Altaris
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To End All Wars Mod - Ultimate Enhancement Mod (Beta 2.12 version released!)

Thu Jul 02, 2015 6:22 pm

After many months of work, I have completed a beta version for a huge overhaul of EAW, with the end goal of making the war as close to a WW1 simulation as the AGEOD engine can manage. The mod can be downloaded at the link below. Extract the contents of the RAR file into your "End All Wars" folder (typically located under C:\Games\End All Wars on Windows 7/8 machines). You will be prompted on whether to overwrite the ModPath.ini file, say Yes when prompted (the ModPath.ini file can be opened at any time in a Text editor like NotePad, simply switch the text in the file back to EAW to revert to vanilla; you can later change it to EAW_ULT to play the mod). Also pay attention to the fact you have a separate EXE called EAW_ULT.exe, this is the EXE you will need to launch the game with to play this mod (continue using the standard EAW.exe if you go back to vanilla).

Download Mod Here! (Current Beta Version 2.12 - July 6th, 2015)

Key features:
- There are now 8 playable factions: Germany, Austria-Hungary, France, Russia, Great Britain, Italy, Ottoman Empire, and USA. Each faction has its own units, resources, etc. Theoretically the game can support up to 8 players, though some factions are likely to come into the war quite late (i.e., USA) and/or have minimal orders to manage per turn, so it's likely to be more fun playing with 4-6 players, and some players submitting orders for multiple factions (i.e., France player might submit orders for France and Italy, and maybe USA late in the war).

- Minors are handled by the Alliance "leader". Central Powers allies join Germany's "faction" upon entering war, most Entente allies join Great Britain (even if Great Britain is not at war, they will belong to this faction), and a few go to Russia (Serbia, Bulgaria, Romania)

- Victory Points (VP) for winning the game are still handled at an alliance level (Entente vs Central Powers). Each turn, the VP accumulated by the members of the alliance are "rolled up" into the alliance and used at the end of the scenario to determine the winner (and margin of victory). Below screenshot shows the Alliance VP amounts at the bottom (Entente on left with French flag roundel, and Central Powers on right with German flag roundel).
[ATTACH]33955[/ATTACH]

- Turns are now 7-days (rather than 15), with a system in place to make turn time frames variable. 7-day turns allow for greater flexibility to react to enemy attacks (such as reinforcing an attacked position). The months of May-September will have the full 4 turns a month. October, November, and April will be 2 turns a month. December, January, February, and March will all only be 1 turn a month. This means a full year of turns is only 30 turns, keeping the number of turns only slightly higher than vanilla (which had 24 turns a year at 2 per month/15 days each).

- Trenches are represented as structures on the map, which can be built from October 1914 onwards on the Western Front via Regional Decisions (RGD). Trenches change the terrain where they are built to severely curtail frontage (meaning fewer units engage in combat each turn), making battles more drawn out and less likely to result in a breakthrough. They also grant an entrenchment bonus to all friendly units (the level of bonus increases as the level of trench increases). Trenches give a fort-like bonus too, meaning enemy units cannot pass through them until the trench is destroyed.

- Leaders are now always considered "active" (due to a variety of issues we found while testing which caused combats not to be initiated in sensible spots due to inactivity). To keep the importance of Strategic Rating in place, MTSG will now be driven primarily by the stack leader's Strat rating. The base chance to MTSG to an adjacent combat is 20%, modified by +20% per Strat rating of the leader of the stack doing the MTSG. There is an additional +25% if the stack is adjacent to the GHQ, and a +60% if the stack is the GHQ itself. What this means in practice is MTSG is very unreliable when away from the GHQ and with low Strategic rating leaders. We found this worked really well in practice, and helped avoid issues of commanders not participating in combat like they were supposed to.

- Movement for large formations of troops is now limited to moving along the roads represented on the map. In game terms, this is done by limiting anything with "wheels" on it (including supply and munitions trains) to only be able to travel between regions where there is a road or a rail line. Units without wheels can pass through these areas, but won't be able to stay supplied without establishing a road path to it in the near future. This helps keep somewhat sensible supply lines in place, as WW1 was very much fought along road lines to keep massive armies fed. In the example below, you'll see blue lines where supply units can traverse, and red lines where they can't.
[ATTACH]33954[/ATTACH]

- Resources have been expanded to represent the variety of materials needed to run a modern war in WW1. The screenshot below shows the expanded resource menu at the top of the player's screen. The left side of the resources screen show resources on hand, the right side (with the blue and green numbers) are research progress in various fields.
[ATTACH]33956[/ATTACH]
The resources (numbers in white) from left to right are as follows:
VP - Victory Points accumulated per turn. These get rolled into the Alliance's VP pool, and also help counteract war weariness (more on this later)
Rail Pool - The amount of railroad points available to rail units around
Naval Pool - The amount of transport points available to transport units over ocean/coastal zones
Hunger Points - The amount of hunger in your faction. This goes up based on the Blockade for the Central Powers, or lack of Overseas Shipping for the Entente. More on this later, but as the Hunger Points go up, the more negative impact it has on morale.
Munitions - The amount of shells in stock for utilizing heavy artillery
Inflation - The amount of inflation accrued. Standard AGEOD inflation mechanics are in place
National Resiliency - This number fluctuates through the game, but basically represents the faction's resiliency to negative National Morale effects. For each 500 points of National Resiliency, your faction has +1 National Resiliency modifier to its National Morale. Each +1 National Resiliency means you get a check every 3 months (not turn!) of (100 - Current NM) as a percentage chance of gaining +1 morale. So for example, if you have 500 National Resiliency, this is a +8 Resiliency modifier, and if your current National Morale was 30, you would get 8 attempts a quarter (every 3 months) at 70% chance of success to gain +1 NM.
War Weariness - The inverse of National Resiliency, for each 500 points of War Weariness you gain a +1 War Weariness modifier to National Morale, which means -1 NM per modifier each time the check is made. War Weariness goes up as the war progresses, at a much higher rate the longer the war goes on!
Money (first resource on bottom left) - Money available. This income comes from standard sources, and from printing money.
Conscripts - Number of men available for basic troop recruitment
WSU - War supply, mainly used for building artillery, tanks, planes, and ships
Officers - These are professional officers, needed to build officer elements in corps (more on these later). This pool is also used for building trained professionals like medical units and engineers. They are generated by Officer Training Facilities (a type of factory, which can have more built as the war progresses)
Artillery - Used to build artillery guns, they are generated by Artillery Factories
Planes - Used to build plane units, they are generated by Plane Factories
Tanks - Used to build tanks, they are generated by Tank Factories
Chemical Points - Generated by Chemical Factories, these are the points needed to utilize Chemical Warfare attacks

The numbers to the right (in green and blue) are the research progress levels. There are 7 types of research, Infantry, Artillery, Planes, Tanks, Chemical Warfare, Submarine (CP only), and ASW (Entente only). The blue number on top is your current progress, and the number in green on bottom is the target to advance to next level of research in this category. Research points come from building factories corresponding to the research category (i.e. Planes Research increases by building Planes Factories), which grant you a bonus of +3 points per turn per facility, your "major" allies +2 (for the Entente this is GBR, FRA, and USA, for the Central Powers GER and AUS), and everyone else +1. So in this way, Russia, Italy, and Ottomans will trail in research gain.

Factories become available to build in October 1914, when it becomes apparent the war won't be over by Christmas. Building a factory requires a city of city size 8 or greater, and each time a factory is built it reduces the city size by 5. So large cities are required to build lots of factories, again limiting less industrialized nations such as Russia, Italy, Ottomans, etc. in their ability to build up big wartime economies. This also makes taking of large economic centers from the enemy, as it limits their ability to ramp up their war material.

- Grand Offensives must be conducted by major powers from 1915 onwards. At the beginning of each year, each faction gets a Grand Offensive RGD which can be played against a City, Fort, or Trench (Western Front only). Between May-September, if the Grand Offensive target hasn't been selected yet, there is a 35% chance per turn of getting -1 NM immediately, and +25 War Weariness. Playing the RGD makes the region it is played on become a 10 point objective, but each turn the region is still in enemy possession, you will gain -1 NM. The offensive lasts for 12 turns, so there's a potential of -12 NM if the objective is not taken.

- Sea Control is represented in game, and is important for launching amphibious operations. If a friendly nation has a port of at least level 2 within 2 regions of a sea zone, it's alliance has "Sea Control". Any enemy land (amphibious assault) troops passing through this zone will suffer a -30% cohesion loss, meaning they will quickly become useless if passing through several enemy controlled zones. This can be counteracted by moving warships into the zone, and enacting a "Sea Control" RGD, which will protect your troops but also alerts the enemy to your presence there and exposes your navy to counter-attack. So, for example, in the screenshot below, if the Germans decided to launch an amphibious invasion of England, they would have to pass through Dogger Bank, meaning they would suffer -30% cohesion. If the Germans didn't want to have this penalty, they could move warships into the Dogger Bank region 1 turn prior to the troops coming in, and play the "Sea Control" RGD, but doing so alerts the Royal Navy that the German Navy is up to something on its coastline!
[ATTACH]33957[/ATTACH]
Attachments
SeaControl.png
Resources.png
VP.png
RoadPaths.png

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HerrDan
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Thu Jul 02, 2015 6:39 pm

It seems VERY interesting, but how do we dowload it?

Edit: just saw at the forum that it wasn't launched yet, sorry. :bonk:
"Das Glück hilft dem Kühnen."

German Empire PON 1880 AAR:http://www.ageod-forum.com/showthread.php?35152-German-Empire-not-quite-an-AAR

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BBBD316
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Fri Jul 03, 2015 3:16 am

Have already got a group ready to push the beta in a PBEM.

Would be interested in if the OE, Italy or the like get to do anything pre-DOW, or are they unlocked as per normal.

Looks like a game changer.

Altaris
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Fri Jul 03, 2015 4:26 am

Won't be ready tonight, got one last bug I'm trying to fix at the moment, and ran out of time today. Should be ready sometime early next week though.

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BigDuke66
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Fri Jul 03, 2015 4:45 am

Sounds very interesting but what will this be?
A mod, an EAW Gold Version I have to buy or will these changes simply come in by a patch to the official game?
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ifailmore
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Fri Jul 03, 2015 5:38 am

Will AI work with this? or it just pure player vs player

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ashandresash
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Fri Jul 03, 2015 8:04 am

It seems great. So in the construction area you're changing the approach, from a hard limit based on historical references to a resources-driven limit, right? With a proper ballance it'd be way better.

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Shri
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Fri Jul 03, 2015 9:24 am

Does Grand Offensives mean- CP is also forced to conduct offensive on the Western front every year?

Historically, in 1915 they didn't though 1916 had Verdun, 1917 had Caporetto (technically can be called part of Western Front) and 1918 had the famous Ludendorff Offensives.

WE did every year with - 1915 (Loos, 2nd Ypres, 2nd Champagne, 2nd Artois etc).. 1916(Verdun and Somme).. 1917 (3rd Ypres and Nivelle) and 1918 (Anglo-American Grand Offensive). The French bore the brunt of these offensives in the 1915-1917 period inc. Verdun.
Also Italians did 11 Isonzo battles between 1915 and 1917.
Almost all these offensives were utter failures except the CAPORETTO and the 1918 Allied Offensive.
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Byrd
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Fri Jul 03, 2015 1:59 pm

This mod is giving me a minor wargaming boner. WELL DONE I SAY!

Altaris
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Fri Jul 03, 2015 2:29 pm

BigDuke66 wrote:Sounds very interesting but what will this be?
A mod, an EAW Gold Version I have to buy or will these changes simply come in by a patch to the official game?


It will be a free mod for download. There will be no change to your vanilla game, you will switch back and forth between vanilla and mod using an entry in the ModPath.ini file.

ifailmore wrote:Will AI work with this? or it just pure player vs player

I have not done much testing with AI. Right now it's main focus in PBEM PvP. Considering some of the game concepts are quite advanced for the AGEOD engine, I'm not sure how well the AI will handled the new features, TBH.

ashandresash wrote:It seems great. So in the construction area you're changing the approach, from a hard limit based on historical references to a resources-driven limit, right? With a proper ballance it'd be way better.


Yes, it's more of a dynamic feel to the game. Beta testing is going to be needed for perfecting balance. The game concepts are solid, but I haven't done a lot of post-1915 testing with it yet.

Shri wrote:Does Grand Offensives mean- CP is also forced to conduct offensive on the Western front every year?


Germany is required to launch a Grand Offensive once a year, either on the French Western Front or the Russian Eastern Front.
Austria-Hungary is required to launch one either on the Russian Front or the Italian Front.
France is required to launch one on the Western Front (against Germany).
Russia is required to launch one on either the Eastern Front (Germany/Austria-Hungary) or the Caucasus.
Great Britain is required to launch one on either the Western Front (against Germany) or in the Middle East.
Italy is required to launch one against the Austria-Hungarian Front (if allied to Entente) or the French Front (if allied with CP).
Ottoman Empire is required to launch one against the Caucasus Front (to simulate Enver Pasha's obsession with this front).
United States will not be required to launch an offensive.

Comm Cody
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Fri Jul 03, 2015 5:39 pm

I do think the Paradox forum PBEM players are having a mild stroke at the moment.

TheLoneGunman
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Fri Jul 03, 2015 5:44 pm

Quick question:

Are there any changes or plans to change the diplomatic game some?

As it stands there are a great many nations that are available to be courted, but most of them are unable to join any of the major factions and enter the war. If adding them to the war is too difficult, perhaps they could provide bonuses to resources, EP, NM, etc. if they could be brought to a certain threshold of support.

As it stands, there is little point to invest in most of the "minor" nations diplomatically.

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Byrd
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Sat Jul 04, 2015 12:37 am

Does multiple factions also mean we finally get to attach our Armies to a GHQ overseas and such? Has always been a big issue for me.

ifailmore
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Sat Jul 04, 2015 4:48 am

will ai work on this mod?

Altaris
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Sat Jul 04, 2015 1:51 pm

Byrd wrote:Does multiple factions also mean we finally get to attach our Armies to a GHQ overseas and such? Has always been a big issue for me.


Right now, GHQ's have not changed, except that they are broken up by nation. So GBR still has one GHQ, FRA still has one GHQ, etc. GER has two (it is now enforced that one GHQ must in the West, and one in the East, though).

Longer term, I want to address this, I'd like to eventually have some other GHQ's which open up, one in the Middle East for GBR, one in the Balkans for GER (which can also take control of any AUS or BUL units in the area), one in the Caucasus for RUS, etc. But these have not been implemented yet.

ifailmore wrote:will ai work on this mod?

To date, I haven't done any real AI testing. The base AI is in place, but not sure how well it will handled the changes made in the mod, TBH. Of course, you could always have a go at it and report back issues!

Altaris
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Sat Jul 04, 2015 2:54 pm

Something else I'd really like to implement at some point is having important historical figures represented in game, similar to the way PON does leaders, but with a variety of different effects. This would likely be implemented using one of the Options screen to show which leaders are currently in positions of power. For example, Great Britain might have Lloyd George in Prime Minister position at some point, and he might grant Britain some RGD's to help quell strikes (since he was famous for compromise with unions). I also think Lloyd George would be a good catalyst for opening up the British GHQ in the Middle East, since he was more on the "Victory in the East" train than his predecessor). Winston Churchill might open up some special options for launching an attack against Ottoman Empire in Turkey (at the cost of his position if it fails!)

I've got some ideas of how to implement this using attributes on model/units in the off-map areas, but it'll take some work to implement. Not really high on the priority list at the moment, but might get around to it one of these days. I think it helps make the "story" of the game flow better with important figures off the map represented.

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murat
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Sat Jul 04, 2015 3:52 pm

Dear Ataris, this mod is very nice
But what do you think about review of diplomacy, in particular about Albania, that is no playable and not avaibe in diplomatic screen.It is very important for diplomatic option of Austria, Italy and Serbia.
Is it possible to add Albania to diplomati screen or in the optitions.
Thanks
Murat

Altaris
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Sat Jul 04, 2015 5:34 pm

murat wrote:Dear Ataris, this mod is very nice
But what do you think about review of diplomacy, in particular about Albania, that is no playable and not avaibe in diplomatic screen.It is very important for diplomatic option of Austria, Italy and Serbia.
Is it possible to add Albania to diplomati screen or in the optitions.
Thanks
Murat


Albania is being made completely neutral, meaning any nation can traverse it's territory, but not carry supply through it. Not sure if that's ultimately going to prove the best decision, but right now seems to work well enough. It allows for the Serbs to escape through Albania, but suffer heavy attrition in the process. This seemed the best way to simulate the chaotic disarray of the Albanian politics in WW1. They weren't really an "ally" to the Entente, so I didn't want unfettered access to their territory.

One thing I do still need to implement is a way to transfer Serbia's forces to the GBR player once Serbia is knocked out of the war.

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murat
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Sat Jul 04, 2015 6:26 pm


Altaris
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Sat Jul 04, 2015 6:57 pm

I suppose it doesn't make a huge difference on supply now that roads are so important (and Albania lacks them in the mountainous regions). I don't really want to add Albania as a diplomatic option, though, as it didn't have a coherent government at the time. Maybe it could be "hostile" to the Russian player only, so that the Serbs could move into it if they wished, at which time it would by default become open to invasion by the Central Powers. I'm not 100% of best solution, tbh, but I don't want to just make it open for invasion, as otherwise, the A/H player is just going to immediately move troops there in the beginning, which didn't happen historically.

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Shri
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Sat Jul 04, 2015 8:30 pm

@Ben/Altaris
Have you uploaded already? I didn't see the link.

BTW- Balkans HQ is a must for Germany (will be an amazing addition) which will allow the Bulgar and Austrian armies to be attached to it, it can start from the beginning itself (a bit a-historical but it was present continuously from late 1914 onwards).
Also Germany should be able to control - Austrian, Bulgar/Romanians and Turkish units though this shouldn't apply to the Western allies as they never had a unified command with the Brits controlling their own sector. The CP were basically - Germany + Others, WE were Britain + France + late War USA.
EE was Russia + Others, so maybe Russia can control Romanians/Bulgars but not Serbs/Greeks.
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BigDuke66
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Sat Jul 04, 2015 9:13 pm

AFAIK the German "control" over Austria wasn't there in the early part(1914) of the War but rose due to Austrian failures overtime, but it seems to be a complicated topic and has to be thoroughly researched.
But yes a handing over of units should made possible so could Austria handover units that the German player could use? We already have a minor example with Austrian siege artillery taking part in the 1914 on the Western Front.
So maybe Austria could handover units or whole armies depending on the course of the war to the German player so that he can do operations in certain areas of the front, or Germany could demand control by diplomatic events that are enable by the course of the war.
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Highlandcharge
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Sat Jul 04, 2015 10:14 pm

Wow, been away for a while due to RL, this mod sounds exaclty what the game needs pbem and realism wise, bravo Altaris!!!! :)

If anybody is looking to get players for a pbem together when the mod is released I'm in..

Searry
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Sun Jul 05, 2015 12:38 pm

Looks very interesting!

Altaris
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Sun Jul 05, 2015 1:39 pm

Shrii wrote:@Ben/Altaris
Have you uploaded already? I didn't see the link.

Aiming to release the first beta Monday or Tuesday.

Shri wrote:BTW- Balkans HQ is a must for Germany (will be an amazing addition) which will allow the Bulgar and Austrian armies to be attached to it, it can start from the beginning itself (a bit a-historical but it was present continuously from late 1914 onwards).

I believe I'm going to set up the Balkans HQ to be available to form beginning in 1915. It will be set up to be "multi-national" command, so any Balkan nations can be attached to it. Austrians will be a slightly different story. The Germans will be able to assume control over Austrian stacks on the Eastern and Balkan Fronts (but not Italian), but this will be something of a sore point of contention for the Austrians (as it was historically). For each Austrian element the Germans command each turn, there will be an increasing chance of raising war weariness in Austria-Hungary. So it's a bit of a double-edged sword, and I hope it leads to a bit of friction between these two CP nations in PBEM as it was in reality.

Shri wrote:Also Germany should be able to control - Austrian, Bulgar/Romanians and Turkish units though this shouldn't apply to the Western allies as they never had a unified command with the Brits controlling their own sector. The CP were basically - Germany + Others, WE were Britain + France + late War USA.
EE was Russia + Others, so maybe Russia can control Romanians/Bulgars but not Serbs/Greeks.

Germans already control CP minors, so no real issue there. Great Britain will control the Western Entente minors, and Russia the Eastern Entente minors. Germans will not have unfettered control of the Austrian army (see portion above). Not sure what I'll do with the Turk situation yet, I don't really want to have the Germans be able to completely override the other players in the CP... won't be much fun for the Austrian or Turkish player in that case.

Altaris
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Sun Jul 05, 2015 7:27 pm

Added an item to the main post I forgot, regarding some changes to MTSG and the importance of Strategic Rating. This change was added while I was testing with Shri, and we found it really helped avoid frustrating moments where a stack wouldn't properly attack when ordered to do so, or would get hung up in an enemy region refusing to initiate combat (this happened a lot on the German/French border in 1914, and with the Russians due to poor Strategic Ratings). I really liked this change a lot, Strat Rating is still very important for big combats where MTSG is important, but doesn't bring all action to a screeching halt due to an inactive leader.

Altaris wrote:- Leaders are now always considered "active" (due to a variety of issues we found while testing which caused combats not to be initiated in sensible spots due to inactivity). To keep the importance of Strategic Rating in place, MTSG will now be driven primarily by the stack leader's Strat rating. The base chance to MTSG to an adjacent combat is 20%, modified by +20% per Strat rating of the leader of the stack doing the MTSG. There is an additional +25% if the stack is adjacent to the GHQ, and a +60% if the stack is the GHQ itself. What this means in practice is MTSG is very unreliable when away from the GHQ and with low Strategic rating leaders. We found this worked really well in practice, and helped avoid issues of commanders not participating in combat like they were supposed to.

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Shri
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Sun Jul 05, 2015 8:21 pm

The Balkan "compromise" sounds excellent.

What is that post about "HISTORICAL FIGURES", not played PON so no idea.
Rascals, would you live forever? - Frederick the Great.

Altaris
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Sun Jul 05, 2015 8:44 pm

Shri wrote:What is that post about "HISTORICAL FIGURES", not played PON so no idea.

Just a future "nice-to-implement" feature. Basically, a system to allow for leaders to be represented and give their faction/nation some special abilities while in office. Something I've mulled over a while, but other items have been more pressing. Maybe once the initial release is out I'll circle back around to this.

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Lindi
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Sun Jul 05, 2015 9:47 pm

Turns are now 7-days , and conscrit by nation and many other...

For me I can only said "shut up and take my money", and when ? ^^.

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Metatron
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Mon Jul 06, 2015 1:11 am

This sounds awesome ! :thumbsup: :coeurs:

A good mix between the things that worked well in World War One Gold and the smooth user friendly EAW. Some great PBEMs in the future !

PS: germans might need some more multinational commander, they are a number of generals ingame that historically did well or very well commanding bulgarian, austrian and ottoman troops but don't have the multinational leader trait. Thinking obviously of Falkenhayn as well as the austrain archiduke Karl for the romanian campaign (+ falkenhayn in palestine), or corps commanders that commanded a lot of combined corps like Woyrsch, Gerok, Kühne, Morgen, Schettow, Staabs... At least some of these guys deserve a multinational trait ^^ (Friedrich Kreß von Kressenstein isn't in the game if I recall correctly)
-There is safety in numbers.
-Well there is also death in numbers. It's called a massacre.

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