A Tactical Battle Simulator that allows you to command thousands of soldiers as a Union or Confederate General. The game features the most accurately created map, a non-linear battle campaign, complex morale, innovative control mechanics and smart AI.
用户评测: 特别好评 (1,637 篇评测) - 1,637 篇用户评测中有 89% 为好评。
发行日期: 2014年10月16日


购买 Ultimate General: Gettysburg


最近更新 查看所有(40)


Patch v1.6 Released

While we progress on a new game of the Ultimate General series we offer to you another update, in order to polish and improve the gameplay and AI. As you have asked, now the game should be equally challenging by playing with both sides. One reason for this is that melee and charges are far more decisive.

Furthermore, with all the new changes, the battles tend to play more dynamically as well as realistically, so virtually anytime you play the battle campaign may continue much differently, according to the tactics involved and the AI opponent. And of course the multiplayer battles got extra care in balances that you requested. So finally, here it is the patch v1.6 and its contents.

Ultimate General: Gettysburg v1.6 rev.1185 (Single Player) / rev.11181 (Multiplayer)

Gameplay & Other
  • Stronger charge. It should be more powerful now so that the cost vs benefit of a charge is balanced especially against artillery defensive positions.
  • Stronger melee.
  • Canister damage reduced slightly. It will help brigades to take down artillery batteries more easily and discourage players to bring cannons too much in front.
  • Increased damage of some large artillery battalions (It was too low).
  • Fine tuned morale so that units retreat not so often as before.
  • Units retreat less far behind.
  • Balanced Calef (It was an overpowered unit).
  • Balanced CSA Artillery to be a little more effective overall.
  • Fixes in targeting and LOS. Units now should make auto-lines, spot and target nearest threat without excessive micromanagement.
  • Better visual appearance of brigades as soldiers scale and bend formations on the terrain.
  • In both Multiplayer and Single player mode, units will shutter out of the map after more losses (previously maximum losses were 66% now are 80%).

  • Fixed artillery units positions that were too in front in some scenarios.
  • VP balances in "Conquer the Map" so that the Confederates can win by acquiring more locations excluding Cemetery Hill and Culp's Hill.
  • In "Union attacks Benner's Hill" scenario CSA got one extra battalion of artillery and Smith starts closer to Wolf's Hill. Additionally Benner's Hill is valued more so that the Union is forced to take it in order to win.
  • Balances of reinforcement arrival times in the multiplayer scenario "The Battle of Devil's Den". Now the CSA get early their units so that if Union overstretches too much is in danger to be flanked and crashed early on.
  • "Pickett's Charge" Scenario has more duration so that the Confederates have enough time to efficiently bombard the Union.
  • Reinforcement time tweaks for the first battle.
  • CSA reinforcements may arrive sooner so that forces fight with each other with a way closer to history but also without large pauses of action.

  • AI improvements so that it is better overall. Especially when it attacks it should concentrate forces more and be more decisive.
  • AI units should leave better distance from player and make effective fire lines that player will have difficulty to withstand.
  • AI should desire to flank and execute pressure on weak points more successfully.
  • AI will play more cautiously and engage its forces only at weak points of player's formations so that it has enough army throughout the whole battle campaign.

Confederate "Cautious" AI personality surrounding the player, making artillery lines and probing for formation weaknesses to attack.

Confederate "Determined" AI personality rushing to attack Peach Orchard with many strong brigades while the Union is vulnerable...

...Because the AI doesn't hesitate, the result is devastating for the player...

...Continuing the attack, the Determined AI keeps several of its units at safe distance while it concentrates at Cemetery Ridge.

Assaulting fortified positions such as Cemetery Hill is still very risky and can lead to enormous casualties, especially if the attack is executed vs a well prepared "Cunning" AI personality.

We would like to thank all volunteer testers who participated in the beta process of this patch and especially the following players:

Koro & YueJin: Both of them helped enormously to shape up the gameplay of multiplayer
1st.TN.Reg.Watkins: As usually he provided detailed reports and guidance for realistic gameplay
HammuRobby: Occasional feedback and rightful requests for a better balance overall
XCLBR: Reported some inconsistencies that were fixed
OLee O'Hara: Some very helpful reports about AI inconsistencies that were addressed
FraGG: Unfortunately he did not participate much as he would like but still was very helpful in all his reports and general opinions

We hope you really enjoy this update that was made to please your latest requests.
If you want to share your feedback then please write to us in our forums:
Game-Labs forum
Steam forum

18 条留言 了解更多


Hotfix patch v1.55

A new update that fine tunes and improves the gameplay while it fixes several inconsistencies and bugs that you reported. Better AI, improved melee, enhanced 3D visual perception of terrain and multiplayer balances are the most important changes included in this patch.

You can read more info in our blog:

or below

Ultimate General: Gettysburg patch v1.55 (rev.10222/10203)
  • Better synchronization, more realistic movement of sprites.
  • Improvement of Brigade movement and visual mechanics.
  • Formation, collision detection improvements (affects targeting, retreat directions, melee).
  • Targeting improvements (affects AI positively, units block each other more realistically, hills become more important).
  • Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now.
  • New better melee balance.
  • Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain.
  • AI overhaul. AI should attack and defend much more efficiently with all personalities.
  • Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario.
  • Various fixes and balances for MP battles that were unbalanced. 
    - CSA  in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation.
    - In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery.
    - In "Ewell advances" the CSA get 2 more brigades as reinforcements.
    - In "Devil's Den" reinforcement times for Union have been balanced.
    - In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces.
  • Various balances and improvements in combat. Balance is carried to Multiplayer version of the game and provides equal opportunities for both sides.
  • Skirmishers less lethal in ranged combat.
  • Altered the arrival time of 1st day/1st battle units to fit more the historical facts.
  • Fixed occasional super damage bug when units were in melee that destabilised combat balance.
  • Fixed many overpowered artillery batteries for both sides.
  • Fixed several bugs that made AI to fight at disadvantage since almost always its altitude parameters were lower than the player's and there were also other multiple issues. Now the AI will fight to its full potential, as never seen before.
  • Fixed bugs that unbalanced multiplayer according to who was hosting.
This update has been shaped up thanks to the valuable feedback of many volunteer testers. We would like to honor the most active and helpful during this test phase by mentioning them below:

Koro (Unforgiving General who punished the AI until it was able to beat him and also provided relentless multiplayer testing)
1st.TN.Reg.Watkins (Careful General who with his historical tactics forced the game to play more realistically)
OLee O'Hara (Demanding General who took detailed notes of AI failures that helped to make it better)
JamesL (Veteran General who was only getting pleased when the AI was able to inflict more casualties than him)
YueJin (Methodical General who always gives unquestionable advices for a better gameplay)
Lincolns Mullet (Elite General, missing in action most of the time, but still his brief reports mattered)

Now lets see if you can beat the new AI! Provide your feedback in our forums:
Game Labs Forum
Steam forum

10 条留言 了解更多


“What I played was...fantastic.”

“One of the 20 best wargames of all time.”
PC Gamer

“Ultimate General: Gettysburg finds a perfect balance point between history, the depth that wargamers crave, and the effortless simplicity that makes it instantly appealing to a broad audience.”


Ultimate General: Gettysburg is a Tactical Battle Simulator that allows you to lead thousands of soldiers in the famous Battle of Gettysburg as commander of either the Union or Confederate army. The game features the most accurately created map, complex morale, innovative control mechanics and smart AI. You have the freedom to use different strategies while the battle progresses. Your decisions and military performance play a crucial role in the result. Lead your army and win the Battle of Gettysburg!

It has been voted as Best Strategy Game of 2014 by PCGamesN.

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.

Each one of the AI generals is a formidable, non-scripted opponent who can actively try to flank you, secure strategic locations with artillery, keep reserves and reinforce areas that it attacks or defends. The AI will try to win the battle with tactics that fit to its personality. For example a defensive opponent may not attack ferociously in the first engagement and progressively advance its forces in the next battles.

What players say: “Fantastic AI - don't know what kind of brain you put in this game but it works”

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.

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 greatly increase the number of possible battle outcomes and challenges.

What players say:“9 different AI profiles, multiple outcomes, multiple strategies, casualties carry over. This game is a different experience every time. Well worth it, can't wait for the next one.”

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”.

What players say: “Innovative movement system - this is by far an awesome system they developed. It’s not only insanely easy to learn, but also incredibly innovative”

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.

What players say: “Incredible Gorgeous Map - I had to capitalize that because this map is by far one of the best maps of Gettysburg I have ever seen either in a game or even in books”

Advanced Line of Sight
Elevation and obstructions 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.

What players say: “The way Game Labs implemented Line of Sight in this game should be held as an example to other developers to do the same”

Numerous Tactical Factors
In Ultimate General: Gettysburg, you will realize that army units are not “machines” that blindly follow orders, but they 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.

What players say: “... positioning of units matters. You really bring the struggles of 19th century warfare to life here”

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 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 appear in after action battle reports to help you monitor battle progress.

What players say: “Immersive American Civil War feel: sounds, portraits and general historical authentic really make this one of the most immersive historical games I have played, and I am a total history buff”

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

Evolving Multiplayer Experience
The game currently offers 18 maps for 1vs1 matches and is continuously improved according to user feedback.

What players say: “Well, actually, the AI in this game is about the best ever seen (except for chess), and there is a working multiplayer with about always at least one battle going.”

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

How to Play

Please read our guide


Mac OS X
SteamOS + Linux
    • 操作系统: Windows 7 32-bit
    • 处理器: Dual Core CPU 1.6Ghz
    • 内存: 2 GB RAM
    • 图形: 512Mb VRAM, Minimum 1024x768 resolution, Intel HD 3000 and higher, GeForce 8800 and higher, AMD Radeon X1600 and higher
    • DirectX 版本: 9.0
    • 存储空间: 需要 2 GB 可用空间
    • 声卡: DirectX 9.0 compatible
    • 附注事项: 2gb memory is needed for 32-bit operating system, 4gb memory for 64-bit windows
    • 操作系统: 10.7
    • 处理器: 2.0 Ghz Dual Core CPU or faster
    • 内存: 4 GB RAM
    • 图形: GeForce or AMD gpu or Intel 4000 and higher
    • 存储空间: 需要 2 GB 可用空间
    • 操作系统: Ubuntu 10.10 or later
    • 处理器: 2.0 Ghz Dual Core CPU or faster
    • 内存: 4 GB RAM
    • 图形: GeForce or AMD gpu or Intel 4000 and higher
    • 存储空间: 需要 2 GB 可用空间
10 人中有 9 人(90%)觉得这篇评测有价值
1.7 小时(记录在案的)
这篇评测是否有价值? 欢乐
1 人中有 1 人(100%)觉得这篇评测有价值
12.9 小时(记录在案的)
南军又一次击败了我 /(ㄒoㄒ)/~~ 夺走了葛底斯堡战役的胜利
作为战略游戏非常有趣 ai很聪明,玩家可以领略到大规模战役指挥的艰难
at last 如果有中文 一定可以在中国大卖
这篇评测是否有价值? 欢乐
52 人中有 39 人(75%)觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
8.6 小时(记录在案的)
The Game
A great game that demonstrates about the battles of Gettysburg, that allows we to change history, by altering strategies, and creating new opportunities. The game is played on real-time. There is no base building in this game, or unit building in this game, in this game you get new units/reinforcements as in history, thus this game have no unit building at all.

The Mechanics of RTS
What is quite different with regular RTS is that this game have few types of units : infantry, skirmishers, cavalry, and artillery. There is only few differences between Union and Confederates units, the Confederates are better at charging, where the Union are better at shooting. This game use "truesight", which the shooting range of a unit is defined by whether it can see its enemies or not, and unit on elevated/higher position can shot farther than units at lower position. Also, hills and terrain contours play a lot of effect in this game, as ridges and hills could afford a defensible place to shot down, and units could also take cover behind the hills from pounding artillery or from other units. Aside from elevation, terrain also play a key, units located on wooded terrain will be protected better from enemy fire.

Units fight by firing each other, and get to melee/hand-to-hand combat. Because of the similarities of unit statistics, the important thing is not the units itself, but how the player positions the units. Some units do have "veteran" status, like the Union Iron Brigade, but the most important thing is where you place the unit.

  • This game have no political correctness. This game properly displays the Confederate flag as it is, as in history and as in facts that has happened and can't be changed again.
  • Allows change the tide of history. This game is separated into few battles : the first day, the second day, etc. If the Union didn't manage to slow the Confederates advance to Seminary Hill on day one (which they did in history) the Union position on the next battle will be more pressed towards Culp's Hill. If Union manages to counter-attack and capture McPherson Ridge, the Confederates will lose a strategic hill to position their artillery on the next battle. After each battle, you are given a choice on what to do. As a Union who has successfuly delay the Confederates, do you wish to counter-attack and try to regain McPherson Ridge? Or counter-attack to the North East? Or fortify your position with "fish-hook" position on Cemetery Hill? So much option.
  • UI is good. The UI clearly show how your units is doing, and what type of units that is. Though the UI could gain improvement by giving out small details on what is cover or what is this thing or that thing.
  • Quite accurate historically. The brigades, division, and corps name are named as they did in history. The name of places also accurate enough, complete with elevation, contour, terrain, etc.
  • Graphic is great. I really love the "arrow" you made when you order your units to move somewhere. The overall "drawing" really appeals to me.

  • This game have no clear tutorial. The tutorial are only bunch of videos which are not clear enough.
  • You can't deploy your units according to your will. After each battle, though you can choose your strategy, you can't place your units by yourself. If your Cutler Brigade is somewhere east, they begin the battle in the east, though you prefer them to be in the west.
  • Lack of content. This is a minor gripe. After playing and replaying the game for some time, I get bored and wishes for more battles.

This game is very recommended for RTS players, most notably people who are interested in American Civil War and gunpowder era.
这篇评测是否有价值? 欢乐
173 人中有 103 人(60%)觉得这篇评测有价值
有 14 人觉得这篇评测很欢乐
0.9 小时(记录在案的)
I can't quite understand how this game is so loved, perhaps the following for civil war era RTS games has carried it perhaps i've missed something while playing it. Forewarning this review is exclusively of my experiences with the single player, the multiplayer may have been fantastic, but i'll never know.

I'll start of by saying I'm quite a fan of RTS games. But this game absolutely wastes its potential in my mind, through a bunch of frustrating issues, that for me obviously were deal breakers.

The AI.

The issue isn't so much the enemy AI, altough it completely does broken crap all the time, as your own unit's AI being absolutely frustrating. Please explain to me how a 1000 strong unit can't destroy an exposed enemy artillery unit, or as to why it doesn't take literal seconds.

Attack commands don't work as you would expect. Move commands also don't work as expected.

Enemy AI routing is stupid. I've encircled you with the entirety of my army. Spent the billion minutes it takes in game to take the long way round your army with a sizeable handful of troops and a few cannons. I've decidedly turned the battle into my favour. Not only have your men realised how screwed they are, but now you're men have fled, and quite rightly so. The day is mine. Watch them flee!

Then take hardly any damage. AS THEY LITERALLY RUN THROUGH YOUR LINES! No matter they've fled the battlefield? Apart from they bloody didn't. They've gone a 100 meters past your line. Decided that they day isn't quite lost and turned around to now shoot your exposed back. In a wonderous example of turning the battle now into their favour. This is futher compounded as more and more troops "rout" en masse to this new superb position, taking less casualties than if they had been ordered too. To now decimate the men you've sent to encircle them.

Routing a cannon unit means they rout with the cannon. Why? Because when fleeing the enemy the first thing you do is hook up you cannon, load up your equipment, and ride away into the game equivalent of a sunset (which as previously mentioned is most likely your exposed flank)

Your cannon's will not hit anything. That 2000 strong infantry unit? Nope. Might as well ask them to hit the moon. They will however happily destroy the ground around them. Remember how decimating an accurate cannon shot was in total war? Well these are nothing like that.


Why bother? Attacking an infantry's flank in this game provides you with no discernible advantage. No massive drop in moral or men. They just fight on like they normally would and usually get the advantage of you having not fired on them while you took the effort to flank. Just don't.

Graphics and UI.
Quite fine. The units are more like sprites with their unit strength above. If you were expecting men individually rendered you'll be dissappointed.

The topological map is a nice touch. However due to the camera angle it can be visually hard to judge whether you are sitting in a defilade or not.

Illogical crap.

Can't for the life of me work out how to target enemy generals. They just stand there around their dying men then retreat to their other soldiers like they're trotting through a rose garden.

The Default controls are some of the worse I've ever seen. Why is everything a group move. WHY CAN'T I TARGET THAT UNIT? I CAN SEE IT. I JUST CAN'T CLICK ON IT. STOP TARGETING THE INFANTRYMEN TARGET THE CANNONS. I'm pretty sure if i was a real general i'd have shot whoever commands half these units. Some difficulty ordering a charge to ordering a ranged attack. I gave up trying in the end.

For me this game is incredibly frustrating and unrewarding. However if you are quite a fan of battles that take place during civil war era, you might be willing to discover the nuances required to play around your men's ineptitudes.
这篇评测是否有价值? 欢乐
12 人中有 11 人(92%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
28.3 小时(记录在案的)
I like this game. It's a very interesting gaming experience considering the low budget and small development team. The only negative thing that I can say about it is that I want more of it. A proper, fully fledged campaign mode would make it one of the best strategy games ever.
这篇评测是否有价值? 欢乐