I assume you mean without having to write new code for the AI. The answer is that for the most part, yes. The stock SOWWL AI is mostly the SOWGB AI. Changes that were made were mostly in the areas of cavalry, skirmishers and fortresses."MTG" - in your opinion can the SOWWL game be converted over to the Civil War?
Since cavalry played only a peripheral role in the ACW, they can easily be left out of any scenario. In fact the stock SOWGB Buford scenario would have played much better if the Union cavalry had been replaced by infantry sprites. By the way, the dismounted cavalry logic was removed from SOWWL, so at best you could only have pure cavalry, not the 18th century throwback.
Skirmishers are a problem because the AI uses them in combat, whereas the armies of the ACW didn't very much. The simplest solution would be to remove the code from the AI, a fairly straightforward task, I think, but one that requires coding ability. Otherwise the next best solution would be to change the skirmish formations listed in unitglobal.csv to a line formation. The AI would still spawn small skirmish units, but these would at least be in line formation.
Fortresses are not an issue, since except for the SOWWL maps none of the available ACW maps have them, (KS Mod excepted, of course).
Other than the skirmish issue, one thing you'd be giving up in switching to the new game is giving up a better LOS algorithm. The SOWGB LOS function is significantly better that of SOWWL. I'm pretty sure NSD used an older version of their LOS function when they ported the old game over. The KS mod has corrected part of that, but cannot completely fix it without the source code.
Another area worth mentioning is a bug in the SOWWL graphics rendering of the battlefield. If you simply port over the SOWGB maps, you'll find that units appear to sink into the ground or disappear entirely for a brief moment. This is caused by the vegetation graphics, (trees, bushes, etc.) being on packed sheets. To fix the problem, we had to place each and every graphic on a separate sheet.
The last significant issue would be porting the sprites over. The csv files controlling the sprites are a bit different in the new game. However, I doubt someone like yourself would find it to be much more than a tedious conversion exercise. Use the KS files as a template.
Mostly, it is just adapting the toolbar to the KS unitglobal formations. It is far more comprehensive. There is one tricky area that has to do with the scouting button, (only certain types of cavalry can do that), but even that is pretty simple if you use the KS toolbar setup as a guide. I'm happy to offer guidance.Sure wish my dense old brain could adapt the Grog Toolbar as an option for this mod as per our last discussion, however, I'm just getting denser.