Special content : 

The game has most of the basic ingredients of a traditional grand operational strategy game, playable at army and corps command levels.

 

Main features :

A player controls one of the major contenders in the campaign in play, trying to achieve military (and political) victory according to scenario conditions.

 

Scope of the game covers all of WW1 Europe, from the French front to deep in Russia and the Middle-East, plus all the rest of the world depicted via a network of offmap boxes.

 

Game map is divided into more than 2500 regions, each being hand-drawn in normal and winter mode, with a great diversity of terrain and climate as well as  development/infrastructure items and levels. It includes the ability to use most of the major railroads, which played a crucial role during the Greatl War.

WW1 centennial edtion map

 

Scenarios: there are mainly two camps fighting each other, Entente (a.k.a. the Allies) versus The Central Powers, in smaller battle scenario or larger annual campaigns, as follows:

  • Tannenberg (1914),
  • Serbia (1914),
  • Jutland (1916),
  • Caporetto (1917),
  • Palestine (1918),
  • The 1915 Campaign Scenario,
  • The 1916 Campaign Scenario,
  • The 1917 Campaign Scenario
  • The 1918 Campaign Scenario,
  • The Great War – 2 Players Grand Campaign (1914-1918),
  • The Great War – 4 Players Grand Campaign (1914+)

 

Turn-based game modes: the game engine of WW1 game can run basically in three modes:

 

a)       “Open” turn-based mode: that means all players plan their moves secretly and contemporarily. When all players have “committed” their moves, they are executed in priority order, resolving ties among players according to the initiative value assigned to every player.

 

b)       “Strictly” turn-based mode: players plan their moves secretly and almost contemporarily. Moves are performed in Initiative order, spanning from the first player to the last one. When one player “commits” all his moves, they are performed in priority order. Next players can change or undo their moves until they “commit”.

 

c)       “Strictly” turn-based mode + Army-by-Army activation: it’s very similar to mode b), but in addition player are forced to schedule movements in Army order, spanning from the “main” army of each front to the last one. Every time a player has finished scheduling movements for one army, he must “commit” and execute the orders given to that army before continuing his turn on his other armies.

 

The army-by-army activation mode allows players to:

 

  • try coordination between armies, so allowing two or more armies to move together;
  • attempt reactions: that’s to say one player can perform an army activation during the enemy turn, between two enemy army activations.

 

Game turns correspond to one month of historical time (depending on scenario or campaign in play), except during winter turns (two months). Scenarios vary from a few months to almost 5 years with players primarily controlling the military action of their nation or alliance.

 

This includes such activities as drafting or building forces and ships, sieges and blockades, raiding enemy commerce, maintaining or conquering rail network, investing in new technologies, ruling your nation through hard-fought politics, conquering overseas colonies, entering diplomatic talks, preparing strategic warfare, playing or reacting to events, both public and secret, and last but not least and battles, on land, in the air and at sea.

 

Troops are depicted at the corps level, while fleet or air units are arranged into various-sized squadrons. You can also manage supply lines, strategic movement, rail and naval transport, forts and minefields. Wide diversity of troop types is implemented, including: infantry; mountain, cavalry, heavy and siege artillery, HQs, marines; individual large and small battleships, fighters, bombers, zeppelins and U-boots. There are more than 100 different models of units in all. All are rated for various aspects such as offensive and defensive strength, morale and quality, firepower, ethnic component, size and movement type.

soldats maj  soldats 2 soldats 3

A large array of historical leaders (over 200) is included, most feature unique abilities based on their historical performance. Many different abilities are included, some examples of which are: Gas expert, Cannot be sacked, Uncooperative, Grand Offensive leader, etc…

 

Economy and Population-based (i.e. political and economics) aspects of the conflict (especially during the Grand Campaign) are taken into account, impacting strikes, rebellions, troops mutinies and revolution, call for conscripts, war loans, production of war equipment (guns & butter), information gathering, reconnaissance, technological research, etc.

 

Diplomacy: there is a very original diplomatic module in the game; where you send embassies to neutral nations to compete with the other side for obtaining their support (economic and diplomatic) or outright military alliance (passage, expeditionary forces, entry in war) It is combined with the system of historical and random events which asks the players to make crucial decisions.

 

Military Production: the production system is concentrated around military units (land, air and sea), recruits and ammunitions. The players will have to handle assets such as conscripts and economic points to produce various types of units in their production centers.

 

Technological Improvements: the original game system allows recreation of the uncertainty of research, trying to find the weapon that will break the trench warfare deadlock.

 

Doctrinal changes: war is lead by generals at the GHQ and at the head of armies in the field. They must learn to cope with news ways of fighting, experiment new weapons and, more generally, try and adopt new combat doctrine, at the operational and tactical levels.

 

Eve nts: the game has an original system of events, which come into action in three different ways. There are historical events that appear at an historical date (go back to your history books and find out!). There are historical events that may, or may not have occurred in a different context: these are received and implemented randomly, based on the circumstances. And finally we have a large array of ‘secret’ events, knows as stratagems. They are kept in the player’s ‘hand’ and may be used at will, according to the current situation, like trump cards. They will considerably spice up your games.

 

Data and localization :

The game will come in English (main language), French, German, Russian and Italian.

 

TCP/IP :

The game will operate with TCP/IP and allow also play by email and hotseat.

 

Serials and protection :

The game will come with its unique Serial key protection system. It will be provided upon your purchase (with the invoice).

 

The team :

- Based on Luca Cammisa (a.k.a. Calvinus) original engine development.

- Supported by a dedicated and enthusiastic group of historical experts of the Great War era