Naval mods for World War One Gold - la Grande Guerre.

April 2017

If you are reading this then you have downloaded my "WW1G" scenario fixes from the AGEOD forum and that you are probably a player of the game, at this stage likely a tiny minority of Great War gamers. Despite all of its flaws I consider "WW1G" as being by far the best grand strategic game when it comes to capturing the essence of what made World War 1 unique in so many ways. The goal of these files is to fix errors of omission and commission that exist in Version 1.08Q, the last official patch and that somehow evaded the development team and avoided correction.
Opinions on WW1G vary and the arguement that the game's presumably dismal sales record and nearly non-existant following demonstrates a certain inferiority compared to contemporary titles like "The Guns of August", "Commander: The Great War" and AGEOD's own "To End All Wars" is difficult to dispute in any narrow sense. That said and in my opinion none of the other titles mentioned above utilize a diplomatic system so effective and elegent as WW1G nor do any combat systems reflect the utilization of strategic reserves, the concept of the Grand Offensive, politics and research that seem to be quite so representative of the subject. Coupled with the brilliant "obstination" routines for leadership and you have quite a fair representation of the major strategic aspects of the War absent almost entirely from the titles mentioned above.
To be sure even the modded game has issues still and there is almost no following left but I still greatly enjoy it for what it is and forgive its many and varied flaws. If these files help keep WW1G alive a bit longer then I'm satisfied.
What these files do and where to install them:

The nature of how WW1G reads its parameters when loading requires that certain files be edited depending upon the scenario in use. This necessitates using a file-swapping utility like "John Scone's Generic Mod Enabler" to run the scenarios but it's very user friendly and if you find it too difficult to use then a complex game like WW1G should probably be avoided. The folders provided are unzipped into the MODS folder that JSGME will create in your WW1G installation and will live quite happily there. To play a scenario, just activate it using JSGME ensuring that only one scenario is active at any one time. Other mods such as Nef's Sounds or JMass' Graphics are fully compatable with my mods and can be activated using JSGME and forgotten.

So, to recap:

- Download and install JSGME into your ...\World War One Gold folder.

- If desired, Run the "Generate Snapshot" utility found under JSGME's Task link.

- Unzip the scenario folders into the MODS folder.

- Activate the desired scenario in JSGME, open WW1G and play.

- If you own World War One Centennial Edition, these files will need minor editing before they will work but the requirement for JSGME still exists.

Disclaimer:

Nothing uploaded in these files will harm any computer in any way. These files are offered without warrantee as to real or imagined hazard, performance or expectations. You may delete them any time or modify them solely for personal use.

GC Naval:

Naval reforms;

- Corrects errors and omissions in the order of battle (OOB) for the British Royal Navy (RN), Imperial Russian Navy (IRN) United States Navy (USN), Regina Marina (RM-Italy), the KuK Marine (Austria Hungary), the Ottoman Navy, the Japanese Navy, the Greek Navy and the Dutch Navy.The German and French navies recieved only minor edits as they conform pretty well to the historical record in the stock game.

- Adds new fast CL squadrons to the USN, RM and KuK Marine.

- Adds submarine units to the USN and IRN in the Baltic and Black Seas.

- Removes those combat modifiers that make the RN the least effective navy in the stock game (worse in combat than even the Turkish Fleet!).

- The main RN fleets now have the historical designations of the Grand Fleet, BCF (for Battlecruiser Fleet) and Channel Fleet.

- The IRN now have a small cruiser squadron in Vladivostok.

- Fixed the broken "Battleships to Turkey" event.

- Edited many of the combat values in various naval units to make them subjectively more reasonable.

- Fixed errors of omission in the Shipyard for the RN, RM, France and Germany. Added the ability for Austria Hungary to build U-Boats.

- Fixed errors in the Reinforcements files that prevent the arrival of some warship reinforcements.

- Removed German naval transport capability until 1916 and the ability for a Central Powers (CP) Player to invade the British Isles. In 1916 Germany gets a naval transport capability of 2-corps for use in the Baltic.

- Removed Austria Hungary's naval transport capability.

- Only three naval units are required to conduct Sea Control missions which provides some utility to the minor country navies.

- Suitable USN naval units now provide escorts when deployed to the Atlantic, English Channel or North Sea.

Land Reforms;

- Five-infantry corps missing from the German Army deploy correctly in all war plans.

- German siege artillery moves faster and can keep up with the infantry corps.

- Missing French mountain troops are deployed correctly in all war plans.

- Belgium recieves a third corps at Genth and there is a minor fortress at Namur. The Stronger Belgium war plan option has been deleted.

- France recieves a second Indochinese infantry corps in French Indo-China locked there as a garrison.

- Britain recieves an extra Indian Corps in British India locked there as a garrison.

- German African and Qingdo garrisons are locked in place until the summer of 1916, giving an Entente Player two years to eliminate them.

- German Eleventh Army and French Eighth Army are now correctly identified as "Expeditionary Armies" and should now be able to incorporate allied corps as intended.

- A number of additional leaders have been added to the force mix. These can appear using the "Appoint New Leader" political action.

- The USA gets a new Third Army Headquarters as a reinforcement in the November-December 1918 turn. It's commanded by General Dickman.

- Bulgaria and Romania now have two field armies each with its own leader instead of one and no leaders.

- All minor-country armies (Switzerland, the Netherlands, Greece and Persia) now have leaders appointed to their respective army headquarters.

- Britain can build an additional strategic bomber unit.

- The Portuguese Army deploys correctly.

- A Redeployment Phase has been inserted into all winter game-turns.

- Reinforcements and replacements may now be placed in any owned region instead of just in city regions.

- Missing Russian and Turkish forts have been included.

- Fort-Verdun is slightly stronger than in Stock.

- Fort-Paris no longer begins the campaign depleted.

- Some off-map boxes have their turns-to-capture time edited from stock. These include Afghanistan and Kamarun.

- Luxemburg regions now belong to Germany, fixing an occasional German supply problem if Belgium is invaded.

GC Historical;

- As above with the exception that only the historical war plans are available for both sides but the war plan options are left unchanged.

1915 Naval;

- Mostly as the Grand Campaigns for missing and added units with the caveat that intentional stock deletions of land units have been retained.

- Naval losses up to May 1915 have been deleted.

- Missing allied corps in the Belgian Army and British Fifth Army deploy as intended.

- The Germans get additional U-Boats (accounting for those of Austria Hungary).

- Only the German colonial garrison in East Africa deploys but Kamarun will require nine-turns to capture.

- Only one British DE unit has been built, the remainder need to be completed using the Shipyard.

- Ammunition supplies for the Entente powers have been slightly reduced.

- The political option "Call up Conscripts" has now been selected only once for Germany, France, Austria Hungary and Russia.

- General Hamilton commands the British Fifth Army at Gallipoli and Admiral de Roebeck commands the Mediterranean Fleet at British controlled Mudros.

- The French Fleet is based at French controlled Corfu.

- Greece is less pro-Central Powers and is a true neutral.

- Corrected zero values in the British Fifth and Russian Thirteenth Army Headquarters.

1916 Naval;

- Mostly as the Grand Campaigns for missing and added units with the caveat that intentional stock deletions of land units have been retained.

- Naval losses up to April 1916 have been deleted.

- Missing allied units in the Belgian, German Eleventh and French Eighth Army's deploy as intended.

- Russia and Turkey each get one additional infantry corps deployed in the eastern Caucasus.

- Only two British DE units have been built, the remainder need to be completed in the Shipyard.

- The Germans get additional U-Boats.

- The political action "Call up Conscripts" has been selected twice by Germany and France and three times by Austria Hungary and Russia.

- The French Fleet is based at French controlled Corfu.

- Greece is slightly pro-Entente.

1918 Naval;

- Mostly as the Grand Campaigns for missing and added units with the caveat that intentional stock deletions of land units have been retained. USN units have escort abilities and the US Third Army HQ arrives as a reinforcement in the November-December turn.

- Naval losses up to February 1918 have been deleted.

- A number of older battleship and armoured cruiser units in the HSF, RN, RM, French Navy and KuK Marine have been removed representing these obsolete units being taken out of service.

- The German Navy has a number of negative combat modifiers applied representing its material and morale decline.

- Only one British DE unit needs to be completed in the Shipyard.

- The "Call up Conscripts" political action is no longer available to any nation.

- The Germans get additional U-Boats.

- Missing allied units in the Belgian, Italian First, German Eleventh, French Eighth and Turkish Fourth Army's deploy as intended. The regular European Portuguese infantry corps is deployed with the BEF in France.