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American Civil War is a scenario that was added to Civilization V in the Brave New World expansion pack. There were also some files present for this scenario in Gods & Kings, but was not actually playable with that expansion. This is the first Civ5 scenario that involves the American civilization.

Promotional Description[]

Fight the "War Between the States" from either the Union or Confederate side as you focus on the critical Eastern theatre of operations between the capital cities of Richmond and Washington.

Scenario Description[]

Start-up for the Union (Abraham Lincoln)

April the 12th, 1861, Confederate mortars open fire on Fort Sumter in Charleston harbor, signalling the start of America's Civil War. President Abraham Lincoln issues a call for volunteers for 90-day enlistments, confident that the rebellion can be put down in short order. Jefferson Davis, newly elected President of the Confederate States, is equally optimistic. Davis boldly moves his government to Richmond, Virginia, just 100 miles from Washington, DC. Can you win the swift victory both sides are predicting? Or will this war test if a nation conceived in liberty can long endure?

Victory Conditions[]

Win by capturing your opponent's capital before time runs out.

Special Rules[]

City Razing and Settlers are off. Cities must have at least one of four specialized buildings to create military units: an Arsenal (Infantry), a Stable (Cavalry), an Iron Works (Artillery), or a Navy Yard (Naval Units). Capture enemy cities to control these production centers and the Manpower resource, necessary for Infantry units. All units of the player moving first receive just half their usual Movement Movement on the opening turn. Cities have no ranged strike and only minimal defense beyond the combat strength of any garrison. Great Generals' Movement Movement is increased to 5, and if an enemy unit enters their tile, they are displaced to a nearby city rather than being killed.

Content[]

You will be able to play as either the Union (a heavily modified America) or the Confederacy (a scenario-specific civilization). Victory is achieved by either side by conquering the opposing side's capital.

The scenario also restricts diplomacy and the training of Settlers, making it a purely military scenario.

However, as hinted at by files for the scenario found in the game files of Gods & Kings and preview screenshots, the advancement of technology is present, as opposed to a great deal of other military scenarios, and there has been some reorganization of the tech tree and some new technologies. On the other hand, 20xHappiness5.png Happiness, 20xGoldenAge5.png Golden Ages, Culture Culture, Tourism Tourism, Religion and Trade Routes have all been turned off.

Factions[]

There are two playable factions in the scenario.

Improvements[]

Resources[]

Units[]

Technologies[]

Buildings[]

Promotions[]

  • Green
    • -20% Melee strength Combat Strength.
    • Replaced with a randomly chosen new General promotion after the unit completes its first combat.
  • Balloon Reconnaissance
    • +2 Visibility Range for Great Generals.

In the American Civil War scenario there are also special promotions named after the historical Generals of the war.

Confederate promotions[]

Promotion Effect Historical info
Richard H. Anderson Double movement in forest. Won the "Race to Spotsylvania" on his first day of Corps command, out marching Union forces to that critical crossroads.
Ambrose P. Hill Double movement in grassland. "Hill's Light Division" was famed for its 17-mile, one-day march from Harper's Ferry to save the Confederates at Sharpsburg.
Bushrod Johnson +30% Melee strength When defending in a city. His South Carolinians fought well in the Battle of the Crater, capturing 130 prisoners.
John Breckinridge +15% Melee strength When defending in open terrain. Ran for President against Lincoln in 1860. His division participated in the repulse of the Union frontal assault at Cold Harbor.
Daniel H. Hill No bonus from Great Generals. An accomplished general whose career was hampered by his frequent feuds with his superior officers.
Edward Johnson +30% Melee strength When defending in forest. His division repulsed several Union attacks in the Battle of the Wilderness, causing Lee to consider him for corps command.
Jubal Early +10 HP per turn in enemy territory. Led a late war raid on Washington that almost succeeded in capturing the lightly-defended capital.
Richard Ewell +10 HP per turn outside of friendly and enemy territory. Led the Confederate advance into Pennsylvania and nearly captured Harrisburg during the Gettysburg campaign.
Charles Field +15% Melee strength When attacking in open terrain. Helped keep Richmond secure with a fierce counterattack at the Battle of Deep Bottom.
John Gordon +30% Melee strength When attacking in forest. Executed a successful flank attack in the Wilderness that might have turned the tide of battle if started earlier in the day.
Henry Heth +1 Visibility Range. Famed for his scouting expeditionary into Gettysburg looking for shoes that precipitated the great battle.
Robert Hoke +30% Melee strength When attacking cities. Captured a Union garrison of three thousand in his attack at Plymouth, North Carolina, the last Confederate victory of the war.
Theophilus Holmes -1 Movement. In his late fifties and suffering from memory loss, his principle assignment in the war was command of coastal garrisons.
John Bell Hood 1 additional attack per turn. Perhaps the most aggressive of the Confederate commanders, his attacking style would ruin the Army of Tennessee late in the war.
Benjamin Huger -30% Melee strength When defending in a city. Evacuated Norfolk early in the Peninsula Campaign, forcing the Confederates to scuttle the ironclad CSS Virginia.
Thomas Jackson Flanking Bonus increased by 50%. Nicknamed "Stonewall" at 1st Bull Run, he led decisive flanking maneuvers during the 2nd Bull Run and Chancellorsville campaigns.
James Longstreet +30% Melee strengthWhen attacking in rough terrain. His greatest success came leading the Confederate counterattack in the dense woods contested during the Wilderness campaign.
John Magruder +100% Melee strengthWhen defending in marsh. Bluffed the Union into thinking he was leading a huge army while defending the marshlands of the Virginia Peninsula.
William Mahone 30% stronger while fighting in the capital; bonus falls off as the unit gets further away. The hero of the Battle of the Crater, an ill-fated Union attempt to tunnel under the siege lines defending Petersburg.
Lafayette McLaws +30% Melee strength When defending in hill. Spurred his troops on to a ferocious defense of Marye's Heights during the Battle of Fredericksburg.
George Pickett -15% Melee strength When attacking in open terrain. Gave his name to the ill-fated "Pickett's Charge" that led to the Confederate defeat on the third day of the Battle of Gettysburg.
Robert Rodes Flanking Bonus increased by 30%. Commanded the first wave of Jackson's flank attack at Chancellorsville, helping create the legend of that general.
Chase Whiting +30% Melee strength Combat Strength against artillery. Commanded units that succeeded in capturing the first Union artillery battery of the war (Rickett's battery at 1st Bull Run).
Charles Winder +1 Movement. His unit formed represented some of the elite "foot cavalry" of Jackson's corps, famed for their long daily marches.
Ambrose Wright Can embark onto Water Tiles. Part of a rare Confederate amphibious operation to reinforce Roanoke Island, North Carolina to defend it from Union assault.

Union promotions[]

Promotion Effect Historical info
Franz Sigel No bonus from Great Generals. Granted command of the XI Corps due to his popularity with German immigrant recruits. Kept in side theaters whenever possible.
Nathaniel Banks -1 Visibility Range. Thoroughly outmaneuvered and defeated by Stonewall Jackson during the 1862 Shenandoah Valley campaign.
John Reynolds +30% Melee strength When defending in rough terrain. Spurred his troops on to a ferocious defense of Henry House Hill during the 2nd Battle of Bull Run.
Edwin Sumner -15% Melee strength When defending in open terrain. His corps suffered disastrous losses in attacks he led at both Antietam and Fredericksburg.
Samuel Heintzelman 30% stronger while fighting in the capital; bonus falls off as the unit gets further away. After mediocre results in field command, was assigned to lead the defenses of Washington for the balance of the war.
Fitz John Porter +50% Melee strength When defending in marsh. Defended the Union right flank with a single corps against superior forces at the Battle of Gaines Mill.
William Franklin Eliminates combat penalty for attacking from the sea or over a river. Led the one Union infantry unit that received special training on conducting amphibious operations.
Darius Couch +30% Melee strength When defending in a city. Successfully defended Harrisburg with lightly trained militia during the Gettysburg campaign.
Joseph Mansfield +30% Melee strength When attacking in forest. Led a daring attack on the West Woods at Antietam in which he was slain.
Alpheus Williams +2 Visibility Range. His troops found the infamous Special Order 191 (detailing Lee's Maryland invasion plans) rolled around three cigars.
John Sedgwick -15% Melee strength Combat Strength against infantry. Killed by a sharpshooter just moments after declaring that the Confederates "couldn't hit an elephant at this distance."
Abner Doubleday +15% Melee strength When defending in open terrain. Though most famous for his role in inventing baseball, he was a competent commander who performed admirably at Gettysburg.
Winfield Hancock +30% Melee strength When defending in open terrain. Organized the Union defense along Cemetery Ridge at Gettysburg after the death of his wing commander, John Reynolds.
Daniel Sickles -15% Melee strength When defending in open terrain. Advanced his corps into the Peach Orchard at Gettysburg, leaving his units dangerously exposed to attacks from three sides.
Oliver Howard -15% Melee strength When defending in rough terrain. His corps was routed in successive battles at Chancellorsville and Gettysburg in 1863.
Henry Slocum +30% Melee strength When attacking a city. Although nicknamed "Slow Come" for his hesitant marching, his troops did capture Atlanta during Sherman's attack on that city.
Gouverneur Warren +15% Melee strength When defending in rough terrain. Laid out the Union defenses at Gettysburg running along Cemetery Ridge to Little Round Top.
William Smith Embarked units defend at double strength. Planned and successfully executed the amphibious operation at Brown's Ferry during the Chattanooga campaign.
Andrew Humphreys +30% Melee strength When attacking in hill. Achieved the furthest advance of any Union unit during the assault on Marye's Heights above Fredericksburg.
Horatio Wright No Movement Cost to Pillage Led the Union VI Corps during Sheridan's Shenandoah Valley campaign that left that fertile farmland in ruin.
John Gibbon Double movement in grassland. Marched his corps 30 miles in 21 hours to support Sheridan in trapping Lee's army at Appomattox and ending the war in Virginia.
Robert Patterson -1 Movement. Mustered out of service immediately after 1st Bull Run when he was blamed for not detaining Joe Johnston's army at Winchester.
Joshua Chamberlain +30% Melee strength When defending in hill. Commander of the 20th Maine during their historic defense of Little Round Top during the second day at Gettysburg.
Robert Potter +30% Melee strength Combat Strength VS Fortified Units. Division included the 48th Pennsylvania, a unit of former coal miners expert at tunneling under enemy lines and planting explosives.
Emory Upton +15% Melee strength When attacking in open terrain. Pioneered a new style of attack using a massed column of troops that broke through enemy lines at Spotsylvania Court House.

Related achievements

Glory, glory, hallelujah!
Glory, glory, hallelujah!
Win the Civil War scenario playing as the Union.
Pickett's Recharge
Pickett's Recharge
Capture Gettysburg with a Confederate Infantry unit possessing the George Pickett promotion.
Red Badge of Courage
Red Badge of Courage
Win the Civil War scenario on Deity.
Sheridan's Valley Campaign
Sheridan's Valley Campaign
As Union, control Winchester, Front Royal, Harrisonburg, Staunton, and Lynchburg.
Standing like a Stone Wall
Standing like a Stone Wall
Win the Civil War scenario playing as the Confederates.
Civilization V Scenarios [edit]
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1 Requires a DLC

GodsKings5 clear.png Valid only in the Gods & Kings expansion pack.
BNW-only.png Valid only in the Brave New World expansion pack.

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