Hi there.
Since I am the OP, I apologize for not having returned here earlier. I see, the thread has gained some opinions and I thank for everybody's view and the provided hints and helpful links. To respond, I feel happy to be invited by Pocus to make myself a bit more clear.
Let me begin to state, that this was not in any way meant as a pure ranting post nor some rage commentary by a guy giving up. I really try to like this game, I in fact already do, despite not yet understanding most of it. It is my ambition to learn it, and this is the biggest reason to run into frustration very quickly.
It is not the depth of this title or me being unable to cope with strategy games of a certain complexity. I am very used to stuff like that, I mainly aim for games like that and I probably wouldn't buy it if it wasn't that complex. I also concur with Pocus calling this game a simulation. So I think generally we are on the same side.
Without wanting to bore the readers, my wargaming experiences includes most of paradox titles, mainly HoI, CK and EU series. I also am a good customer over at the matrixgames, enjoying stuff like Command:MANO, Grigsby's War in the East, War in the Pacific and also Slitherine titles like Panzer Corps and Commander The Great War.
Strategy games in my opinion can and should offer vast possibilities, not necessarily the obligation but the option to micromanage and I accept that games of this scale mostly enforce a steep and prolonged learning phase. I have no problem with that. But to learn something, you need to have resources of knowledge at hand.
While reading the EAW manual, I often perceive that the author absolutely knows what he is talking about. He obviously knows the game very well. Maybe he knows it so well, that he misses the ability to imagine, how mysterious, hidden and even counter-intuitive several issues may appear to a fresh player that not only touched EAW never before, but also never even touched an AGEOD game.
It has come to my attention that apparently some AGEOD games share a common functionality regarding GUI and the mechanics offered to control stuff. Several threads in this forum and also the manual point to that assumption.
The manual often touches topics in a way, to mention specific features, but only touching them shallowish and not really explaining them. So as a reader I get overwhelmed by text telling me what nice amount of shiny features this game provides, without finding sufficient hint what benefit these features bring. To gain more understanding, I will tell you some few examples:
Army organization
On pages 32 to 37 the command chain gets depictured. I learn that you consider three units valid in this game. GHQ/Army Group, HQ/Army and independent stacks. At first I get informed that this game uses a model of command chain that by enforcing to have a whole army remaining stacked in the same region differs from what I know of reality, where the army HQ controls divisions via corps marching in adjacent or even more distant regions of a theater. While this is already hard to swallow and may appear confusing for the newcomer, the manual advises me to preferably not have independent stacks, as they suffer penalties. A view on the loaded game shows contradictionary, that Corpses are spread quite frequently all across the theaters, so it is hard to believe that these independent stacks are a formation to avoid. On the contrary I get the impression, that independent Corpses areabsolutely necessary to maintain a continous coverage of the frontlines. So although I understand the CP calculation which I have to consider while reorganizing stacks, I will have to ignore the independent stack warning. Still I am left confused. Why didn't the manual simply tell me that I can move armies or corpses independently and both stacks face different CP calculations? I needed some time to understand that, to rule out any disbelief in what was written.
I still wonder why you just didn't simply explain the CP distribution in a comprehensive chapter. On page 39 the manual titles "Out of command chain penalty - important". But only the very next sentence covers this announcement. Thereafter is a section listing options to generally increase the amount of CP. So this doesn't only address cases of penalty, so wouldn't it be nice to tell that even those players not facing a penalty right now? CP can be increased, don't keep that secret!
That symbol on the map
In my last rounds, I had a black ship's silhouette with a burning diagonal line on it. I still couldn't find out by the manual what this means. Tooltip by mouse-over isn't possible, since this happens in the turn calculation phase, when mouse movement is useless.
Submarine warfare
I wanted to do submarine warfare. So I read the according chapter starting at page 87 and send the Uboats into that shipping box. But now, does it matter which attacking/fighting stance I have to issue to them? If so, what are the differences, since the tool tips don't really appear applicable for naval warfare? Should I fear the far superior combat PWR value of the present opponent fleet? Do I have to tell my Uboats to avoid attacking warships to not run into trouble? What is the purpose of the Uboat commanders vessel? Does it provide supplies for the subs or should I leave it at home? The manual doesn't tell. It says I have to send the submarines into that box. I did. Everything else is left secret.
Army organization
On pages 96 and 97 I get a lesson about troop roles and organization. Probably one of the most important aspects of the game and even warfare in general. I read about lots of attributes. Artillery plays a pivotal role, Cavalry is useful, some artillery is best at corps level, some cavalry is sufficient for most purposes. Some units are usefull reserves. Sometimes it is even worthwile to create independent stats... These are all word by word statements of that manual. Well dear gentlemen, could you express it even more vaguely? Just tell me what all these units do precisely, what are their benefits, under which circumstances and facing which downsides. You leave me just guessing and I probably will besides try and error never come about the factors, which every general would most definitely take into account when organizing armies.
The Battle Planner
Manual tells me what the planner does: giving me the opportunity to select a deployment and a battle plan. Well. Nice. If I only had a clue what to choose. Yes, I noticed there being explanations in the tooltip when mousing over, I now know what my side is tending to do. But how on earth could I have an idea what is best for which situation? The manual tells absolutely nothing about it. Winning battles is not that unimportant right? Wouldn't this matter deserve a whole chapter alone? I can only assume that there is some paper-stone-scissor-mechanics behind it, but it is kept secret how it works. So it is a useless feature for me so far. Your "new battle plan" is probably a nice feature, but obviously not nice enough to bother with explanation how to use it efficiently.
These were some examples I stumbled over. There are more, several more points where the manual left me in disbelief, that a topic or feature was only named but not explained at all. Also often you seek information you have no chance to find because the manual puts it under a totally distant topic. I understand that developers don't want to create 600 pages manuals but also I don't think 600 pages would help here. What I miss is an understandable comprehensive coverage of features, after a systematic overview of basic mechanics. Maybe this would need 6 additional pages, maybe 60. Possibly it is not a matter of pages, it is a matter of perception. EAW is obviously a decent game with depth. It of course will be hard to learn it. Unfortunately the manual at least for newcomers who aren't used to AGEOD games is often not more than a confusing short overview, presenting uncounted features, lacking explanation of the latter. This unnecessarily increases workload for the beginner. I will probably manage to master it some day. But a good manual could have helped so much. Of course I can investigate in wikis and forums and I will do so. But you shouldn't deliver a manual with this possibility in mind. Whenever it gets necessary for the player to visit other sources to understand your game, you should ask yourself what you did wrong in the manual or in the accessibility of the game. If you ask me, both would benefit from improvement.
Of course this is only my opinion and apparently of some others.
Despite all that, great game, probably...
