Altaris
Posts: 1543
Joined: Wed Dec 07, 2011 8:20 pm

The Guns of August Mod (World War I - 1914 Scenario)

Sun Nov 18, 2012 7:54 pm

EDIT: December 8, 2012: This mod has now been released, please see instructions for installation at bottom of this post.


The game will consist of 3 sides, Side 1 is the Central Powers (including Germany, Austria, and any allies they pick up), Side 2 are the Western Allies, which will consist of France, Great Britain and any other Entente allies except Russia, and Side 3, which will be the Russian Empire. It will cover the time period of August 1914 up through December 1914, with turns encompassing 2 weeks, so the scenario is 10 turns long - fairly short, but there is not a single dull turn in this key period of time!

This mod has been designed and tested based on assumption of PBEM play, the AI does work, but has not been optimized to give a particularly challenging experience. I have played one full play-through of PBEM and it was quite nice at capturing the feel of the early months of WW1. I have made every effort to make this mod as historically accurate as I can.

This mod will utilize the AJE game engine, so AJE is a requirement. In addition, the fantastic map from AGEOD's game La Guerre Grande (World War 1 - Gold) is also in use in this mod, that game will also be required for obtaining the map image files (instructions will be included on how to copy the necessary files over).


East_Prussia.jpg

The main menu

East_Prussia.jpg

The I, II, and III German armies march into Belgium!

East_Prussia.jpg

East Prussia remains calm for now... but the Russians are mobilizing on its borders!

East_Prussia.jpg

The Battle of Mulhouse, the French take back part of the lost provinces, but at heavy losses! (French in August 1914 suffer from a protection penalty due to their uniforms)


Special Rules

Note: Regional Decisions
Occurred to me as I write this that it may not be readily apparent how to get to Regional Decisions (decisions that can be dragged onto the map).
Right above the mini-map in the bottom left corner of the main screen, there is a submarine turret, and a conning tower with an eagle emblem on it. Clicking on the turret brings up the build menu, clicking on the conning tower brings up Regional Decisions. Alot of the rules below mention Regional Decisions, this is how you access them. Then you can drag and drop them onto the map.

1 - Diplomacy
On the mini-map, you will see a blue box with a D on it in the upper rigth part of the map. If you click on this, you will be taken to a part of the map with a bunch of flags on it.
Each of these flags corresponds to a nation in the game. If you look at the Loyalty of the region each flag is associated with, you'll see how loyal they are to France (Entente) and how loyal to Germany (Centrals).
When you go into your Social Decisions menu , you'll have a decision call Send Diplomat (Russia does not have these, only France and Germany).
You can drag and drop a Send Diplomat onto a flag to try and make that nation more receptive to your side.
Each turn the diplomat is on a foreign nation, it has a chance to move that nation's loyalty 2% towards your side. The chance of success is equal to the percent loyalty already in that nation. So for example, Japan starts at 90% loyalty to France, 10% to Germany. France diplomats have a 90% chance of success, German only 10%. (So it's much easier to sway already friendly powers).
Most nations will join your side when they reach 100% loyalty.
Certain diplomatic options will become available that can sway these numbers significantly. (Mostly Italy and Ottomans, as well as more minor ones for Romania and Bulgaria).
You can also use a Regional Decision to Declare War on a neutral nation by dragging dropping said decision on the flag of the country you wish to attack. Doing this will automatically make the nation join the other side the following turn.


2 - Minelaying & Minesweeping
You can use Minelayer naval units to lay mines in water regions. To do this, you need to first move a Minelayer to the region you want to lay mines. Then you can play a Regional Decision to try and lay mines. If successful, mines will appear the next turn in the water region.
Similarly, minesweepers are used to clear enemy mines. They work the same way, send a minesweeper to the region you want to clear, then play a Minesweeping regional decision. Minesweepers tend to be exposed a bit, so be wary when doing this of enemy ships!
Mines are nasty business (though not usually fatal in and of themselves). If you move into a water region with enemy mines, *each* ship you have in the region is checked to see if it hits a mine. Bigger ships take greater damage and are more likely to be hit, as well as transports. So as the British you don't really want to tempt wading around in German minefields!

3 - Coastal Bombardment
Very similar to mines, if you have coastal artillery or fortress artillery in a region adjacent to a water region, you can play a Coastal Bombardment decision on that water region. It has the same effect on enemy ships that end their turn in the region as mines.
Note that you can play the Coastal Bombardment decision on a coast region irregardless of whether enemies are present or not, and it will remain unless cancelled or the fort/coastal guns are moved/destroyed. This is handy for setting up defenses of coasts by fortresses. (Example: Russian can set Petrograd guns to defend the approaches to Petrograd and they will dish out damage if the Germans ever dare a naval attack against the city).

4 - Fort Bombardment
This is a regional decision that can be played if you have very big siege guns in the region (in the mod, this is represented by railroad only guns). If played, there is a check made. If you have as many or more railroad guns than the opponent has fortress or coastal artillery, up to 4 of the enemy guns are "silenced" (cohesion reduced to 0). The main purpose of this decision is to allow for destruction of "pre-industrial" forts like Liege & Namur by super heavy bombardment of superior guns.

5 - Three-Star Generals and Command Points
Stacks are capped at 24 Command Points (2 Corps), unless commanded by a 3-star general. All 3-star generals give a +15 CP bonus, so they essentially can extend command to about 3 corps plus a few support artillery regiments.
So 3-stars will tend to be the big forces, with supporting corps protecting flanks. I usually recommend in key offensives have 3-star generals at least every other region, with 2-stars filling the gaps between them. Otherwise, you can have some weak links in your line. (Granted, you cannot cover the whole eastern front this way, but a good rule of thumb in the west and key parts of the east).

6 - Stack Support in Adjacent Regions
Stacks commanded by a 3-star or 2-star general are always eligible to support adjacent friendly stacks in battle.
This is different from other AGEOD games where they had to be part of the same army, in this game, they will always support friendly adjacent battles irregardless.
This change was made to avoid lots of micromanaging of army structures.

7 - Artillery & Munitions
Medium, heavy, and super-heavy artillery is very potent in this game, but munitions are somewhat limited (for this scenario, it usually only becomes problematic towards the end of the scenario).
Munitions units can be built like supply units, though they are a bit expensive in war supply cost.
In game, ammunition is only tracked for medium and higher artillery units. Infantry and field artillery do not require ammunition usage in this game (so if they show at 0 ammo, it's not a concern). This game assumes Supply covers ammunition needs of infantry and smaller field guns.
In practical game turns, medium and higher artillery basically fires a lot prior to battle, and at the beginning of each round. They can do a fair amount of damage to enemy formations, mostly to their cohesion, allowing for easier time once the main battle commences.
It's always best to load up your artillery for the main drive of an offensive, it can really make a difference.

8 - Strategic Redeployment
There is a Red Arrow button on the 3rd tab for units that can be used to redeploy the unit by rail. To utilize this, the unit must be on a rail line connected to the destination, and the destination must be a city. The game does not accurately display the use of rail points to move the unit, but it does use a number of rail points equal to the stacks weight to use this option (and will not allow you to use it if you don't have enough rail points available). Units redeployed this way will appear in the destination region next turn.

9 - Max Hoffman/Russian Interception Decision
The German/Central Powers player has a 1-time regional decision they can play called "Max Hoffman" (named after the chief of staff who engineered the German victory at Tannenberg). The turn he is played, all Russian forces on German soil suffer a -66% cohesion hit, and their stack leaders become inactive for that turn. This means for the next turn or two those Russian stacks will be VERY exposed and threatened.

This allows the Germans to replicate their stunning stop of Russia in 1914 while being outnumbered nearly 2-to-1.

Hints/Suggestions

The Germans
The Germans have the best army in the scenario, but they also have the toughest task by far. There are a few things you need to keep in mind with Germany.

First off, the 2nd Army main stack (the one with the big siege guns), should be sent to Liege on Turn 1, it can just reach it. As long as you have the big guns at Liege on Turn 2, you can play a Fort Bombardment decision at Liege. This will "silence" Liege's guns, and you can safely set the stack to Red/Red assault, and also set it to move to Namur that turn too. Namur lacks any big fort guns, so it's relatively safe to assault without expecting many casualties. Doing things this way is very important, as if you assault Liege without first silencing it's guns, you'll take VERY heavy casualties (fort guns have been made fairly potent to represent the importance of forts more accurately). At some point I want to make this a little cleaner/easier to implement, but it works so long as you follow the procedure above.

The 1st Army should go through Maastricht and bypass Liege/Namur to the north, heading straight for Brussels. They will arrive at Brussels a little earlier than historically but not by much. I highly suggest keeping an eye on where the various parts of 1st Army will end up after they finish moving on Turn 2, as the BEF is likely to be around the Lille/Mons area, and they will wreck havoc on the 1st Army if they get the chance to attack the individual corps piecemeal. The big thing is making sure Kluck and his reserves are close to the front-line corps in 1st Army (Linsengen in particular has a tendency of getting ahead of the main force). The BEF usually ultimately decides whether Germany's advance is stopped or not, so be VERY wary of them in Late August and Early September turns!

For the rest of the Western Front, I offer only one hint - remember the Schlieffen Plan, there's a reason it was structured the way it was, and this mod does a pretty good job of mirroring those historical reasons. The reality is that it's probably not going to actually take you all the way into Paris, but there are chances for it to be more successful than historically. But to do that, you need a strong right arm to the invasion, and it's easy to strip it of strength by hitting the French border too hard (which is pretty well defended). I think staunch history buffs of the Western Front are going to really like the dynamics here - they are very close to what actually faced the commanders on the western front in Autumn 1914.

The Austrians and Serbs
Austria has two armies on the Serbian border that can begin invading Serbia on Turn 1. The Serbs aren't particularly well-equipped (a lot of militia units) but they do have good experience and good leaders. So long as the Serbs stay in Serbian borders, they should be able to contain the Austrian invasion, but subsequently invading into Austria tends not to go very far (as historically).

On the Russian front, the Austrians are very outnumbered. Galicia is almost guaranteed to fall unless the Russians seriously blunder, but you should focus on making sure they don't advance deep into the Carpathians, if they get past the mountains, you'll be in a huge risk of losing key areas of Hungary. So try to hold them in the mountain passes, preferably behind rivers, until the Germans can start mounting a threat to the Russians on the Silesia/Polish border (usually around October/November - assuming that the Germans begin building up forces for a Ninth Army on Turn 1).

The French
The French have some incentives to try to retake Mulhouse on Turn 1, to gain national morale and VP for retaking a city in Alsace-Lorraine. The German forces on the border are fixed on Turn 1, and Mulhouse is very weakly held. The 1st (Premiere) French Army is just south of Mulhouse and you should march all 3 stacks belonging to it against Mulhouse on the first turn. You don't want to run the risk of this running into Turn 2, as the Germans may very well be able to turn you back after that.

You can get more morale and VP bonuses by taking more cities in Alsace-Lorraine beyond Mulhouse, but it's very difficult to do and you run the risk of trashing your armies for little gain. Keep in mind that the Germans will be swinging out of Belgium towards the end of August, and you may very well need reinforcements on your left by that point.

It also helps to begin rounding up reinforcements from North Africa and Canada right from the beginning. Get transports around to pick these guys up (and rail your North African guys to somewhere like Algeria where you can pick them up as a pool).

The British

Make sure you load up the B.E.F. and set it towards France on Turn 1 (the B.E.F. starts in Southampton, central southern coast of England). Due to the 1-week turns, sometimes the fleet will be delayed a few days and not actually set out until Turn 2, but at least get it going towards France (usually Calais as destination). If it doesn't get out of port *don't change destination* on Turn 2, otherwise it may get delayed even more. The fleet delay is hard-coded so I can't bypass it, but as long as you don't change the destination from turn to turn, the delay only applies the first turn it is in movement.

The Brits have lots of troops that will begin activating over the first 4-6 turns, plan on getting transports to them to get them to France. You'll want their help once September & October comes around, makes a big difference in how well the Germans can be routed and/or held in check.

The Russians

Russia can utterly clobber Austria in Galicia in August and September, anywhere that has clear terrain the Russians are probably going to win. Once you start running into the hills and mountains of the Carpathians it slows down a bit though. I recommend moving all the armies surrounding Galicia directly towards Lemberg on Turn 2, and make sure you take it - doing so will allow you some options for securing passes into either the Carpathians or towards Przemyl on Turn 3 and 4.

In Germany, things are a bit different. Once the Russians cross into Germany, Hindenburg appears on the Eastern Front, giving some bonuses to German cohesion on the eastern front. Also, the Germans have a one-time decision they can play called "Max Hoffman" (named after the chief of staff who engineered the German victory at Tannenberg). The turn he is played, all Russian forces on German soil suffer a -66% cohesion hit, and their stack leaders become inactive for that turn. This means for the next turn or two those Russian stacks will be VERY exposed and threatened.


The Royal Navy (and Naval Intercepts in general)
The Grand Fleet starts in the Scotland region (Scapa Flow), and is VERY powerful. The best place to send it is the North Sea region, then put it on the special order to "Naval Intercept". This means it will attempt to intercept any enemy ships that pass through the North Sea or any adjacent region to it. Be wary putting this force on Naval Intercept then moving into Dogger Bank or Eastern North Sea, though, as they may try to intercept into a region that has enemy naval mines... very dangerous indeed. This ends up creating a scenario very similar to the historical one, with the Grand Fleet bottling the German Navy up but adverse to moving too close into a trap of minefields. If the Grand Fleet hits an enemy minefield and gets unlucky, the German High Seas Fleet is capable of inflicting devastating losses, and Britain could potentially "lose the war in an afternoon".

Naval Intercept is very handy in lots of other situations too, just keep an eye out for potential minefield traps.

German Raiders
Germans start out with a fair number of cruisers spread out throughout the map, mostly in the Atlantic and Pacific Ocean areas (these are along the right side of the mini-map, indicated with a box with P for the Pacific areas and A for the Atlantic areas). Each turn they stay on the high seas, they cause some damage to France's money, war supply, and a small hit to VP. None of these are huge, but enough to make tracking them down worthwhile. The best approach is getting your own groups of cruisers and destroyers together and going "hunting". Put them on offensive operations in areas you suspect enemy cruisers and gradually you'll weed them out. I suggest making your patrols around 400-600 CP strong, otherwise they may not be strong enough to take out Graf Spee should they run afoul of him...

Africa
The Allies have the upper hand in Africa, though it takes time to drive the Germans out of all their holdings. Africa has very bad climate, and is difficult for any non-colonial troops to fight in. It's tempting to send the forces that activate in India against Lettow in East Africa, but beware that it may not end up any better than it did historically... One thing that does help considerably is using naval bombardments with big ships in the adjacent oceans, the colonial units aren't capable of fighting back, so it's safe and does really help out.


Installation Instructions
This mod requires both Alea Jacta Est and World War One (Gold) to be installed to play!

1 - If you have not installed Alea Jacta Est yet, please do so first.

2 - Make sure Alea Jacta Est is patched to latest patch.

3 - Download my mod file WW1_MainFiles_v202.zip at this location: http://www.mediafire.com/download.php?nb2dz0w2se5i4ws

4 - Open the mod zip file, there is a single folder called WW1 inside. You need to extract this folder to your main Alea Jacta Est directory (typically found at either C:\Games\Alea Jacta Est or C:\Program Files\Alea Jacta Est - it will be the directory where the AJE.exe file is located and there will also be a folder called AJE in this location.

5 - Install latest WW1 patch files located here: http://www.mediafire.com/download.php?fnio52rtug08o7b - extract the WW1 folder located in this zip to the same location in Step 4 (allow any overwrite file prompts).

6 - Once the files are extracted, go to the directory where you have World War One Gold installed (usually either C:\Games\World War One Gold or C:\Program Files\World War One Gold). Once you are in the main World War One Gold directory, navigate to World War One Gold\Data\Graph\Map\GoldRegions - there should be a large number of .bmp picture files in here. Copy all files in this directory.

7 - Go back to where you extracted the WW1 folder in Step 4. From here, navigate to WW1\Graphics\Regions and paste all the .bmp files you copied in Step 5 to this directory. There are 4 files that will ask if you want to overwrite them, choose NO when prompted (if you choose Yes or Yes to All, it's not a big deal, it will just cause one region that has a rail link not to show properly on the map).

8 - Go back to the location where you extracted WW1 folder in Step 4. There is a file here called ModPath.ini. Open this with a text editor such as Notepad or Wordpad. It contains one line of text that should read AJE, simply change this to WW1 and save. (for future reference, when you want to switch back to playing AJE, simply change this file contents back to AJE - very simple to switch back and forth).

9 - Launch Alea Jacta Est and you should see the new mod kicking in - you're all set to go!
Attachments
Battle_of_Mulhouse.jpg
Invasion_of_Belgium.jpg
Load_Screen.jpg

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Narwhal
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Wed Nov 21, 2012 10:43 am

It looks like an outstanding project. The fact that you are only playing WWI will also limit the sore lack of "frontline" in AGEOD.

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Leibst
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Wed Nov 21, 2012 11:10 am

fantastic project!! will follow it with interest.
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Headquarter game designer of Battles For Spain, Ageod English Civil War, España:1936 and Thirty Years War
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Franciscus
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Wed Nov 21, 2012 11:17 am

Amazing !

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Hobbes
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Wed Nov 21, 2012 1:18 pm

Looks superb!

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picaron
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Wed Nov 21, 2012 2:26 pm

:hat:

Bravo¡¡ :w00t: :thumbsup:

:wavey:
Sorprende al enemigo mediante la estrategia y el secreto, mediante lo inesperado y la rapidez de tus operaciones

Dulce bellum inexpertis

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Bohémond
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Thu Nov 22, 2012 4:11 am

Very good job.

Let me know if I can help.

Regards
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Carnium
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Mon Nov 26, 2012 3:06 pm

Awesome stuff :thumbsup:

Altaris
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Mon Nov 26, 2012 3:47 pm

This is coming... very soon. Just finished a full test play through last night, need to correct a few things here and there, but otherwise ready to roll.

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Franciscus
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Mon Nov 26, 2012 7:05 pm

Altaris wrote:This is coming... very soon. Just finished a full test play through last night, need to correct a few things here and there, but otherwise ready to roll.


Really looking forward for this! :thumbsup:

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Leibst
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Mon Nov 26, 2012 9:22 pm

I read some years ago the book with that title so, will be of interest for me this campaing mod. :)

One question Altaris, you started the mod in a different exe than AJE and then migrate to AJE?
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Headquarter game designer of Battles For Spain, Ageod English Civil War, España:1936 and Thirty Years War
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Altaris
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Mon Nov 26, 2012 11:27 pm

Correct, Leib. I started with RUS, at one point had it in PON (very shortly), and ended up in AJE. Ported completely seamlessly (no bugs or errors at all) from RUS to AJE (PON was a different matter). AJE has a much nicer regional decision system, does take some tinkering with front end files to get a port from RUS to AJE to get the new region decisions to work, but nothing major (I could help you with that part if you are looking at doing the same).

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Leibst
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Tue Nov 27, 2012 2:25 pm

And with AJE works properly the rail movement?
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Headquarter game designer of Battles For Spain, Ageod English Civil War, España:1936 and Thirty Years War
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Altaris
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Tue Nov 27, 2012 2:38 pm

Yes.

As long as you are using a separate folder and Modpath.ini for designing your mod, you should be able to copy your mod folder (I'm going to assume you are using a folder called SCW) over to the AJE install directory and switch the ModPath.ini file in AJE over to point to your mod folder, then boot it up. As far as I can tell, AJE will run any code that was in a RUS mod. I didn't have one single hiccup when I ported mine over.

But to use the decisions in AJE, a few of the front end files from RUS have to be modified (RUS files don't have any links to pull up the screens for on-map region decisions by default) and the map frontend file has to be changed to allow for the regional decisions to be played on it. Wasn't anything major, I figured out how to do it in an evening or so of comparing RUS and AJE frontend files, but did require a little bit of work. I'd be happy to help you out with that if you run into any questions.

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Pocus
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Tue Nov 27, 2012 5:16 pm

Thanks Altaris for doing this mod, this will help spread the word that the engine is versatile and detailed. If you have a png file around that you would want me to attach to your name (a bit like the AJE icon you see under Leibstandarte, that would be a pleasure of mine to add it to your profile). Just send me a mail at pocus@ageod.net
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Altaris
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Sun Dec 02, 2012 6:00 am

I am starting up a test PBEM with some friends of mine tomorrow, I will be using this thread to put up some highlight screenshots and go into further detail on some of the intricacies of this mod. Assuming we don't run into any major issues or bugs, I plan on releasing the mod after this PBEM is done.

From my testing, I am very pleased with how it is playing, but need to have a PBEM game go to put it to the true test.

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Leibst
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Sun Dec 02, 2012 3:09 pm

I will be here reading with interest. :sherlock:
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Matto
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Sun Dec 02, 2012 4:50 pm

Wow, sounds fantastic and looks great ... looking forward for any news
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My AGEOD games: WoN, TYW, EAW, CW2, AJE, PoN, NCP, ROP Gold, RUS Gold and BOA2

Altaris
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Sun Dec 02, 2012 7:05 pm

I've updated the end of the first post to include the special rules in place for this mod, as well as some hints/suggestions. This was mostly written to my opponents, who are playing the Entente, so not much hints/suggestions yet for the Centrals. I'll add that at some point.

This is the new text added:

Special Rules

Note: Regional Decisions
Occurred to me as I write this that it may not be readily apparent how to get to Regional Decisions (decisions that can be dragged onto the map).
Right above the mini-map in the bottom left corner of the main screen, there is a submarine turret, and a conning tower with an eagle emblem on it. Clicking on the turret brings up the build menu, clicking on the conning tower brings up Regional Decisions. Alot of the rules below mention Regional Decisions, this is how you access them. Then you can drag and drop them onto the map.

1 - Diplomacy
On the mini-map, you will see a blue box with a D on it in the upper rigth part of the map. If you click on this, you will be taken to a part of the map with a bunch of flags on it.
Each of these flags corresponds to a nation in the game. If you look at the Loyalty of the region each flag is associated with, you'll see how loyal they are to France (Entente) and how loyal to Germany (Centrals).
When you go into your Social Decisions menu , you'll have a decision call Send Diplomat (Russia does not have these, only France and Germany).
You can drag and drop a Send Diplomat onto a flag to try and make that nation more receptive to your side.
Each turn the diplomat is on a foreign nation, it has a chance to move that nation's loyalty 2% towards your side. The chance of success is equal to the percent loyalty already in that nation. So for example, Japan starts at 90% loyalty to France, 10% to Germany. France diplomats have a 90% chance of success, German only 10%. (So it's much easier to sway already friendly powers).
Most nations will join your side when they reach 100% loyalty.
Certain diplomatic options will become available that can sway these numbers significantly. (Mostly Italy and Ottomans, as well as more minor ones for Romania and Bulgaria).
You can also use a Regional Decision to Declare War on a neutral nation by dragging dropping said decision on the flag of the country you wish to attack. Doing this will automatically make the nation join the other side the following turn.


2 - Minelaying & Minesweeping
You can use Minelayer naval units to lay mines in water regions. To do this, you need to first move a Minelayer to the region you want to lay mines. Then you can play a Regional Decision to try and lay mines. If successful, mines will appear the next turn in the water region.
Similarly, minesweepers are used to clear enemy mines. They work the same way, send a minesweeper to the region you want to clear, then play a Minesweeping regional decision. Minesweepers tend to be exposed a bit, so be wary when doing this of enemy ships!
Mines are nasty business (though not usually fatal in and of themselves). If you move into a water region with enemy mines, *each* ship you have in the region is checked to see if it hits a mine. Bigger ships take greater damage and are more likely to be hit, as well as transports. So as the British you don't really want to tempt wading around in German minefields!

3 - Coastal Bombardment
Very similar to mines, if you have coastal artillery or fortress artillery in a region adjacent to a water region, you can play a Coastal Bombardment decision on that water region. It has the same effect on enemy ships that end their turn in the region as mines.
Note that you can play the Coastal Bombardment decision on a coast region irregardless of whether enemies are present or not, and it will remain unless cancelled or the fort/coastal guns are moved/destroyed. This is handy for setting up defenses of coasts by fortresses. (Example: Russian can set Petrograd guns to defend the approaches to Petrograd and they will dish out damage if the Germans ever dare a naval attack against the city).

4 - Fort Bombardment
This is a regional decision that can be played if you have very big siege guns in the region (in the mod, this is represented by railroad only guns). If played, there is a check made. If you have as many or more railroad guns than the opponent has fortress or coastal artillery, up to 4 of the enemy guns are "silenced" (cohesion reduced to 0). The main purpose of this decision is to allow for destruction of "pre-industrial" forts like Liege & Namur by super heavy bombardment of superior guns.

5 - Three-Star Generals and Command Points
Stacks are capped at 24 Command Points (2 Corps), unless commanded by a 3-star general. All 3-star generals give a +15 CP bonus, so they essentially can extend command to about 3 corps plus a few support artillery regiments.
So 3-stars will tend to be the big forces, with supporting corps protecting flanks. I usually recommend in key offensives have 3-star generals at least every other region, with 2-stars filling the gaps between them. Otherwise, you can have some weak links in your line. (Granted, you cannot cover the whole eastern front this way, but a good rule of thumb in the west and key parts of the east).

6 - Stack Support in Adjacent Regions
Stacks commanded by a 3-star or 2-star general are always eligible to support adjacent friendly stacks in battle.
This is different from other AGEOD games where they had to be part of the same army, in this game, they will always support friendly adjacent battles irregardless.
This change was made to avoid lots of micromanaging of army structures.

7 - Artillery & Munitions
Medium, heavy, and super-heavy artillery is very potent in this game, but munitions are somewhat limited (for this scenario, it usually only becomes problematic towards the end of the scenario).
Munitions units can be built like supply units, though they are a bit expensive in war supply cost.
In game, ammunition is only tracked for medium and higher artillery units. Infantry and field artillery do not require ammunition usage in this game (so if they show at 0 ammo, it's not a concern). This game assumes Supply covers ammunition needs of infantry and smaller field guns.
In practical game turns, medium and higher artillery basically fires a lot prior to battle, and at the beginning of each round. They can do a fair amount of damage to enemy formations, mostly to their cohesion, allowing for easier time once the main battle commences.
It's always best to load up your artillery for the main drive of an offensive, it can really make a difference.

8 - Railroads on the Eastern Front
Historically, Russian and Germans used different rail gauges, which slowed their ability to use one another's rail lines. In game, this is represented by the rail lines of captured provinces becoming damaged when overrun on the Eastern Front and having to be repaired before they can be used.

9 - Strategic Redeployment
There is a Red Arrow button on the 3rd tab for units that can be used to redeploy the unit by rail. To utilize this, the unit must be on a rail line connected to the destination, and the destination must be a city. The game does not accurately display the use of rail points to move the unit, but it does use a number of rail points equal to the stacks weight to use this option (and will not allow you to use it if you don't have enough rail points available). Units redeployed this way will appear in the destination region next turn.

Hints/Suggestions

The French
The French need to retake Mulhouse on Turn 1 to ensure they meet their offensive requirement to retake a city in Alsace-Lorraine. The German forces on the border are fixed on Turn 1, and Mulhouse is very weakly held. The 1st (Premiere) French Army is just south of Mulhouse and you should march all 3 stacks belonging to it against Mulhouse on the first turn. You don't want to run the risk of this running into Turn 2, as the Germans may very well be able to turn you back after that.

You can get more morale and VP bonuses by taking more cities in Alsace-Lorraine beyond Mulhouse, but it's very difficult to do and you run the risk of trashing your armies for little gain. Keep in mind that the Germans will be swinging out of Belgium towards the end of August, and you may very well need reinforcements on your left by that point.

It also helps to begin rounding up reinforcements from North Africa and Canada right from the beginning. Get transports around to pick these guys up (and rail your North African guys to somewhere like Algeria where you can pick them up as a pool).

The British

Make sure you load up the B.E.F. and set it towards France on Turn 1 (the B.E.F. starts in Southampton, central southern coast of England). Due to the 1-week turns, sometimes the fleet will be delayed a few days and not actually set out until Turn 2, but at least get it going towards France (usually Calais as destination). If it doesn't get out of port *don't change destination* on Turn 2, otherwise it may get delayed even more. The fleet delay is hard-coded so I can't bypass it, but as long as you don't change the destination from turn to turn, the delay only applies the first turn it is in movement.

The Brits have lots of troops that will begin activating over the first 4-6 turns, plan on getting transports to them to get them to France. You'll want their help once September & October comes around, makes a big difference in how well the Germans can be routed and/or held in check.

The Russians

Russia can utterly clobber Austria in Galicia in August and September, anywhere that has clear terrain the Russians are probably going to win. Once you start running into the hills and mountains of the Carpathians it slows down a bit though.

In Germany, things are a bit different. Once the Russians cross into Germany, Hindenburg appears on the Eastern Front, and the first turn that lots of Russians are in Germany, they suffer big cohesion penalties to represent the Germans overhearing wire transmissions. This event fires based on a scaling likelihood depending on how many Russian elements are on German soil, so it cannot be bypassed by only sending a handful of Russian units onto German soil.

So Russia ends up faced with a choice, either move extremely slowly against Germany or risk a battle like Tannenberg occurring. If you want to avoid the big losses, be very careful how fast you advance into Prussia.

The Royal Navy (and Naval Intercepts in general)
The Grand Fleet starts in the Scotland region (Scapa Flow), and is VERY powerful. The best place to send it is the North Sea region, then put it on the special order to "Naval Intercept". This means it will attempt to intercept any enemy ships that pass through the North Sea or any adjacent region to it. Be wary putting this force on Naval Intercept then moving into Dogger Bank or Eastern North Sea, though, as they may try to intercept into a region that has enemy naval mines... very dangerous indeed. This ends up creating a scenario very similar to the historical one, with the Grand Fleet bottling the German Navy up but adverse to moving too close into a trap of minefields. If the Grand Fleet hits an enemy minefield and gets unlucky, the German High Seas Fleet is capable of inflicting devastating losses, and Britain could potentially "lose the war in an afternoon".

Naval Intercept is very handy in lots of other situations too, just keep an eye out for potential minefield traps.

German Raiders
Germans start out with a fair number of cruisers spread out throughout the map, mostly in the Atlantic and Pacific Ocean areas (these are along the right side of the mini-map, indicated with a box with P for the Pacific areas and A for the Atlantic areas). Each turn they stay on the high seas, they cause some damage to France's money, war supply, and a small hit to VP. None of these are huge, but enough to make tracking them down worthwhile. The best approach is getting your own groups of cruisers and destroyers together and going "hunting". Put them on offensive operations in areas you suspect enemy cruisers and gradually you'll weed them out. I suggest making your patrols around 400-600 CP strong, otherwise they may not be strong enough to take out Graf Spee should they run afoul of him...

Africa
The Allies have the upper hand in Africa, though it takes time to drive the Germans out of all their holdings. Africa has very bad climate, and is difficult for any non-colonial troops to fight in. It's tempting to send the forces that activate in India against Lettow in East Africa, but beware that it may not end up any better than it did historically... One thing that does help considerably is using naval bombardments with big ships in the adjacent oceans, the colonial units aren't capable of fighting back, so it's safe and does really help out.

Baris
AGEod Guard of Honor
Posts: 1914
Joined: Fri Apr 16, 2010 9:50 pm

Sun Dec 02, 2012 11:40 pm

Great ! When complete it is excellent project.
For diplomacy about Italy and Ottoman ,game scenario needs to expand further to 1915.

Altaris
Posts: 1543
Joined: Wed Dec 07, 2011 8:20 pm

Mon Dec 03, 2012 12:23 am

Ottomans joined the Central Powers at end of October 1914, and usually join up around the same time in this one too (assuming the Centrals try to get them on board).

In general, there's some variation in diplomacy from what happened historically. It all depends just on which nations players try to sway.

In general though, for the 1914 scenario, usually only Japan joins the Entente, and Ottomans join the Centrals. It's possible that Italy might join the Centrals if they choose to give a bunch of concessions, but doing so is costly in morale, victory points, and overall loyalty in Austria-Hungary to the Central Powers cause.

Altaris
Posts: 1543
Joined: Wed Dec 07, 2011 8:20 pm

Tue Dec 04, 2012 3:08 am

Some screenshots of the action in my test PBEM game.

Turn 2 (August 8th, 1914)

So far, action has been limited to a few active armies in the initial turn. German I, II, and III armies advanced into Belgium & the Ardennes. II Army has laid siege to Liege, and is ordering up heavy bombardments to silence the forts out-dated guns. On the southern end of the border, the French Premiere Army demolished my small Corps defending the region and retook Mulhouse (which lead to great cheering and a +5 NM boost in France).


Notice the Fort Bombardment decision, this will be used to silence the guns of Liege.


[ATTACH]20921[/ATTACH]



Mulhouse falls to overwhelming French troops... maybe I shouldn't have defended at all cost :(


[ATTACH]20922[/ATTACH]
Attachments
BattleofMulhouse1.jpg
SiegeofLiege.jpg

Altaris
Posts: 1543
Joined: Wed Dec 07, 2011 8:20 pm

Tue Dec 04, 2012 4:38 am

Turn 3 (August 16th)

Some big advancements against France this turn, though the B.E.F. makes a timely arrival in Belgium and stops the German advance in this sector.

In the East, Serbia makes a determined defense and Obernovac and stops the Austrian invasion cold! With massive numbers of Russians massing on the Galician border, things may be about to get bleak for the Austrians...

On the high seas, several of the German light cruisers that have been raiding Allied shipping were sunk by a joint attack of British and French navies.

In other news, two events are chosen to sway the Ottoman Empire towards the Central Powers cause. The Germans give a sizeable donation of gold to the Sultan (in what amounts to basically a bribe), and the Goeben & Breslau cruisers are gifted to the Turks. Between these actions, the Ottomans jump a sizeable 20% loyalty towards the Central Powers.

The German III and IV Armies strike hard on the French border at Longwy.

[ATTACH]20923[/ATTACH]



The German V Army hits the French at Val de Moselle, threatening the key approaches to Nancy!

[ATTACH]20927[/ATTACH]



Mulhouse is retaken!

[ATTACH]20924[/ATTACH]


The BEF shows up in Belgium this turn, turning back the advance forces of the German I Army

[ATTACH]20925[/ATTACH]


The Serbs beat back the Austrians at Obrenovac!

[ATTACH]20926[/ATTACH]
Attachments
BattleofValdeMoselle.jpg
BattleofObrenovac.jpg
BattleofMechellin.jpg
BattleofMulhouse.jpg
BattleofLongwy.jpg

Altaris
Posts: 1543
Joined: Wed Dec 07, 2011 8:20 pm

Tue Dec 04, 2012 4:40 am

Rest of Turn 3 pics.

Two of Germany's cruiser raiders are sunk in the South Atlantic...

[ATTACH]20928[/ATTACH]


The Ottomans are now at 87% loyalty to the Central Powers! Since we're likely to gain 2% per turn from here out, they should be joining up sometime in October, near historical time.

[ATTACH]20929[/ATTACH]
Attachments
Turkey.jpg
BattleofSouthAtlantic.jpg

User avatar
Highlandcharge
Posts: 701
Joined: Thu Oct 20, 2011 11:44 am

Tue Dec 04, 2012 9:41 pm

This mod looks really impressive, any idea when it will be ready?

By the way I would be willing to do some pbem testing :)

Altaris
Posts: 1543
Joined: Wed Dec 07, 2011 8:20 pm

Tue Dec 04, 2012 11:56 pm

It will be soon. We found a few little bugs that need to be fixed (like Atlantic Ocean currently doesn't link properly to Europe part of map), minor things but ones I'd like to get corrected first. Probably in another week or so.

Soulstrider
Major
Posts: 222
Joined: Fri Sep 14, 2012 11:22 pm
Location: Northern Lusitania

Wed Dec 05, 2012 12:43 am

I was already planning to buy WW1 Gold but damn I may buy it sooner than expected to give this mod a try since for some reason I am one of those few people who find WW1 more interesting than 2.

Altaris
Posts: 1543
Joined: Wed Dec 07, 2011 8:20 pm

Thu Dec 06, 2012 2:24 am

Our test PBEM game revealed some issues with the setup, mostly in relation to Germany's initial starting point for 1st Army (it was getting stopped by Liege's ZOC and not getting anywhere near historical position through Belgium in August) and some pretty major problems with 1-week turns causing forces to get stuck in devasting combat loss situations b/c they couldn't retreat in a timely fashion. We're going with a 2-week turn setup, as the mod was originally designed for, and starting German 1st Army in a position that it can bypass Liege to the north and proceed on through Belgium. From my testing today, I think this resolves the issue. We also had a few bugs that had to be squished (Atlantic Ocean region was missing a link to the European water zones, keeping Canadians from reaching Europe, small stuff like that).

Starting up a new game tonight, screenshots to come as we progress.

User avatar
Carnium
Posts: 2115
Joined: Thu Jan 17, 2008 2:08 pm
Location: Slovenia

Thu Dec 06, 2012 9:18 pm

This looks better and better every day. Any plans for a longer scenario too? :thumbsup: :coeurs:

Altaris
Posts: 1543
Joined: Wed Dec 07, 2011 8:20 pm

Thu Dec 06, 2012 10:07 pm

Carnium wrote:This looks better and better every day. Any plans for a longer scenario too? :thumbsup: :coeurs:


One step at a time :)

It took me about a year to get to this point (granted, that's been sporadic around other obligations).

It's pretty good, I was struck last night by just how closely the German attack on the West was mirroring the reality... a very bruised and battered 1st Army (beaten up badly the turn before by the B.E.F.) reached the outskirts of Paris, only to find it defended by a hastily raised militia force and lacking the cohesion to take them on. With Lanzerac and his 5th Army having battered 2nd and 3rd Armies and only a very precariously held rail line back into Belgium, I had to swallow the same bitter pill as the historical German commanders and start looking at a hasty retreat in the Late September turn.

Still going back and forth on how to best mirror the situation in Prussia in 1914. Right now, the first turn the Russians come in force into German territory, they get hit with a very heavy cohesion penalty. This works pretty well... assuming the Russians advance far enough in and in enough numbers for it to be exploited. But there''s nothing to stop the Russian player from either just barely entering and avoiding the heavy losses, or simply avoiding Prussia altogether.

What I'm leaning toward now may prove a better and more flexible solution is to have the Germans be able to play an event (or map decision) one time during the game. When it is played, all Russian forces in German territory that turn have their leaders immediately set to inactive and lose a healthy amount of cohesion (maybe like -50% cohesion). I like the dynamics of this solution, as it means that the Centrals player has a lot more control over using it to their benefit, and may simply carry it over to later in the game if the Russians avoid Prussia. The Russians are also given a good incentive to just go ahead and take the risk, since it's better to risk losing troops in 1st and 2nd Army against an undermanned 8th Army than to risk much, much heavier losses if they get hit with th event later and the Germans have 2 or 3 armies on hand to dish out even more catastrophic losses.

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