Philippe wrote:Are there differences of substance in the way the game works, and to what extent are the changes cosmetic?
Phillippe
They are, indeed, different games. While EAW borrows some concepts and art from WWIG, it plays very differently. EAW is much more similar to AGEOD's other games; it basically plays like CW2 tweaked for the WWI era. That's not a bad thing; CW2 is a great game. One of the things I most like about WWIG, however, is that it's not really like any other game; it's completely unique.
It's still early, of course, but I am enjoying EAW. It's easily the most polished game AGEOD has released, and I think they've done a nice job of tweaking the CW2 engine to model some of the nuances of WWI. I still want to see how trench warfare plays out (I'm a bit concerned things will be more fluid than they ought to be) and I haven't yet played enough to see how things like Research, Politics and Submarine Warfare play out. But I'm confident that EAW already is one of the two best WWI games on the market.
There are things that I prefer in WWIG, however:
First, and foremost, I prefer the hands-on approach to combat in WWIG. There's just something about selecting and sending individual units "over the top" that just works for me. I never tire of it. The EAW model, like that in CW2, is highly detailed but mostly a spectator affair. The addition of battle plans certainly helps, but it's still a hands-off model. My guess is that if you really enjoy poring over the data after each battle, then there's plenty to love in the battle reports in EAW, but I'm not a big fan of having to look too deeply under the hood to figure out what happened. For me anyway, the WWIG battles just are more interesting.
Second, and related, the unit data in EAW is more obscure than in WWIG. Units in EAW have a macro "power" number that is both of central importance and completely indecipherable - it just is; accept it and move on. Unit data in WWIG is much more straightforward but no less complex - I can look at a rested 5.4.2 elite unit and immediately know just from the unit figures, background color and flag exactly how it will compare to another unit. I don't even have to stop and think about it. In that respect, I think WWIG is a model of conciseness and clarity.
Third, I really like the way reserves work in WWIG, especially once the war enters the trench warfare phase. Reserves are committed at the Army or even GHQ level, which means that battles play out more focused on fronts than individual provinces. And with breakthroughs and counter-attacks, you're forced to think and plan across multiple provinces in a single battle. And in trench warfare especially, combat tends to be brutal at the point of emphasis but without breaking the cohesion of the front. Combat in EAW, like CW2 (and even BOA2), is still fundamentally province-focused. I understand the rule that units with a general can MTSG, but the effect is still to aggregate power in a single province. What happens after that, though? Do they go back to their assigned provinces, thus maintaining the overall line? I'm not sure, but I'm skeptical that it will work as it should or as well as WWIG. The reserve model in WWIG, for my tastes anyway, does a wonderful job of simulating WWI combat.
Fourth, so far anyway, the Diplomacy game in WWIG is much more interesting. You seem to have far more diplomatic options in WWIG and can achieve some ahistorical, yet plausible, results (which some may not like). EAW seems more limiting. I was surprised, for example, to discover that diplomacy is impossible in the July 1914 turn of the Grand Campaign - I would have thought that's exactly what you should be doing that turn. In the Historical Campaign, things seem to be largely deterministic, at least early on - for example, Great Britain will join the Entente or not apparently based on factors completely beyond your control. You get the Gold to Turkey/Ships to Turkey events, but apparently not as choices, but as a predetermined result. There is no Diplomatic Poker option (at least that I saw) for Germany as in WWIG. Again, this is pretty consistent with CW2 - events are there but not as robust as they could be - which reflects the fact that the core AGEOD game engine has been tweaked, not overhauled, to portray WWI. Which makes EAW fun, but not especially fresh, at least for my tastes.
I obviously need to spend more time with EAW, and I'm sure they'll improve it over time - though whether they will really change the game in any major way seems unlikely. But, to answer your original question, there still are many reasons to play WWIG (and WWICE if you're lucky enough to have it) - EAW will compliment the earlier game but doesn't really try to replace it.