stockwellpete wrote:I am very new to AGEOD games and I have just started playing BOA2 "Wars in America". how the AGE engine has been developed since the beginning and what new features have been added to it as new games are released. I have just downloaded the demo of "Rise of Prussia" and, on a brief look, it seems to be very similar to BOA2. Are there any differences? (...) And what about the other AGE games? The ACW game is an AGE game, isn't it?
I also have purchased "Revolution Under Siege" and I have worked through the tutorial quite comfortably. players will need to pay a lot of attention to the structure of their armies, so presumably this is one of the changes in the AGE engine associated with this particular game?
Pocus wrote:What was the most difficult aspect to grasp for you? How units are organized (stacks, units, elements), chain of command, supply, 'dryness' of combat report, simultaneous turns, etc.?
Originally it started with BOA1 in 2004, then ACW1. ACW1 saw the new chain of command, but something to point out: there are many rules that can be made work differently, because in some games it is appropriate to have a version of the rule, in another an alternate version, so you should not consider, always, that the new rule is better than the older one. Typically chain of command, what Durk calls No Corps / Corps ... In ancient time, it is perfectly fair to have a simplified chain of command e.g
As for new code, I would say that ACW1 had a few hard coded historical options and a way of producing units which was limited for example. Now we can do whatever we want with historical options, you can drag&drop regional decisions on the map, in Pride of Nations you have a rather advanced economic system where nations trade between each others, etc. A lot of code has been done over the years indeed, and some existing code has been refined significantly too. Even the siege warfare, which was existing since 2004 has been improved further in 2012, with an overcrowding rule. So brick by brick, we try to improve the game.
Pocus wrote:Napoleon's Campaigns is indeed an AGE game. Just be prepared for a lot of command chain management. There is also no grand campaign.
stockwellpete wrote:Thanks everyone. I am starting to read the forum a lot more now and it seems that there is definitely an ACW2 on the way quite soon and maybe there is a second Napoleon game coming along a bit further on down the road? I'll get "Rise of Prussia" soon as I have just read the Osprey book on the Seven Years War and now realise just how dramatic a period of history this was in Europe, North America and India. Then I can go onto Revolution Under Siege, which I have read a lot about in the past.
Another related question then . . . when you play these AGE games online by PBEM are they IGOUGO or WEGO games? I am assuming they are all WEGO games because the rules mention "blocking moves" (something I haven't really got to grips with yet). Is that correct please? Up to now I have just played two of Slitherine's games which are IGOUGO (I have only been playing online for a couple of years) but I am also reading about other companies who do "real-time" and "pausable real-time" games that can have as many as 30+ players! How on earth do these games work then? Not everyone would be online at the same time so presumably you have to complete your turn by a certain time, I guess? And then maybe all the turns are done at once like a WEGO game? Is it something like that? And what is the purpose of the "pausable" option then? Sorry if these are very basic questions but I have no idea how these sort of games work. I get a sense though that the real-time games are a bit more stressful than the turn-based games so they are probably not for me (seeing as I am one of your oldest players (according to your poll! lol)
Durk wrote:What a complicated series of questions you pose.
The simultaneous movement of these games is not at all an ongoing amorphous mess as you contemplate. I am likely in your age category. AGEOD is sensible, fun and challenging.
Connect with a few players and enjoy the fun of this handful of delightful games.
stockwellpete wrote:Complicated? How so?
I am just trying to understand the difference between the various types of historical games out there. As far as I know all of the AGE engine games are 2-player - I am just not completely sure if they are what is called IGOUGO or WEGO type games when you use PBEM. I am assuming they are WEGO from what you have said. And I have got myself an opponent to play BOA2 now, thanks.
But there is this other category of game made by other companies like Paradox which are called "real time strategy" or "pausable real time strategy" that seem to be able to cope with 20 or 30 players at once - my question is really about them. How do they work? The reason that I am asking is that I have just got a new laptop that allows me to play the much bigger games for the first time.
loki100 wrote:IGOUGO is when you complete your moves on your own PC (move + combat) and then send the completed turn portion to your opponent - or hand it over to the AI. There is usually also a turn resolution element, but in effect, you move/fight etc with no interaction. A good eg of this is GGs War in the East. From your comment, I guess you have some experience of this approach.
WEGO is what AGEOD use, where you set up your orders, if it is MP, then one hosts, if SP then you resolve your orders and the AIs at the same time.
So far, no AGEOD game has had to cope with motorised warfare (ok a little in RUS and PON - but in both they can be treated as fast infantry/powerful cavalry). Be fascinating to see if the game engine can ever manage that ...
Both have the very real advantage for multiplayer that you do not all need to be on line at the same time.
Pride of Nations has an epic 20+ player MP game on the go, so the normal 2 player situation in AGEOD is down to scenario design not game engine limits.
As others have said, real time strategy is very much Paradox's style. The problem (for me) is that for MP, you all need to be online at the same time and that is very hard to arrange. SP, you can play/pause as you wish as you progress through the game, but it is in effect simultaneous movement.
stockwellpete wrote:I have got a mate at work who is into PC strategy games too and he said today that the RTS games with lots of players can be a bit frantic. You really need to understand the game very well and have very sharp "hand-eye" co-ordination to do well against experienced players. A considered strategic approach is not always possible or desirable, he said. Seeing as I play my turns at the speed of a tortoise then I think perhaps I should avoid this genre of game! lol So thanks again - at least I know now to look carefully at the small print of a game to see if it is turn-based or not in future.
loki100 wrote: The Paradox model is great for single player, because you can pause as you wish and take your time.
stockwellpete wrote:The supply units generally only have 2 elements in your scenario, unless they come from England when they have 4 elements, so requesting supplies from England seems to be key if you feel the need to build forts.
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