CQ commander points are only awarded to players who hold a rank
of major general or higher; AQ commander points are only awarded
to players who hold a rank of lieutenant general or higher. If
units do not have supply, or the CQ commanders are of insufficient
rank, the points are instead awarded to the CO of the unit in
question. If units do not have command, or the AQ commanders are
of insufficient rank, then the points are awarded to the CQ
commander if one exists and is of sufficient rank, otherwise to
the CO of the unit.
(The points to governors, Congressmen, and national officials
should count as political points, not military points, but at the
moment they do not.)
When a land unit takes casualties, the players on the unit's side
lose 1 point for every 15 casualties, distributed in the same way
as above, except that AQ and CQ commanders take loss points even
if they are not of sufficient rank.
When a side wins a naval battle, the players in the winning side
gain points for each ship (100 for IC, RI, and FR, 50 for SL, 25
for GB and RG, 1 point for every 15 NB casualties), divided as
follows:
When a ship sinks or takes crew losses, the players on the ship's
side lose points (same number as for the winning side) as follows:
When a side captures a city, it gains 50 points for each level of
the city captured. These points are distributed among all units in
the strategic square of the captured city, in the same manner as
land battle victory points are distributed.
When a side loses a city, it loses 50 points for each level of
the city captured, distributed among all units in the strategic
square of the captured city, in the same manners as the points
awarded to the capturing side. If no unit is present, then no
points are lost. (This is surely the Wrong Thing - probably the
governor and Congressman and maybe other citizens of the state
bloc should lose at least some of the points? Problem punted
during CWOL-9.)
Points that would go to commanders of units or ships that do not
have commanders go instead to the SecWar for land combat, and the
SecNav for ship combat.
Each side has four partisan policies that may be passed. Union
policies are desired by Republicans and opposed by War Democrats;
Confederate policies are desired by Nationalists and opposed by
States Righters. The four policies are:
Union: National draft, Emancipation Proclamation, authorization
of USCT, authorization of contraband labor
Confederate: National draft, trade embargo, commander cargo,
authorization of slave labor for military purposes
Each player gains 0.5 points per turn for each political policy
that is in their favor (passed for Republicans and Nationalists,
not passed for War Democrats and States Righters) and loses 0.5
points per turn for each political policy that is against them.
Cabinet members, governors, and Congressmen gain 0.75 points per
policy rather than 0.5.
A player with a political background receives double points from political sources and 2/3 points from military sources.