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"No Greater Glory: The American Civil War" is a [=DOS=] TurnBasedStrategy designed by Edward Bever, who is known for his longtime collaboration with Creator/SidMeier, and released in year 1991 by a company called "Strategic Simulations, Inc.".

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"No Greater Glory: The American Civil War" is a [=DOS=] TurnBasedStrategy designed by Edward Bever, who is known for his longtime collaboration with Creator/SidMeier, and released in year 1991 by a company called "Strategic Simulations, Inc.".
Creator/StrategicSimulationsInc

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This game is currently {{Abandonware}}, and as such it can be freely and legally downloaded (though UsefulNotes/DOSBox, or any other similar program, is required to run it).
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This game is currently {{Abandonware}}, and as such it can be [[https://www.myabandonware.com/game/no-greater-glory-the-american-civil-war-188 freely and legally downloaded downloaded]] (though UsefulNotes/DOSBox, or any other similar program, is required to run it).
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it).

!! Tropes present in this game:



* SpiritualSuccessor: to Bever's ''Revolution '76'', which was a similar game about the American Revolutionary War.

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* SpiritualSuccessor: to Bever's ''Revolution '76'', which was a similar game about the American Revolutionary War.War.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/no_greater_glory_movement.jpg]]
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* GameBreaker: It is possible for the Union to hold both Charleston and Norfolk on the first turn, even though the Union player was clearly intended by the game designers to lose both. This is especially galling with respect to Charleston, since in real life, there was only a tiny federal garrison of 67 men at Ft. Sumter. Since the game's smallest army increment is 2,000 men, that's how many men the Union starts with in Charleston, with the same number in Norfolk. Normally, the presence of these tiny Union garrisons so inflames local opinion that it provokes spontaneous uprisings of 8,000 men in each area, overwhelming the two garrisons, even though both garrisons are made up of federal army regulars, and therefore are more experienced than the raw levies they are fighting. There's not much you can do to help either garrison as the Union player, however, because on the first turn, you only have enough sealift capability to move 2,000 men, and cannot send any reinforcements into Charleston anyway, because of the blockade. What you can do, however, is pull those 2,000 men out of Charleston, and send them to Norfolk. Without any garrison in Charleston, there won't be any Union presence to provoke an uprising, and the area will remain under Union control! Meanwhile, 4,000 regulars in Norfolk have chance of holding the place. Then, if you can declare martial law in the tidewater region, where Charleston is located, during the next civil affairs phase, you have a chance of holding it, although there certainly will be riots, because, weirdly enough, the game doesn't actually require you to have any troops in a place to impose martial law! And then, of course, in the second strategic movement phase, you can start sending in reinforcements to both areas with newly built transport ships. As such, you can start the game with two of the Confederacy's ports under your control, one of which is both one of the Confederacy's major cities, which you need to win, and a vital rail junction, while the other of which is immediately adjacent to Richmond. This fairly simple trick starts the Union off with a huge advantage.
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* GameBreaker: It is possible for the Union to hold both Charleston and Norfolk on the first turn, even though the Union player was clearly intended by the game designers to lose both. This is especially galling with respect to Charleston, since in real life, there was only a tiny federal garrison of 67 men at Ft. Sumter. Since the game's smallest army increment is 2,000 men, that's how many men the Union starts with in Charleston, with the same number in Norfolk. Normally, the presence of these tiny Union garrisons so inflames local opinion that it provokes spontaneous uprisings of 8,000 men in each area, overwhelming the two garrisons, even though both garrisons are made up of federal army regulars, and therefore are more experienced than the raw levies they are fighting. There's not much you can do to help either garrison as the Union player, however, because on the first turn, you only have enough sealift capability to move 2,000 men, and cannot send any reinforcements into Charleston anyway, because of the blockade. What you can do, however, is pull those 2,000 men out of Charleston, and send them to Norfolk. Without any garrison in Charleston, there won't be any Union presence to provoke an uprising, and the area will remain under Union control! Meanwhile, 4,000 regulars in Norfolk have chance of holding the place. Then, if you can declare martial law in the tidewater region, where Charleston is located, during the next civil affairs phase, you have a chance of holding it, although there certainly will be riots, because, weirdly enough, the game doesn't actually require you to have any troops in a place to impose martial law! And then, of course, in the second strategic movement phase, you can start sending in reinforcements to both areas with newly built transport ships. As such, you can start the game with two of the Confederacy's ports under your control, one of which is both one of the Confederacy's major cities, which you need to win, and a vital rail junction, while the other of which is immediately adjacent to Richmond. This fairly simple trick starts the Union off with a huge advantage.

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* SavePoint: You are only allowed to save the game when given the option to do so (which is par the course for a [=DOS=] game).

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* SavePoint: You are only allowed to save the game when given the option to do so (which is par the course for a [=DOS=] game). What made it especially annoying was that there was a save/quit button on the main menu, which you could access at any time. When you clicked it, a pop-up dialog box told you that you had to wait for the end of the phase.
* SpiritualSuccessor: to Bever's ''Revolution '76'', which was a similar game about the American Revolutionary War.

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* BullyingADragon: It is possible to try bullying France or Great Britain (by trying to coerce them, for example) when playing as the Union. It does not end well for you.
* EasyLogistics: Averted. Your army has to be kept properly supplied, or it will quickly decrease in size and thus also effectiveness because of the combination of desertion, diseases, and deaths. And the supplies have to be transported in some way, which generally means it is done using rivers, ships, or railroads.

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** Subverted, however, in that the manual implies that, if playing the Union, you will score better at the end of the game if you have a reasonably strict peace policy. In point of fact, the more moderate your peace policy, the higher you will score at the end of the game.
* BullyingADragon: It is possible to try bullying France or Great Britain (by trying to coerce them, for example) when playing as the Union. It does not end well for you.
you. Technically, it is possible for a coercive policy to succeed, but only if the Union is doing very well militarily. [[Catch22Dilemma If the Union is doing well enough to succeed with coercion, however, it is doing well enough to get European non-intervention without using coercion.]]
** The Union can, however, often get what it wants with a merely threatening foreign policy, which is a much milder level of "bullying" than outright coercion.
** Coercion is usually disastrous for the Confederacy as well, although in slower motion. Confederate coercion means embargoing cotton sales to Europe, which actually was the Confederate policy in real life. Needless to say, refusing to export cotton hurt the Confederacy much more than it hurt Britain or France.
* EasyLogistics: Averted. Your army has to be kept properly supplied, or it will quickly decrease in size and thus also effectiveness because of the combination of desertion, diseases, and deaths. And the supplies have to be transported in some way, which generally means it is done using rivers, ships, or railroads. In fact, the logistics model is probably the most realistic of any computer war-game ever, and is one of the principal attractions of the game.
** That being said, the Union can move troops and supplies along the Mississippi and its major tributaries for free; the Confederacy can only move supplies along the river, but it is also for free.
* EdutainmentGame: This game was designed by a history professor to be used as a teaching aid. It's actually quite effective at that, and is still a great game to boot.



* NintendoHard: This game is really hard. It takes quite some time to learn how to ''survive'', let alone even aim for winning the game, especially on higher difficulties.

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* NintendoHard: This game is really hard. It takes quite some time to learn how to ''survive'', let alone even aim for winning the game, especially on higher difficulties. Bear in mind, however, that the hardest part by far is getting used to the logistics engine, which is far more detailed and realistic than just about any other computer war-game ever. Because of that, you are unlikely to be used to having to deal with logistics in this way, and that can trip you up enormously. Once you get the hang of the logistics engine, the game becomes ''much'' easier.
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"No Greater Glory: The American Civil War" is a [=DOS=] TurnBasedStrategy designed by Edward Bever, who is known for his longtime collaboration with Creator/SidMeier, and released in year 1991 by a company called "Strategic Simulations, Inc.".

As the title suggests, it is a game centered around UsefulNotes/TheAmericanCivilWar. In it, you assume the role of either Lincoln or Davis, and try to lead the Union or the Confederacy to victory in the civil war ... while also having to deal with things like cabinet choices, appointments and firings of generals who will lead your troops, and the usual problems that happens whenever politics is involved.

This game is currently {{Abandonware}}, and as such it can be freely and legally downloaded (though UsefulNotes/DOSBox, or any other similar program, is required to run it).
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* AllThereInTheManual: Justified as games during this era could only hold so much information, which meant that most of the information had to be put into the manual to save space. Although even with the manual there are things that take time (and losing repeatedly) to figure out.
* BullyingADragon: It is possible to try bullying France or Great Britain (by trying to coerce them, for example) when playing as the Union. It does not end well for you.
* EasyLogistics: Averted. Your army has to be kept properly supplied, or it will quickly decrease in size and thus also effectiveness because of the combination of desertion, diseases, and deaths. And the supplies have to be transported in some way, which generally means it is done using rivers, ships, or railroads.
* MoneyForNothing: When playing as the Union, it is possible to get into a situation where there simply isn't a way to spend enough money so that you actually use more of it than you get, nor possible to decrease the amount you get; this reduces money to something with virtually no value. It is much harder to reach such a state when playing as the Confederacy, however, as for them it is money tha is the limiting factor most of the time and without getting European aid you simply don't have enough of it.
* MoraleMechanic: Winning battles increases the morale of soldiers, and losing decreases it. The higher the troops' morale is, the more effective they are in combat, and the less likely you are to lose troops due to desertion. Combining armies also averages out their morale, which can be quite problematic whenever you need to do something with new recruits (which is nearly all the time).
* NintendoHard: This game is really hard. It takes quite some time to learn how to ''survive'', let alone even aim for winning the game, especially on higher difficulties.
* SavePoint: You are only allowed to save the game when given the option to do so (which is par the course for a [=DOS=] game).

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