWAR.EXE - main game program
          ===========================================================











                                       -3-
          2.1 Main Menu
          --------------
          The main menu provides you with the following options:
               a. Select player (show the current side selected and
                  allows you to toggle between Union or Confederate
                  side)
               b. Load file (load battle xxx.CIV file on current
                  directory). A menu window will appear with a
                  listing of all the battle scenario files available.
                  A maximum of 15 files can be displayed.
               c. Save file (save in progress battle) Most scenarios
                  will play quickly enough that you will not need
                  this option. You will need to use F10 to return to
                  the options menu to save a game once it has started.

                  NOTE: Program will use filename '$AVEGAME.CIV'. If
                        there is another saved game, it will be over-
                        written.

                  Enhancements have been made on the 'save game'
                  feature to provide confirmation messages during the
                  save and restore process. Also, a fix has been made
                  to correctly reset enemy visibility switches to
                  avoid problems with stacking units on restart.

               d. Fight (run a loaded battle file). Selecting this
                  option will produce the main battle screen. Once
                  the battle is begun, you may return to the main
                  menu by pressing the F10 key when it is your
                  turn to move.

               e. Adjust various game parameters.

               f. Quit option (allows you to exit the program).

               NOTE: All menus may be used by selecting desired option
                     with arrow keys (up/down, 'Home' for top, 'End'
                     for bottom) and pressing 'Enter'. A short cut is
                     to enter the first letter of the desired
                     command. 'Escape' cancels the menu.

          2.1.1 Game Parameters
          ----------------------

          There are several game parameters that you may adjust to
          "customize" your battles. If you select the game parameter
          option, a menu will appear which allows you to select and
          adjust the parameters desired. These are set only for the
          duration of the game. Unless they are adjusted, they will be
          at a "normal" setting.















                                       -4-
          Difficulty level makes your opponent either easier or harder
          to fight.  If difficulty is low, the enemy takes
          proportionately more losses, and is more likely to retreat.
          If difficulty level is high, the enemy takes proportionately
          fewer losses, and is more likely to hold his ground.

          Visibility affects the range at which units can see other
          units and fire on them with artillery. This is normally set
          at 18 spaces (a hex is 2 spaces). (See Section 2.4)

          In order to provide some variation in set scenarios, you may
          wish to vary the initial positions of units slightly.
          Adjusting the start position will randomly shift unit
          locations slightly (both yours and the enemy's). This has no
          effect on game file; only the game currently being played is
          affected.

          The enemy is preset with an 'aggression level', which
          controls his likelihood of moving to engage and attack, and
          the intensity of his attacks. This can be adjusted to make
          the enemy either more or less aggressive. A more aggressive
          enemy will shift to the offensive and launch more and
          stronger attacks. A timid enemy will seek cover, launch
          weaker attacks, and play a more defensive-minded battle.
          Increased aggressiveness does not necessarily make the enemy
          harder to defeat, nor does more timidity mean he will be
          easier to defeat. Good defensive terrain, coupled with a
          less aggressive strategy, can be very effective.

           2.2 Main Battle Screen
           ----------------------
          The battle screen is divided into 4 zones as shown:

          ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍËÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
          º                                          º               º
          º                                          º  2 - Armies   º
          º                                          º      Summary  º
          º                                          º      Data     º
          º                                          º               º
          º              1 - Battle Map              ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¹
          º                                          º  3 - Active   º
          º                                          º      Unit     º
          º                                          º      Data     º
          º                                          º               º
          º                                          º               º
          ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÊÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼
                          4 - Message Window
          2.2.1 Battle Map

          The battle map is based on a hexagonal layout, 27 hexes
          wide by 20 hexes high, with terrain features shown by
          character graphics :













                                       -5-
             Graphic  ASCII   DESCRIPTION              MOVEMENT EFFECT
             -------  -----   ---------------------    ---------------
             .        046     clear or open terrain    normal
             *        042     forest/wooded terrain    reduced
             =        061     swamp/small stream       greatly reduced
             ^        094     hill/elevation           reduced
             °        176     river/lake/water         prohibited
             ï        239     mountain                 greatly reduced
             #        035     fortification            normal
             é        233     objective                normal
             þ        254     village/house            normal

          2.2.2 Armies Summary Data

          The number of turns remaining in the battle is shown in the
          top section of this zone. A summary is given of the total
          losses incurred by each army and the number of turns each
          has occupied the objective.

          2.2.3 Active Unit Data

          A summary is given for the player-controlled unit that is
          active, showing unit number, unit name, unit type, current
          strength, terrain, leadership, and morale. In addition, the
          time the unit will next be available for movement is shown.
          If the unit is under 'orders', a the message "ORDERS" will
          appear next to the unit number. The message "DUG IN" appears
          for entrenched units. The unit displayed is available for
          moving, is attacking, is being attacked, or is being
          'scanned' by the cursor.

          2.2.4. Message Window

          The message window provides comments on battle maneuvers
          and outcomes as they occur. It also shows when the enemy
          (computer) is taking its turn. At the very beginning of the
          game, the enemy will take a longer turn as he sets his
          overall strategy. Afterwards, enemy turns will be quicker.

          2.3 Units
          ---------

          2.3.1 Unit Types

          There are 4 unit types. They are shown on the display by
          the first letter of each type, shown in gray for Confederate
          units and blue for Union units.

          Type       Movement    Combat     Special Features
          --------   --------    -------    ------------------------
          Infantry   average     average    may 'charge' on open
                                            ground if morale is 60 or
                                            greater












                                       -6-
          Cavalry    fast        good       very good ATTACK on open
                                 (attack)   terrain; movement very
                                            slow if not on open or
                                            clear terrain
          Artillery  slow        poor       may fire on units at a
                                            distance
          General    average     poor       increased combat effect
                                            on adjacent friendly
                                            units; can cancel orders
                                            of individual unit leaders
          2.3.2 Unit Attributes

          Each unit has a number (simply used for reference by the
          program, and of no other significance), a name, strength
          (number of men in unit), leadership (10-110), and morale
          (10-110). Units which have leadership lower than about 50-60
          are poorly led, and will have difficulty in movement and
          combat. Likewise, units with morale less than about 50-60
          will not be very effective, and should be rested if
          possible. Units with morale lower than 60 cannot use the
          'charge' option. During the heat of battle, morale and
          leadership may go outside the normal bounds.

           2.4 Visibility
           --------------
          All your friendly units are visible, but enemy units are not
          always visible. Enemy units do not become visible until they
          are within a certain "visibility range" from friendly units.
          The visibility range is calculated from a base visibility
          range (set in the battle data file), and adjusted based on
          the terrain occupied by both the friendly unit and the enemy
          unit. If your unit occupies a mountain or hill it has
          increased ability to see enemy units; while occupying a
          forest or swamp, it has decreased ability to see enemy
          units. If the enemy is in a forest, he is much more
          difficult to see, and your unit must be closer. Enemies that
          move into forests may "disappear" from view. The base
          visibility range may be altered from the initial menu

          2.5 Movement
          ------------
          When one of your units is ready to move, it will be
          highlighted and a short tone will sound. At that point, you
          have several options:

          2.5.1 Single Hex Movement

          You may move the unit to an adjacent unoccupied hex by
          using the appropriate arrow key (numeric key pad). Since
          the unit may not move directly up or down, the 'up' or
          'down' keys are reinterpreted as diagonal 'up' or 'down'
          moves. You cannot control whether these reinterpreted
          diagonal moves are right or left (done randomly), so you












                                       -7-
          should generally avoid using the 'up' and 'down' keys for
          single hex movement.

          If you attempt to move into a prohibited hex (occupied or
          water), a tone will sound and the unit will forfeit its turn.

          After the unit moves, it may reveal enemy units that were
          previously hidden.

          Any units that were entrenched at the beginning of the
          scenario (using the scenario editor) may be reluctant to
          move from the safety of their trenches. Occasionally such
          units will not respond to move orders (a message to that
          effect is displayed). Units that are low on morale or that
          are poorly led are more likely to do this. (For a more complete
          description of entrenchment and its effects, see section
          3.4.5)

          2.5.2 Movement Orders

          Single hex movement may be tedious. You may wish to give
          your units orders to move to a particular destination
          instead. To do this, press 'M' (for 'move') and a cross cursor
          will appear on top of the unit. Move this cursor with the arrow
          keys to the desired destination, and press 'Enter'. Your unit
          will then attempt to move to the selected destination,

          following the most direct path. (It will not necessarily
          follow the same path you used in moving the cursor to the
          destination). If it is blocked by a friendly unit or by
          prohibited terrain (water or edge of map screen), the
          movement order will be cancelled, and the unit will wait for
          new instructions.

          For destinations that are far away, moving the cursor may be
          speeded by holding down 'Shift' before pressing the desired
          arrow key. The cursor will then move to the indicated map
          edge. Pressing the '5' key at the center of the keypad will
          center the cursor on the screen.

          Once a unit has reached its assigned destination, it will
          flash and a tone will sound, along with a message that it
          has arrived at its destination. At that point its orders are
          cancelled, and it will await further instructions.

          While units are 'under orders' you will not normally be able
          to access them, even if you change your mind about what they
          should do. The only way you can overcome this is having one
          of your General units cancel the unit orders using the 'X'
          command. (See section 2.7.2). This is not 100% effective
          (due to communication breakdowns and stubborn subordinate
          officers). Even if the orders are actually cancelled, morale
          and leadership may be reduced in units affected due to the












                                       -8-
          conflicts between unit commanders and General unit. Thus,
          the 'cancel orders' option should be used only as needed to
          free units that have become locked in combat.

          Since the General units are your only means to cancel
          orders, you should usually not give them movement orders.
          That way, you will be able to access them more frequently.

          Though your units will normally wait for your commands, on
          occasion they will decide to move on their own initiative
          (generally in an attempt to engage an enemy unit which they
          have sighted). Such units issue their own orders to move to
          the chosen destination.

          2.5.3 Battle Intelligence

          Press 'I' (for 'intelligence') and a '?' cursor will appear
          on your unit. You may move this cursor to get intelligence
          on units that are currently visible. Press 'esc' when done.
          Placing the cursor over a friendly unit will display that
          unit's current status in the 'active unit data' window
          (Section 2.2.3). This is useful to identify units that are
          'under orders' which may need to be cancelled, or are bogged
          down by terrain or combat and not likely to move very soon.
          Placing the cursor over an enemy unit will reveal the unit name,
          estimated strength, and the terrain it occupies (displayed in the
          'message window'). This command requires 1 time unit.

          Pressing 'Esc' will cancel the cursor, so the inquiring unit
          can execute whatever order is desired. There is no time or
          movement penalty for using this feature.

          2.5.4 Wait (Rest)

          You may not wish to move the unit on its turn. Simply press
          the space bar, and the unit will rest for a few turns. If
          morale is low, it will improve slightly.

          2.5.5 Charge

          Infantry units ONLY may double their speed for short
          distances on OPEN TERRAIN only with a 'C' (CHARGE) command.
          Units in 'charge' mode will be shown with a distinctive icon
          è (ASCII 232). While in 'charge' mode they will move roughly
          twice as fast as normal units. If they become involved in
          combat, or are attacked by artillery, or move into any other
          than open terrain, they will switch out of 'charge' mode. In
          addition, each time a unit in 'charge' mode is moved, there
          is a chance that the unit will simply become too tired to
          continue to charge. Units that are moved until they are too
          tired will be delayed in their action for a time while they
          rest. The 'charge' option affects both movement and combat
          (increases 'shock' effect of attacks). Units with too low












                                       -9-
          morale will not be able to charge at all until their morale
          improves.

          Note that switching to 'charge' mode does require one
          turn.

          2.6 Combat
          ----------

          2.6.1 Normal Combat

          Units can attack enemy units in an adjacent hex. To do so,
          attempt to move the selected unit on top of the enemy. A
          menu will appear in the 'Armies Summary Data' zone of the
          screen showing the attack options. Four different
          intensities of attack are permitted:

               Option             Relative Intensity
               --------------     ------------------
               Light Skirmish             1
               Medium Battle              2
               Heavy Attack               3
               All-Out Assault            8

          Note the 'All-Out Assault' is just that, and that it should
          be used relatively sparingly, since it will result in
          heavy casualties for both sides. You may abort the attack by
          pressing the 'escape' key; however, that will forfeit the
          unit's turn for the current round (the price paid for
          indecision).

          Normally your units will wait for you to issue an attack
          order. However, they may occasionally attack on their own
          initiative. When this happens, you will receive a message
          in the 'Message Window' zone, and the attack intensity menu
          will appear for you to select the intensity, as described
          above in this section. Pressing 'Esc' will abort the attack
          for now, but the unit will miss its turn.

          2.6.2 Artillery

          The Artillery units may bombard visible enemy units some
          distance away, rather than fight adjacent units (which they
          do very poorly anyway). To fire the cannons, press 'F' (for
          'FIRE') when the artillery unit is given its turn to move.
          The 'c' (cent) sign will appear as a cursor. Also, the range
           of the cannon and the current distance to target is
           displayed in the 'Message Window'. You may move the cursor
           using the arrow keys (as described earlier for unit
           movement) to the selected target, then press 'Enter'. The
           results of the cannonade will be displayed in the 'Message
           Window' and in the 'Armies Summary'.













                                      -10-
           Range of the artillery depends on the same factors as
           visibility (elevation and cover).

           Decision-making logic for enemy artillery concentrates more
           fire on closer units, especially units that threaten the
           artillery units (those immediately adjacent). This makes
           artillery units tough to overrun, if they have a chance to
           fire.

           There is a (low) probability of artillery exploding and
           killing members of the firing battery.

           2.7 Other Commands
           ------------------
           There are four additional commands which can be accessed
           by first pressing the '/' (slash) key to display a menu
           listing the options. There are short cut keys for two of
           these commands as well, which allows them to be invoked
           without having to use the menu. One additional command is
           available through the short cut key only ('Q")

           2.7.1 Order of Battle ('O')

           This option can be accessed from the menu described  above
           or by simply pressing the 'O' (for ORDER of BATTLE) key. This
           option gives a detailed listing of all your units and their
           status, as well as listings of known (visible) enemy units.
           While the information for your own units is accurate, it is
           only approximately correct for enemy units. This option can
           also be used to end games where the enemy has been
           annihilated. (Section 2.11.1)

           This option also gives the current score for the game in
           progress.

           2.7.2 Quiet ('Q')

           Sound effects can be toggled on and off by pressing the 'Q'
           ('QUIET') key.

           2.7.3 Reconnaissance (Recon)

           This option can be accessed through the menu; there is no
           short cut key (the idea is to discourage use of this
           option). The word 'RECON' will appear in the  'Unit Summary'
           zone, and all enemy units will become visible. Selecting
           this option again will toggle out of the 'Recon' mode and
           enemy units that would not be visible to your units will
           disappear.

           2.7.4 Screen Redraw ('S')

           This option can be accessed through the menu, or by simply












                                      -11-
           pressing the 'S' key. This option was included during
           program development and has been retained if the screen
           needs cleaning up.

           2.7.5 Help

           This option provides a short summary of the commands on line
           so you don't have to refer to this documentation for a
           reminder of commands.

           2.8 The General Unit
           --------------------

           The General Unit has some special abilities that are best
           described in a separate section.

           2.8.1 Combat Effect

           A General unit greatly improves the fighting abilities of
           adjacent units. However, you must be careful in actually
           engaging General unit itself, since it is usually relatively
           weak (which reduces combat effectiveness).

           2.8.2 Cancel Order ('X')

           Sometimes in the thick of battle you will have units engaged
           in combat (and not moving) or with movement orders which you
           need to redirect. To cancel existing orders for all friendly
           units, type 'X' when a General unit has its turn. A message
           will confirm that orders are being cancelled. Once cancelled,
           you will be given the chance to issue new orders to each unit
           that complied. As described earlier, this is not 100% effective
           (some units will ignore it) and may cause morale and
           leadership to suffer in units that do comply.

           2.9 Passage of Time
           -------------------

           You will notice that you will not get to give orders to
           every unit on every turn as the game progresses. That is
           because some of the units have different movement factors
           (e.g., cannons are slow and cumbersome), are moving through
           different terrain (such as swamps versus roads), and are
           moving different distances (single hex versus multiple hexes
           to a destination). In addition, some units are under fire
           and other are not. Finally, some units have better
           leadership and morale, which allows them to respond more
           rapidly. All these factors are considered in determining if
           the unit has completed its old orders and is ready for new
           orders.

           2.9.1 Reality













                                      -12-
           Liberties have been taken with time, distance, movement, and
           unit attributes in the scenarios provided, in the interest
           of simplicity. In the included scenarios, a time unit may
           be considered about a 1-2 minutes. Hexes are considered to be
           about 150 yards each, making game map about 2 miles (high)
           by 5 miles (wide). An infantry unit can travel at a normal
           pace 10 hexes (1 mile) in about 40 turns (20 minutes). In
           "Charge" mode an infantry unit can travel at twice the
           normal pace (for short distances only) as described in
           Section 2.5.5. Civil war artillery pieces were quite
           varied, but a range of about a mile (20 spaces or 10
           hexes) is not unreasonable (with most of actual firing
           actually done at targets that are closer). Unit strengths
           are intended to be relative approximations only.

           All these factors can be modified as desired, either in the
           design of the scenario, or through the game parameters.

           2.10 Battle Results
           -------------------

           2.10.1 Normal Battles - Time and Local Initiative

           When units become engaged in combat, they are somewhat
           'locked in place', and their ability to respond to orders is
           reduced. They also are more likely to act on their own
           initiative, to renew the battle without any orders to do so.
           (See also Section 2.5.2)

           2.10.2 Factors Affecting Battle Outcome

           The primary factors affecting the outcome of battles are
           shown below:

           Factor                         Relative Effect
           -----                          ---------------------
           Intensity                      Major
           Unit Strength                  Major
           Unit Leadership                Moderate (major if very low)
           Unit Morale                    Moderate (major if very low)
           Terrain *                      Moderate (major for some
                                                    conditions, such as
                                                    cavalry in swamps)
           Unit Type                      Moderate (major if Artillery
                                                    or General units
                                                    directly involved
                                                    in combat)
           Adjacent General Unit          Moderate
           LUCK                           Slight-Moderate
           Adjacent Friendly Unit         Slight

           * NOTE: The terrain occupied by each unit is considered in
           adjusting battle outcome. A unit is at a disadvantage in












                                      -13-
           swamps, but is at an advantage in forest or hill hexes. A
           unit is at a considerable advantage on mountains or in fort

           hexes. Cavalry and Artillery units are particularly
           disadvantaged in swamps, and somewhat disadvantaged in
           forests. Entrenchment (if any) is also considered.
           Entrenched units in a bonus in addition to any terrain
           effect.


           2.10.3 Resolving the Battle

           In resolving the battle, the attacker goes first, then the
           defender. When the attacker is attacking, the defender's
           terrain is used in determining defender casualties. When the
           defender returns fire, the attacker's terrain is used in
           determining attacker casualties.

           Attacking is risky business, since the attacker must expose
           himself, while the defender can take advantage of whatever
           cover is available. Thus, attackers will generally take
           proportionally more casualties. The results will be
           displayed as the battle progresses in the 'Armies Summary'
           area and in the 'Message Window'. Morale of armies under
           fire will decrease.

           2.10.4 Pull Back (Retreat)

           If a unit takes particularly heavy casualties, and
           leadership and morale are appropriately low, it will decide
           to pull back. When this happens, the unit attempts to retire
           to one of the 3 hexes furthest from the attacker. The
           selected hex must be an unoccupied hex. When a unit
           attempts to pull back, a message will appear and the unit
           will appear in purple. Morale suffers when armies retreat.

           Sometimes the enemy unit will have to retreat as well, as a
           result of the heavy losses it has taken. In some instances, one
           unit in a battle will have to retreat while the other does
           not take particularly heavy losses. In these cases, the
           victorious unit may advance to pursue the fleeing
           unit. Morale increases for the pursuing units when units are
           able to pursue an enemy in this manner. Leadership may also
           improve, as the commander hones his skills.

           Since pulling back means exposure to enemy fire, units will
           take additional casualties when they decide to retreat.
           Units that are cut off and unable to retreat will take
           particularly heavy additional losses in the confusion.
           Botched retreats will also reduce effectiveness of unit
           leadership.

           2.10.5 Artillery (Cannonade)












                                      -14-
           Attacks by artillery (cannonades) are a special type of
           combat. The outcome depends on the strength of the attacking
           unit, the strength of the defending unit, the terrain, and
           luck. Given the more uncertain nature of this form of
           combat, the outcomes are more variable. However, in the long

           run it will cause considerable damage. Cannonades against
           units immediately next to the artillery unit will cause
           twice the normal damage, as the defenders receive cannon
           fire at pointblank range.

           2.10.6 Killed Leaders

           Occasionally, the unit commander himself will be killed in
           the battle. When this happens, a message to that effect will
           appear in the 'Message Window'. The leadership ability of
           the new leader will be displayed. Unfortunately, it will
           usually (but not always) be lower than the deceased
           commander.

           2.10.7 Annihilated Units

           Occasionally units will be eliminated from the battle. This
           is announced in the message window, and the opponent is
           awarded 5 additional victory points annihilating the unit.

           2.11 End of Game
           ----------------

           2.11.1 Duration

           The duration of the game is set in the scenario, and may be
           altered by using the CIVILSET program (Section 3). The game
           will continue until the preset time limit has expired. There
           is no provision for regularly checking the status to
           determine if one side is completely annihilated (not likely
           for battles with any semblance of reality). However, you may
           force this check by selecting the 'Order of Battle' option
           described in Section 2.7.1. In running this report, if it is
           determined that one side is wiped out, the game will end.

           2.11.2 Score

           At the end of the game, the final summary statistics are
           shown along with a final score. The scoring has been
           modified, based on user feedback. There is less credit
           given for holding the objective on the last turn.
           It is difficult to reflect the many factors in a single
           number. The scores should be looked on as a rough guide
           to be used for comparison with previous scores for the
           same scenario.














                                      -15-

           The score attempts to combine a number of factors into an
           overall evaluation. Do not become discouraged if your score
           is low for some of the historical scenarios - some of the
           battles were very unbalanced in real life.

           The score results from several factors:

                Factors That Increase Your Score
                           Enemy casualties
                           Each turn you hold objective (victory
                                                         points)
                           Bonus for holding objective at end of game
                           Eliminating enemy units
                           Difficulty level

                Factors That Decrease Your Score
                           Your casualties
                           Each turn enemy holds objective
                           Enemy eliminating your units

           ===========================================================
           3. CIVILSET.EXE - scenario editor
           ===========================================================

           3.1 Editing Scenarios

           CIVILSET allows you to create, modify, and save battle
           scenarios. A scenario is a combination of battle map (with
           terrain features and objective) and armies. Scenarios
           (xxx.CIV) files are saved as "flat" ASCII files and with
           practice you may choose to use a word processor or text
           editor to directly modify the files. Likewise, the catalog
           file (CIVILWAR.CAT) can be edited directly.


           3.2. Scenarios - Battle Data Files
           -------------------- --------------

           The main menu gives you options to create, load, save, or
           modify battle scenario files.

           3.2.1. Initial

           This option zeros all army units and provides a blank game
           map (all 'clear' hexes).

           3.2.2 Load Battle File

           This option provides you with a list (up to 15) of the
           xxx.CIV battle data files that are on the current
           directory, to allow you to select one to load. File
           selection is done via menu, as described in CIVILWAR Section
           2.1.(b).











                                      -16-
           3.2.3 Save Battle File

           Before saving the file, you will be prompted to provide the
           battle name and time limit (Section 3.5) if you have not
           already done so. You do not need to provide the .CIV
           extender. The file catalog is updated when the file is
           saved. Messages will advise you of the status as the file
           save and catalog update take place.

           ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»
           º  NOTE: BE SURE THE DOS 'SORT' UTILITY IS AVAILABLE FOR  º
           º  THE EDITOR TO ACCESS. OTHERWISE, THE CATALOG FILE WILL º
           º  BE DESTROYED AND YOU WILL NOT BE ABLE TO USE YOUR NEW  º
           º  SCENARIO WITHOUT CREATING A NEW CATALOG FILE. IF YOU   º
           º  CATALOG FILE IS LOST, YOU MAY CREATE A NEW ONE (THOUGH º
           º  NOT ALPHABETIZED) BY TYPING THE FOLLOWING COMMAND AT   º
           º  THE DOS PROMPT:                                        º
           º                                                         º
           º                dir *.civ > civilwar.cat                 º
           ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ¼

           3.3 Map Edit
           ------------

           This option allows you to move the cursor across the battle
           map (see CIVILWAR Section 2.2) to place the terrain features
           described in CIVILWAR Section 2.2.1. To select a feature,
           you type the letter (lower case) of the one desired. Then,
           move the cursor (arrow keys) to the desired position and
           press 'Enter'. If you press 'R' (for 'Repeat') while a given
           feature is selected, you may continue to place the same
           feature by simply moving the cursor. This 'Repeat' mode
           allows you to quickly draw large repetitive map features.
           Pressing 'R' again will toggle out of the map mode. Water
           (river/lake) hexes do not permit the 'Repeat' mode.

           Cursor movement is described in CIVILWAR Section 2.5.2.

           Except for water, map features take up only one space on the
           screen. Water hexes actually occupy 3 spaces; these are
           automatically provided when you place water hexes. However,
           if you wish to remove a water hex, you must use the space
           bar to clear, since it removes 3 hexes (the 'clear' terrain
           option will remove only the central 'water' hex).

           NOTE: The scenario will not work properly unless it has
                 exactly 1 objective.

           You must use the 'Esc' key to escape from the map to the
           initial menu when you have finished editing your map.















                                      -17-
           3.4 Army Edit
           -------------

           Use the initial menu to access the army edit option.
           Previously placed army units (if any) will be displayed. You
           will then have the option to add new units, edit existing
           units, or remove existing units.

           Editor also allows 1 letter 'short-cut keys' for placement and
           editing of units. For instance, 'C' will place a cavalry
           unit at the position of the cursor. A complete list of
           'short cut keys' can be accessed by the help menu ('/' key).
           Also, a status line is provided to show unit information by
           passing the cursor over a unit (do not have to bring up the
           menu).

           3.4.1 Add New Unit

           Move the cursor to the desired location for the unit and
           press 'Enter'. A menu will pop up indicating you are about
           to place an army. To place the army, select the army type
           with the cursor, and press 'Enter'. You will be prompted to
           enter the name of the unit. After you enter the desired
           name, press 'Enter' and the unit will be displayed. Unit
           attributes are set at default values. If you wish to modify
           them, you must edit the unit (see 3.4.2 below).

           If you wish to place an army in the location shown, but for
           the side (Union or Confederate) other than one displayed,
           move the cursor to the portion of the menu showing the
           current side and press 'Enter' to toggle to the other side.
           You may then place the army type as before.

           Each side has a maximum of 20 units available for
           positioning. There is no restriction on number of units of
           a given type. The current number of units of each type and
           total strength of all units is shown for each side as units
           are placed or edited.

           Occasionally the screen will need to be redrawn to replace
           units that have erased during the edit process. A redraw
           feature is provided for that purpose.

           3.4.2. Edit Existing Unit

           To edit a unit, move the cursor to the unit and press
           'Enter'. You will be given the option to edit the unit.
           When you elect to edit, a window will be displayed with the
           unit characteristics:
                side and number:  Rebels  numbered  1-20
                                  Yankees numbered 21-40
                strength - defaults:
                                   750 for infantry












                                      -18-
                                   500 for cavalry
                                   300 for artillery
                                   200 for general
                morale     (default is 80)
                leadership (default is 80)
                unit name
                time delay before first action (default is 0)

           To change an attribute, select the desired characteristic
           from the menu. Strength, morale, and leadership are
           increased by pressing the + key (following instructions on
           screen); they are decreased by pressing the - key. Unit name
           may be changed by typing in a new name at the prompt. You
           cannot change the unit side - if unit placed is for wrong
           side, delete it and place a new unit for the correct side.

           3.4.3 Delete Unit

           Selecting the 'DELETE UNIT' option from the edit window will
           remove the unit. This is useful to reposition units or
           remove incorrect units.


           3.4.4  Cancel Edit (Selected Unit)

           You may cancel the edit of the unit selected by choosing the
           'Cancel' option on the menu. (Alternatively, you may use
           'Esc' to cancel).

           3.4.5 Entrenching

           Units can be 'entrenched' using the editor. Computer-
           controlled units that are entrenched at the beginning of a
           scenario will hold their position during the game. Human-
           controlled units that are entrenched at the beginning of a
           scenario may refuse to leave entrenchments (if
           leadership/morale is low). Even if units follow orders to
           leave entrenchments, they require extra time to do so. Once
           units are un-entrenched, they cannot be re-entrenched in the
           game (though you COULD save the game and re-entrench using
           the editor). While entrenched, units will fight at a bonus
           (in addition to any terrain bonus) if attacked. Entrenched
           artillery units will still fire, but are receive the
           entrenchment defensive bonus.

           3.4.5 Return to Main Menu

           Press 'Esc' to return from 'Edit Armies' to the editor
           main menu to save the scenario or modify the map.


           3.5 Battle Name and Time Limit
           ------------------------------












                                      -19-
           Choose a name for the battle to be displayed at the top of
           the map. This is simply a title line, and is not the file
           name. Do not use commas. A suggestion is to use the battle
           name and date.

           You must also select a time limit (number of turns) for the
           scenario.

           ===========================================================
           4. THE SCENARIOS
           ===========================================================

           Four scenarios are included with this package. I have
           had the opportunity to visit all the battle sites
           represented by these scenarios, to get a "feel" of the
           terrain and the problems faced. Several of the references used
           are listed in the bibliography. I welcome your comments and
           suggestions.

           4.1 GETTY1.CIV
               ----------
           This is the first day of Gettysburg, situated north of the
           town. The Confederates will be on the offensive, trying to
           drive the Union forces back to Cemetery Hill and capture
           the objective there. To the northeast, Early will cause
           problems for Barlow's forces, and poses a real threat to
           Cemetery Hill. In the north, Ewell has considerable
           forces, but leadership and terrain will make it difficult
           to follow up on victories. There will be bitter fighting
           in the west, as tenacious Federals try to hold out against
           Heth's "Iron Brigade" and Pender's crack division.

           4.2 GETTY2.CIV
               ----------
           The second day of Gettysburg finds Longstreets units
           trying to circle the Union left flank to reach the
           objective on Little Round Top. Union forces are over-
           extended in the center of the screen (peach orchard and
           wheat field), and will have difficulty fighting their
           way back to safety. Artillery on both sides causes heavy
           losses, but Federal artillery is especially effective
           from Cemetery Ridge. Fighting will be intense in the
           Devil's Den, as Law and others try to dislodge Chamberlain
           and Harrow.

           4.3 SHILOH.CIV
               ----------
           Pittsburg's Landing on the Tennessee River is the objective
           and key to the scenario. Confederate units will drive
           through the rough terrain to face Prentiss and his artillery
           in the Hornet's Nest. Union forces will take some time to get
           organized, and will welcome the supporting artillery fire of
           the gunboats Lexington and Tyler. Lew Wallace's 'lost












                                      -20-
           division' will arrive late in the battle to add
           strength to the Union defense.

           4.4 STONE1.CIV
               ----------
           The first day of the Stone's River battle found both the
           Union general Rosecrans and the Confederate general Bragg
           planning to strike at the other's right flank. Bragg struck
           first. Hardee's troops in the lower left of the screen have
           momentum, and Wharton's cavalry unit can move quickly over
           the rolling countryside. The objective is on the Nashville
           Pike / N&C Railroad line (near Rosecrans HQ). Union forces
           must regroup and use the superior firepower of Mendenhall's
           artillery (some 57 guns in all) to stop the Rebel press.
           Confederates must move quickly to the objective, for the
           scenario is a brief one.

           ===========================================================
                                   BIBLIOGRAPHY
           ===========================================================

           Angle, Paul M. A Pictorial History of the Civil War Years.
                          ------------------------------------------
                 Garden City, New York: Doubleday, 1967.

           Churchill, Winston S. The American Civil War.
                                -----------------------
                 New York: Fairfax Press, 1958.

           Clark, Champ. Gettysburg : The Confederate High Tide.
                         --------------------------------------
                Alexandria, VA: Time-Life Books, 1985.

           Davis, William C. Gettysburg, The Story Behind the Scenery.
                             ----------------------------------------
                Las Vegas, Nevada: K.C. Publications, 1983.

           Dunnigan, James F. How to Make War.
                              ---------------
                New York: Quill, 1983.

           Flato, Charles. The Golden Book of the Civil War.
                           --------------------------------
                New York: Western Publishing Company, 1961.

           Horn, Stanley F. The Battle of Stones River.
                Harrisburg, PA: Historical Times, 1972.

           Jordan, Robert Paul. The Civil War
                                -------------
                Washington, D.C.: National Geographic Society, 1969.

           Sword, Wiley. The Battle of Shiloh
                         --------------------
                Harrisburg, PA: Historical Times (National Parks
                Service), 1978.








          
                                      -21-

                                    I N D E X 

   Additional Commands ('/')   10
   Aggressiveness               4
   Artillery                    6,  9, 12, 13, 19
   Attacking                    9

   Battles                      9

   Cancel orders ('X')          7, 11
   Cavalry                      5, 13
   Charge                       6
   Charge Command ('C')         8
   Commands
        /   (More Options)     10
        C   (Charge Infantry)   6
        F   (Fire Artillery)    9
        I   (Intelligence)      8
        O   (Order of Battle)  10
        Q   (Quiet)            10
        R   (Editor Repeat)    16
        S   (Screen Redraw)    10
        X   (Cancel Orders)     7, 11
        F10 (Main Menu)         3

   Difficulty                   3

   Duration                     14

   Entrench                     5,  7, 18
   Exploded Artillery          10

   Fire Command ('F')          10
   F10                          3

   General                      9,  7, 11, 12

   Help                        11

   Infantry                     5,  8
   Intelligence Command ('I')   8

   Killed Leaders              14

   Leadership                   6, 12, 13, 18
   Leadership (Retreating)     13

   Main Menu                    3
   Menus, Using                 3
   Morale                       6, 12
   Morale (Retreating)         13
   Movement                     6
   Movement Orders              7

   Objective                   15, 16
   Order of Battle ('O')       10
   Orders                       5,  7







                                       -22-

   Problems                     2, 16

   Quiet Command ('Q')         10

   Reality                     11
   Recon                       10
   Repeat Key ('R')            16
   Return to Main Menu (F10)    3

   Score                       14
   Screen Redraw ('S')         10
   Short Cut Keys (Editor)     17
   Sort (DOS)                   2
   Speeding Cursor Moves        7

   Terrain grpahics             4
   Time Limit                  14

   Visibility                   4,  6,  9

   Wait Command                 8

