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Q: Because of the theme, RUS is a nice surprise. Why the Russian Revolution?
A: Russian company Akella wanted an equivalent of AACW. But Philippe Thibaut and Philippe Malacher are already busy with other things, so they had to decline. I was interested in the war. It's a hybrid conflict: one foot in the 19th century, with armies of infantry and cavalry, and another foot in the 20th century, with the use of planes, tanks and the very strong ideological dimension. It was a titanic war which spread from the Pacific to Poland and which had an impact not only on the Russians, but also on the Poles, the Baltic states and on French, English, American or Japanese contingents.
Q: Why this title?
A: It's original. But most importantly it expresses the spirit of the game. It's a formulation first used by Lenin to describe the situation of the bolsheviks in May 1919: attacked by White armies from the north, the south and the east, and also expeditionary corps from the west... they literally felt under siege! We have re-created that in the game: the Red Army has a solid base, but it is surrounded by enemies. If you play as the communists you will have to hold your front lines and use your central position to brush aside enemies one by one. On the other hand, the anti-communists must reduce soviet positions in central Russia and coordinate their limited means.
Q: What are the differences between Rise of Prussia and RUS, other than the new units?
A: More of a political dimension. Each side will have a series of political, financial and diplomatic options. The Communists, for instance, can use the Tcheka to repress rebel provinces, whereas the Whites try to woo (

) foreign countries into intervening on their side.
Economy-wise, RUS is close to AACW, with its options of management and recruitment.
Q: How long did it take to make RUS?
A: Two years.
Q: How did you do the research? It must have been difficult.
A: We met David Beaudlet, himself a game-maker on the subject. He has lived in Russia for several years, he speaks the language and he has a copy of the Soviet Encyclopedia. This book helped us with many things, such as the order of battle for the protagonists. David translated to us the information we could have never gotten by ourselves.
Q: You mentioned diplomacy. So RUS will simulate the international dimension of the revolution?
A: Yes. Mainly, the Whites can get Finland, the Baltic states or the Caucasians into the war and on their side. They can also ask the franco-british to reinforce their expeditionary corps, and thus [these corps] becoming more important than they did historically.
These things cannot be done all the time. They have a big political cost, and must be part of a well-thought out strategy.
This "what-if" side seemed important to us, so that you can play as the same faction several times in very varied ways. If you play as the Whites, getting Finland into the war is a decision that changes the course of the war and provokes other sides into changing their perspective [on you] radically.
Q: Replacements by railroad - how will that work?
A: Just like in AACW, with two important nuances. First, there are armored trains, they can provide often decisive fire. Thus, armies are encouraged to progress along railroads. But the immensity of Russia and the roughness of the climate are other factors which make controlling railroad hubs more important in RUS than in AACW.
Q: How much "historical fiction" is it? How much can we deviate from history?
A: The basis is very well documented. From there on, you can get as far from history as possible, for instance when it comes to diplomatic options. However, no matter what, you will remain within "the world of the believable" - nothing too fantasy.
We have integrated a totally fictional scenario: in 1921, Imperial Germany - which has won WW1 - wishes to crush a Russia which is under Soviet rule. It's like an early Barbarossa, a scenario of huge proportions, a real game within a game!
Q: What are the challenges for playing one side or another? How many factions are there?
A: There are 3, then 4 in the Great Campaign: the Reds, the Whites of Siberia (under admiral Kolchak) and the Whites of the South (general Denikin). The Whites are of course allied and have the same objective,
but we wanted to make the two factions distinct so that the defeat of one does not provoke the defeat of the other. Historically, when Kolchak was defeated, Denikin and Wrangel kept on fighting the Reds dozens of thousands of kilometers away.
Starting in 1920, a new playable faction appears: the Polish. They aren't allied with anybody and they follow specific objectives. In a game, they can be led by a human or by the AI.
Q: Other than the main campaign, you have 2 scenarios: the civil war in Finland and the Russo-Polish war. Can you describe them?
A: These are short scenarios: the Finland civil war (January - May 1918) and the Russo-Polish war (May - December 1920). These are little-known conflicts but very interesting ones, and it was easy to reproduce them in the game. It's worthy to note that the French intervened in the Russo-Polish war with a military mission led by general Weygand. Of course, this will be presented in the game.
Q: How long will the campaign and scenarios last?
Q: The Big campaign takes place from June 1918 to December 1921 = 86 turns. The other scenarios are shorter, with the exception of the "German" fictional scenario which lasts until 1923.
Q: How does the AI adapt to player decisions? Is it all scripted?
A: Our AI programmer, Laurent Favre, has put in place a code so that the AI reacts better to each scenario's problems. Different reactions are created in advance depending on player strategy, historical context and even climate. We are very happy of the results and we think the AI will satisfy solo players.
Q: Will there be a demo?
A: Yes, we're preparing a demo and it will be on our site as soon as possible.