Open Civil War by simtam
Skyrim » Guilds/Factions
Added: 12/02/2017 - 08:04PM
Updated: 20/10/2017 - 04:44PM

116 Endorsements

2.3.4 Latest version

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Uploaded by simtam


Last updated at 16:44, 20 Oct 2017 Uploaded at 20:04, 12 Feb 2017

Attention: version 2.4.x is the unstable development branch, focused on adding back defenese sieges and missions. The "stable" branch 2.3.x will continue to receive monthly updates.
"It does seem a most preposterous way of settling a dispute."

This mod restores cut content Civil War hold capital battles. And it does not require starting a new game. (If I were you, I'd go someplace else than major city battlefield areas before enabling or updating it, but that's about it).

It adds an option to tell Rikke/Galmar to forego the usual vanilla hold missions, and launch an attack on the hold capital right away ("I shall storm the jarl's capital and win the hold! ..."). However, you will be asked once to choose a difficulty level, on the scale from Novice to Legendary, and this difficulty level affects the Open Civil War - odds in hold city battle depends on it. Expect to fail these battles when your side depletes their reinforcements first; this makes remaining few soldiers lose the will to carry on the assault.

Your rank in the civil war counters the difficulty level of these battles. As in vanilla, the promo happens after winning Whiterun and the three holds between Whiterun and the capital enemy hold. And you must conquer it with a battle (either the vanilla fort battle or the restored hold battle). If you flee from the battle, the promo for the particular hold may be postponed, perhaps indefinitely.

Note: there is no guarantee that the cut content battles will fly well with the city overhaul mods. New city walls and stuff may confuse soldiers AI. It might even make the battles too easy to win. However, there is another dialogue option ("Let's call the reserves for a decisive battle! ..."), which simulates the hold capital battle off-screen.


New player? read the the description continues on the Special Edition mod page

Interested in details? read the README
.... even more details? browse the CHANGES

Yearning for more immersive experience? Read on:


Let's face it - Open Civil War turns the war map tables into magical devices where you can play a board game similar to Risk or Dice Wars, and capturing all flags belonging to an enemy hold will topple the jarl? And the whole campaign can be played in next to no time, as if you were some sort of a Time Overlord? And you can tell your general of the army and field commanders where to strike next, despite being a low-ranked member of the army? Where is the internal consistency and logic of the fictional universe?

Pondering these questions, you can play this mod with some of the following house rules:

- If you enter a room with a civil war map and you haven't played it for at least a day, play a turn.
- Play an extra turn for each week that passed since.
- You are not allowed to move troops manually until promoted to Questor / Ice-Veins.
- Before getting new orders from your general, play a turn.
- After getting a quest with the civil war flair in the journal, play a turn
- After completing a quest with the civil war flair in the journal, play a turn.
- When you overhear NPCs talking about the civil war armies fighting to no decisive result - play a turn, only auto mode.
- If you get a reward item that is worse than the one you have already - PASS a turn.
- If your civil war rank is 1 (Questor / Ice-Veins), you may move 1 unit during a turn manually
- If your civil war rank is 2, you may move up to 2 units
- If your civil war rank is 3, you may move up to 4 units
- If your civil war rank is 4 (Legate / Stormblade), you may move any number of units
- But you shall not PASS (unless you are Archmage of the College of Winterhold)
- After getting promoted, play a turn and you must move maximum number of units you can in this turn
- If you reloaded after dying in a battle, make a suicidal move with one of your units per reload
- After the siege relief challenge, increase/decrease OCWWargameEmpireBias by the number of your frags
- Revert that bonus from a siege relief after your faction gains two more holds
- If an NPC bumps into you while you were making moves on the war map - PASS this turn.
- Play only the number of turns at a time that it is required by the above rules, no more.
- If the Emperor dies, decrease OCWWargameEmpireBias by the number of NPC that commented on that fact
- If the Dark Brotherhood is destroyed, increase OCWWargameEmpireBias by the number of NPCs that commented on that fact
- If you flee or die during the capital siege relief, use Betrayal at Hrothgar console commands to end the civil war questiline.
- Or actually, toss a septim coin, heads - you lose, tail - you're still in the game

.... and pretend the war map pieces shaped like Imperial and Stormcloak helmets are war bands of Empire/Stormcloak supporters, who recruit new supporters, and also join the battle in the same hold they are in. On the other hand, the war map flags (red - imperials, blue - stormcloaks, green - bandits, ...) show who actually hold the fortified positions.

Open Civil War does not add or change fort battles, and raiding fort flags on the war map does not affect the army garrisons! (There is a very limited interaction with rogue forts: is that if you successfully raid a bandit owned army fort, the bandit garrison will leave; and if you clear a bandit owned fort, its strength on the war map will decrease).


The number of recruits scales with the number of forts, towns and cities that are occupied by those virtual troops. If you keep passing your turn, eventually the enemy will outnumber you. But even if you are hopelessly swarmed, you still can play a capital siege relief battle, and if you win that, all enemy troops in the nearby holds are reduced to strength 0, which should make it easy to bounce back.

If you get bogged in a field campaign in a hold, there is no retreat option but you can always call for a quick off-screen hold battle - losing it won't cost you anything, but it will close the objective "Liberate/Regain {Hold}" and reopen "Report to {Faction Leader}"
. Then you can ask your faction leader to invade any other hold of your choice.

Upheavals: with the exception of Eastmarch, Whiterun, Haafingar, when all flags belonging to a hold are swarmed by war game troops of the opposite side, the hold changes ownership. This may get the auto-play stuck, and it will get unstuck if you go somewhere else (traveling back and forth between the Whiterun Dragonsreach war map and your capital should be enough) - the civil war engine enact government/garrison changes only after the important NPCs are unloaded.

Similarly, if you lose a battle, the battle quest may be left not completed/failed until you go away. Sometimes it won't be enough even to go back to your military camp. That is known to happen in Winterhold and Stormcloaks. Then, simply talk to field commander (Galmar/Rikke) there, and choose the dialogue option "Alas, the enemy was too strong. We retreated." to complete the battle quest.

... and that's all for now, but more details are in the README, and also the description continues on the Special Edition mod page