A real-time strategy game for PC and tablets with unique AI and gameplay set in the American Civil War.

Designed by the creator of the popular mod series - DarthMod!




Main Features


Smart AI Commanders

Ultimate General: Gettysburg does not use "AI gameplay cheats" because it does not need them. The game's difficulty is accomplished only by nine distinctive AI personalities, each with their own advantages and special skills. AI Commanders are able to evaluate and gain tactical superiority in real time, reacting according to their different commanding skills, aggressively or defensively, heroically or cunningly and resemble different, competent human players.

Multi-Day Dynamic Battle

On the morning of July 1st 1863, the two armies meet near Gettysburg. Reinforcements arrive from historically accurate directions as the battle progresses, however, random events, delays and tactical differences are always a possibility that can change the results of each engagement compared to history.

Can you re-enact Pickett's Charge? What if Lee attacked the center of the Union Army early in the morning of July 2nd of 1863 instead of attempting to flank the extreme left in the afternoon? What would happen if Meade counter-attacked on July 4th 1863? These questions and more can be answered within the game engine of Ultimate General: Gettysburg.

Beta build image

 
The battle is dynamically fought in time phases and can last up to 4 days. Each day can be separated by up to 3 time phases and the armies' condition and positioning on the map are saved.
According to battle events, you have the possibility to take decisions that can change the tide of the battle based on your prior tactical prowess.

For example, when leading the Confederates, on the morning of July 2nd, you can choose to attack at Cemetery Hill and not make a delayed flanking maneuver at Peach Orchard... if you have managed to take Seminary Ridge the previous day! You can even choose to defend and wait for your AI opponent to take the initiative between days. These choices will greatly increase the number of possible battle outcomes and challenges.

Detailed Map of Gettysburg

Utilizing satellite images and historical maps, every major location, house, ridge and hill are depicted as accurately as possible within the game's unique art style. If you are an American Civil War enthusiast, you will be especially happy to notice the amount of precision and information that the map provides. Not only will you be able to better understand the historical layout of the map, you will also be able to make use of each location and landmark in battle, thanks to the simulation of cover, concealment, terrain and high ground in the game.

Beta build image

 

Historically Accurate Forces and Leaders

Ultimate General: Gettysburg includes the full order of battle for the Union Army of the Potomac and the Confederate Army of Northern Virginia. Unit sizes will range from the small artillery batteries to vast infantry brigades with cavalry and skirmishers in between.
All brigades have troop numbers and differing competencies based on historical facts. Additionally, all artillery battery numbers and types are correctly simulated. Lastly, major generals and officers actively participate in the battlefield to organize and support the armies and will also appear in after action battle reports to help you monitor battle progress.

Easy Controls & Unit Self-Awareness

Drag simple movement arrows to command large forces easily. Units do not need your micromanagement because they are able to act on their own initiative and re-align, switch targets, withdraw and form battle lines without player input. Consequently, you are able to give generic commands to your units and can rely on them to fight efficiently without the need for "babysitting".

Advanced Line of Sight

Elevation and obstructions will affect unit visibility realistically. Units may make use of concealment and cover to survive artillery barrages, stage ambushes and more, but beware - the AI will attempt to do the same to you. The units enter or exit the Fog of War gradually with a fade in/out effect that helps you perceive their hiding and course seamlessly.

Numerous Tactical Factors

In Ultimate General: Gettysburg, you will realize that army units are not "machines" that blindly follow orders, but will need to conserve strength and courage for decisive battle actions. Every basic tactical element that is expected for a strategy game is incorporated into gameplay. Most importantly, morale is affected by many factors including flank or rear attacks, casualties, volley shocks, artillery fire and fatigue.

Furthermore, every inch of the map has a strategic role. Sloping, terrain type and obstructions will affect unit movement realistically. Elevations, ridges and hills provide excellent firing positions and give increased sight, morale and accuracy to troops stationed there.

Beta build image

 

By placing your units close to each other, they become more resilient to charges and flank attacks but get more vulnerable to projectile fire. Thus, forcing your enemy to keep his lines dense while you shell him with artillery can be a valid tactic. As the condition of your units changes dynamically during the battle, the effectiveness of your whole army is affected. For example, units fire more coordinated volleys when they have high morale and have more discipline and tight formations.

These and many more deep gameplay mechanics are packed into a simple and intuitive GUI that aims to ease the game experience for the player without overwhelming with complex statistics.

Custom Battles

Different AI Commanders and the dynamic multi-day battle will provide countless ways to enjoy the Battle of Gettysburg every time you replay it. The replayability increases with additional custom battles.

As you fight the Multi-Day Battle of Gettysburg, you can unlock dozens of speculative scenarios that you may play afterwards for quick battles, either randomized or with full unit strength and default army deployments.


Ultimate General: Gettysburg is developed by Game Labs and designed by Nick Thomadis, known for his successful and popular "DarthMod" series.

With this first project, Game Labs wishes to give birth to a new strategy brand that will gradually evolve and expand into different eras.


Image RSS Feed Latest Screens
Single Player / Multiplayer switch Melee more lethal Artillery fire
Blog RSS Feed Report abuse Latest News: Marching to release!

5 comments by DARTH__VADER on Sep 12th, 2014

Ultimate General: Gettysburg is available to buy at a modest price from mid June in Steam Early Access store. Our next update leads Ultimate General: Gettysburg closer to final release. Multi-saves capability, Multiplayer fixes and new maps, AI & Gameplay enhances, the 4th day of the battle and other new features and improvements enrich the game experience!

Ultimate General: Gettysburg Patch 0.9


MULTIPLAYER

  • + 3 New Multiplayer Maps: "The battle of Devil's Den", "Conquer the map", "The Union attacks Benner's Hill".
  • Multiplayer avatars: 5 officers that played big role in the battle for each side can be used to personalize your profile:
    Union: Meade, Reynolds, Howard, Sickles, Buford
    Confederates: Lee, Longstreet, Ewell, Hill, Stuart
  • Multiplayer Support for MAC PC:
    *Known issues*
    - Multiplayer via Single player menu does not work yet (you can only choose from Steam launch window).
    - Some sections of the menu have very tiny letters in Retina displays.
    - Steam In-Home streaming may cause multiplayer disconnection. It is advised to turn it off or close steam in other PC of your local network while you play with your Mac.
  • Multiplayer can now be accessed from the Single Player menu (PC version).
  • Steam friend invitation is available.
  • Steam names now visible during multiplayer match under the forces bar.
  • Battle result window is more informative.
  • Various Bug fixes.
  • Several disconnection problems were fixed for multiplayer.
Single Player / Multiplayer switch
Single Player and Multiplayer versions switch via main menu.

NEW FEATURES

  • Multi-save: There is auto-save as before when you start a new battle and exit the game but you can also create your own save games (during battle go to options to save). The save stores the unit positions which are demonstrated in the preview map when you load the battle. The date and time is always visible in the battle briefing to have exact knowledge of the campaign situation.
    Note: Unit actions such as charge or retreat are not saved.
  • Final battle Statistics: When you finish the campaign you get the final report for all the units that fought the battle via Order of Battle or Full Unit list.
  • Menu music: Added music to main menu. Other music tracks pending to be added.
  • Easier custom battle unlock: After completing a battle phase you unlock the rest custom battles of the same phase. Some battles unlock only when you play them with specific side. So to unlock all scenarios you need to finish a campaign with both Union and Confederates passing through the maximum phases which are now 8.
  • Extra custom battles: All Multiplayer maps are now playable in Single Player Custom battles to practice them against the AI.
  • 3 Achievements added
Multiple saves
Finally you can have many saves.
This way you may also create your own battle situations that you wish to replay.

NEW CONTROLS

  • Multi-selection with lasso: Use left mouse click to create a custom area to select units. Previous functionality using the Ctrl key remains an alternative.
  • Zoom with keyboard keys: Zoom in/out with +/- key
Lasso selection
Selecting multiple units is now very easy by drawing a lasso around them.

 
GAMEPLAY IMPROVEMENTS

  • AI overhaul: All AI personalities will be able to attack and defend according to their special stance much more efficiently, make lines and respond to any threat. In particular the AI is now better in handling artillery, reinforcing areas and flanking. Additionally all personalities will be aggressive enough to push for an assault when it is needed to win the battle.
  • Gameplay balance fine tunes: Several important changes to all the battle mechanics, especially to morale, combat lethality and battle pace with aim to increase realism and challenge.
  • Artillery targeting major improvement: Issues that were reported should be now fixed.
  • Melee mechanics improvement: Melee will last longer and will be more bloody
  • Melee mechanics improvement: Melee will last longer and will be more bloody
Artillery fire
Artillery officers will now handle much better their targeting without your manual input.

TEXT/CAMPAIGN BATTLE FLOW

  • The multi-day battle is now finalized including 4th day.
  • Numerous fixes in texts.
  • Battle Flow improvements.

BUG FIXES

  • Fixed several bugs that could result in game freezes.
  • Fixed freeze when pushing out of map units that were still in reinforcement movement mode.
  • Fixed melee tremble (flag and soldiers to move very fast left-right).
  • Fixed units cancelling their reinforcement path to target enemies from far distance, issue especially annoying for AI artillery.
  • Fixed morale not regenerating fast enough in some cases.
  • Fixed issues that could result in wrong retreat paths.
  • Fixed all remaining Decision room maps that were not visible.
  • Partial fix of units not firing enemies near them.
Melee more lethal
Melee will be more lethal but over-charging will bring your army to exhaustion much more than before.
Due to this, the armies will have a tendency to rest for a while while exchanging artillery fire.

---------------------

The tutorial videos we wrote about in the preview notes of the patch will be available in the next update. We would like very much to know how you find all these new improvements and await you in our much more more improved multiplayer. Your feedback is always taken into consideration. Provide it at Game-Labs Forum and Steam Forum. You can read all our previous blog updates at this link: Ultimategeneral.com

Post comment Comments  (0 - 10 of 22)
Guest
Guest Jun 18 2014, 4:31am says:

I think the fact that this game has such simple graphics will allow us to command armies of tens of thousands instead of cuple thousand at max like in total war.
I also think this man deserves a prize for all those years when he made our total war games playable. I myself wont buy the game but im sure many others will.
Good luck!

+3 votes     reply to comment
Clockwork_Dan
Clockwork_Dan May 8 2014, 5:48pm says:

do you think that in time there could be other battles, like antietam or petersburg? i support your game

+2 votes     reply to comment
jappleby
jappleby May 8 2014, 4:55pm says:

Would like to volunteer as a tester if you are looking. I have tested games for other developers and realize the importance of prompt feedback.

+1 vote     reply to comment
AFellowStalker
AFellowStalker Mar 29 2014, 9:16pm says:

Bit worried by who is making it, but hopefully it goes well.

-4 votes     reply to comment
SirTorgrad
SirTorgrad Jun 23 2014, 6:07am replied:

I find your lack of faith .... Disturbing.

+2 votes     reply to comment
Guest
Guest Mar 30 2014, 4:16pm replied:

Why? He's been tremendously succesful in his extensive modifications for the Total War series. Your statement is very smug...like you have any vested interest in this...lol

+4 votes     reply to comment
Firelord475
Firelord475 Jul 14 2014, 4:03am replied:

There was some controversy over the exact reasons for his depature from modding.

Don't get me wrong, i love his work.

+1 vote     reply to comment
AFellowStalker
AFellowStalker Jun 23 2014, 1:19pm replied:

He modified some values and flipped **** when he wasn't named a god.

0 votes     reply to comment
Sly442
Sly442 Mar 30 2014, 2:52am replied: Online

Why? Are you questioning the power of the dark side?

+5 votes     reply to comment
AubeSangante
AubeSangante Feb 25 2014, 5:57am says: Online

This game is groing faster all my support to your projetc Darth_Vader

+5 votes     reply to comment
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Ultimate General: Gettysburg
Developed By
DARTH__VADER
Engine
Unity
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Official Page
Ultimategeneral.com
Release Date
TBD
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Genre
Real Time Strategy
Theme
Realism
Players
Single Player
Project
Indie
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Latest tweets from @generalultimate

Optional depth of field/tilt-shift effect from our promo screenshots is coming into the game soon.... T.co

12hours 17mins ago

@Bigweb52 We need to first fully release the game, to be absolutely stable and only then we will announce a release date. It is WIP.

Sep 19 2014, 1:02pm

RT @xGiladPellaeon: Tried @GeneralUltimate's multiplayer last night and it was awesome.

Sep 19 2014, 1:02pm

@dieegov94 Yes we are planning to make a next battle and we will announce soon which will be.

Sep 19 2014, 1:01pm

Minor hotfix was uploaded that polishes the previous fixes. AI is also benefited. Mac update will delay until Monday.

Sep 19 2014, 1:01pm

New update patch v0.92 is now available for PC. Mac users will get it as soon as possible, probably tomorrow.... T.co

Sep 18 2014, 2:07pm

We have uploaded the urgent hotfix v0.91. It is first available for PC users. Mac users will get it tomorrow. T.co

Sep 15 2014, 2:47pm

Fellow Generals, Patch 0.9 is finally available. Restart Steam for faster update! You can read all about it at... T.co

Sep 12 2014, 12:56pm

News about the upcoming patch 0.9 T.co

Sep 5 2014, 3:02pm

RT @HistoricalGamer: @GeneralUltimate has added multiplayer! check out my initial impressions! T.co

Sep 5 2014, 2:59pm

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Ultimate General: Gettysburg
Ultimate General: Gettysburg
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