CWOL Individual Player Scores

In CWOL, each player has an individual score that tracks that player's success in the various roles that he (or she) is playing in the game. Individual scores have no effect on the overall victory by the Union or Confederacy in the game; they introduce an element of competition for success among players on the same side that reflects the rewards for success that political and military figures on both sides felt during the real war. Players do not need to play in a way that maximizes their personal score if they prefer to prioritize the national score, but they may do so to whatever extent they wish, though per CWOL rule 5.3, they are expected to play in a way that serves their nation's interests. (In the real war, some figures cared little for personal reputation (e.g. William Sherman) while others cared intensely (e.g. John McClernand).)

Individual player scores begin the game at 5000, and change based on political and military events as follows:

Military Sources

When a side wins a land battle, the players on the winning side gain 1 point for every 5 casualties on the losing side in the battle. These points are distributed as follows:

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.

Political Sources

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.

Modifications

A player with a political background receives double points from political sources and 2/3 points from military sources.

Last revised 6-19-18