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- World War I began in 1914, after the assassination of Archduke Franz Ferdinand, and lasted until 1918. During the conflict, Germany, Austria-Hungary, Bulgaria and the Ottoman Empire (the Central.
- Find below an updated list of all Hearts of Iron IV console commands, these are commonly referred to as cheat codes. Type the name of a command into the search bar to instantly search our database of 172 HOI4 commands for the most recent version of the game on Steam (PC). Hover over a command in the table to view detailed argument-related help.
The command line (or Terminal for you Mac fans) is a throwback to a simpler age of computing, before mouse pointers and application windows and desktop wallpaper. Back when it was just you and a. There was a console in TGW, but it couldn't perform commands that would change anything in game. I think the only one that I used reliably was the exit command lmao. I think adding a console that would let you add in units, resources, etc, would be an interesting option and be good for modders to be able to test their scenarios. Making History: The Calm & The Storm is a World War II grand strategy video game released in March 2007 by developer Muzzy Lane.Similar in ways to the popular board games Axis & Allies and Risk, Making History is turn-based with basic industrial, economic, resource, research and diplomatic management included.
Released 01 Aug 2017
Awe. That’s really about the most applicable word I can think of for subject of this review – awe, and maybe a little shock as well. I am talking about Battlegoat (no, have no clue) Studios' newest edition to their Supreme Ruler franchise, Supreme Ruler, the Great War (or SRGW), covering World War I plus. Given the subject, the boss asked me to step outside my comfort zone and review this grand strategy game, an echelon of command not my favorite. The result was a rewarding, if frustrating experience, but overall I’d say I’m very impressed.
Like most games at this level, the player is not a military commander, but the ruler of his/her country and as such a resource manager. Given a certain amount of money collected in terms of trade and taxes, the player allocates their revenue so as to properly build and maintain industry and infrastructure, produce and support military units, make treaties and keep the civilian population content and loyal. In doing so s/he can stockpile enough power to wage war and gain more territory, as well the resources therein. It’s the same for SRGW, but as with other systems, it’s the way the game does this that sets it apart as special. So with a nod to Italian director Sergio Leone, let’s take a look.
The Good
Because SRGW generally works the way other strategic level games do, I won’t go into a blow by blow description of a turn sequence (there isn’t one anyway) or similar. Instead I thought I would pick out those things that caught my eye, both good and lacking, to briefly discuss. Starting with the positive we have:
Installation: Unlike some of the older AGEOD games I’ve played, installation was a snap on Windows 10 with no modification required and no glitches. Hardware requirements are absolutely rock bottom. Right now I am playing SRGW on my ASU’s (assigned spousal unit) Lenovo mini work station that has an Intel Pentium Quad 2.41 MHZ processor, 8 GB Ram, 465 GB hard drive and a standard Intel on board HD video card. And if the player manual is correct, this is WAY overkill. Gameplay is smooth and faultless.
Scope: This is one of two areas that really blew me away when playing this game last weekend, and I have played some excellent WWI strategic PC games before, notably AGEODs To End All Wars and Matrix's Guns of August. However these games confine the contest to Europe and the Middle East, from about 1914 thru the end of the war in 1918 and perhaps a little beyond. SRGW, however, covers the entire planet in excruciating detail, and here we are talking about over a million double bordered hexes to include Japan and China. Should the former declare war on the latter because of Peking’s attack against Japanese ally Russia, don’t expect an AI sideshow. You actually play it. Likewise, while you can play historical campaigns that last up to 120 months, you can also flip to sandbox mode and play from 1914 or 1917 until eternity minus one day. I was wondering why the player’s manual and production interface included listings for nuclear weapons (although if you’ve seen the Wonder Woman flick, it could happen, right?) and battle mechs with pulse lasers, and it’s because you can start at Sarajevo and continue non-stop until 2017 and beyond.
Detail: OK, this is the second area. If you are thinking about producing general minerals or heavy artillery units, guess again. Such things become petroleum, timber, rubber or 130 mm cannon or 152 mm howitzers or types of aircraft by historical designation. And military units can not only be built from scratch, but standing reserves can also be mobilized. The game also includes a complete, AI controlled weather system that can obscure a map that literally zooms down to individual railroad track and tree sprite level. A complete domestic model manages not only things such as food, but also education, healthcare, powers of the national police and more. Other areas such as diplomacy, research and so on, are the same, and if the player does not manage them properly, they will impact his ability to produce the war material needed for victory. Famine, for example means less immigrants in, more citizens leaving and overall less young men to conscript into the army. There is not only a listing for every country worldwide in this game, but also an individual data sheet for each of their colonies, so it’s that kinda detail we’re talking about.
Scale: Each hex represents 16 km across, but the time scale is semi-real time. The game actually plays similar to RTS games like Command and Conquer in that a time clock runs continuously with every 20 seconds or so representing one 24 hour period in the game. The player can actually speed up or slow down the clock, but the idea is that you simply can’t make decisions on a static turn by turn basis. Yes, hitting the ESC key will bring up the main menu and pause the game as will certain things like information alerts, but once you execute you do so while the clock runs in the background. So if building an ammo depot starts a day late due moving clock hands, completion is delayed as well.
Objectives: Time is also important because the game AI will periodically assign the player historically based objectives to complete by a certain date. Not doing so won’t absolutely prevent victory, but getting them done certainly helps. Fuse Scale and Objectives, and if you want a reason for copious amounts of alcohol when gaming, this is it.
Movement: Best I’ve seen ever IMHO, much better than area or point to point movement. Click on a unit and a green line immediately appears emanating from the location hex. Stretch the line to the destination hex and the computer calculates the best path for movement, draws it on the map, and then starts the process.
Government: The countries available for play are rated as to type of government, be they democracy, communist, monarchy or something else. Each government type has different attributes that directly impacts how the computer AI translates all those “Details” mentioned above into events and actions. Democracies, for example, have less chance of a military coup occurring, while communist governments can expect cheaper labor costs. There is also a listing for governments in exile, which can form partisans in occupied territory.
Cabinet Ministers: Know why the Germans created their vaunted Great General Staff? To fuse the intellectual genius of their officer corps into a formal system, as there would never be another Napoleon. Nappy was that unique genius who could run not only the Grande Armee, but the whole damn country pretty much by himself. You aren’t Napoleon, neither am I and at some point you will have to shove some of your responsibilities off on a Cabinet Minister. The game itself is organized around cabinet level departments such as defense and finance, so clicking a couple of buttons will allow your minister to run things. But in a neat little twist, you can also click one of several buttons to set a priority for the gentleman in charge. For example under defense related production the choices might be something like build defensive weapons or offensive weapons or reduce spending over all. Trust me; get to know this process #upcloseandpersonal.
I could go on here, but sheer mass of options the game provides makes this impossible. Hopefully, this will whet your appetite for the feast waiting, even if extra spices are needed.
The Bad
Because of the complexity and scope of this game, I would strongly recommend you read the player’s manual and go through the tutorial before you flip the switch and march into Belgium. Unfortunately, I found these two parts of the package a bit lacking IMHO. Now part of this may be because I was playing the final pre-pub beta (the manual has references to Supreme Ruler 1936), but nevertheless it is something to be aware of. The manual is a must if only to become familiar with the many icons used in the game, and given the detail it needs to cover it is quite long. However, there is no index or table of contents and I would have thought this a must. Also, while each individual model (diplomacy, finances, event notification messages, etc) run by the game is covered pretty well, there doesn’t seem to be any chapter or guidance as to how these all work together to initiate and continue gameplay. Having the content organized into outline style would have also been beneficial.
The tutorial, where you play the Ottoman Empire, is for some reason run as part of the help screen instead of its own pop up, and I found it did not do a good job at helping the player locate all the buttons and screens they needed to be familiar with. Starting the tutorial meant clicking on the highlighted Acceptance box which actually turned out to be the Objectives box. It was not labeled as such and the tutorial did not indicate otherwise. Likewise, when looking for areas to build an ore mine, the tutorial did highlight in red areas favorable for construction, but did not inform the player this was what they were. It was almost as if the tutorial and manual expected to be a veteran of previous games in the series.
The Ugly
The interface - OK, while not exactly ugly, I found it to be a bit cumbersome and non-intuitive, at least for me the novice. The actual control panels are done in a very attractive 1914 field radio design, but in doing so some of the purely aesthetic buttons and knobs look like actual gameplay elements. Also the interface seems to use several non-standard icons and does so inconsistently. For example, while the tutorial might indicate a Minimize button, on one panel the familiar Windows _ is present, but on another it’s a right pointing arrow. Likewise, to get to the actual screen to perform an action you often needed to click through thrice, and right clicking on a map element often lacked a convenient popup as a substitute. Perhaps a touch-up is in order?
High Noon
Overall, I feel the good vastly outweighs the bad and the ugly, so it has my strong recommendation. When running the software and its AI has absolutely no problems doing its job, and doing it quite realistically. On the research and coding side, these Canadian lads have pretty much nailed it and then some. However, some caution is advised. SRGW is not a game, but a full-fledged simulation that could easily find a home at the Pentagon. Seriously, this game recommends saving and restarting after 30 hours of continuous play, so prepare to make an investment. While others may whimper, if this is the type of game you enjoy, then trust me, at $19.99 US on Steam, it will be love at first sight.
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When I saw that Battlefront.com and Fury Software planned on releasing a WWI - Europe version of the venerable Strategic Command game I thought for sure that Hubert Cater made a mistake. I have never played a single computer wargame in the past 30 years that focused on that conflict and enjoyed it. We can all be thankful that I wasn't consulted on making the decision to develop what is an excellent expansion for a very worthy series. (Disclosure: I was an official beta tester for SC2 and bugged Hubert so much after the release of the original SC with suggestions and bug reports that he added my name to the list of beta testers after release)
Fury Software and Battlefront.com have nailed the sweet spot with their release of Strategic Command WWI: The Great War 1914-1918. A playable, enjoyable, and relevant operational level war game focusing on the events of the world?s first global war. Built on the rock solid SC platform that has dominated the World War genre for the last decade SCWWI takes us back a generation and in this reviewers opinion is the first successful WWI game released.
This is a war that I have always chomped at the bit to get into but in every prior attempt I was dissatisfied. After playing SCWWI I think I figured out why. Put simply I have no context of the events of WWI. I know that tanks, gas shells, and subs made their combat debut but I have no background to the conflict. For example, I don't have a clue why German agents would attempt to destabilize French Morocco in 1914. Sure, that makes some sort of sense, but I don't have a clue why it was important. WWII and later I know in spades from countless hours watching History and Military channel, not to mention an almost completed minor in Military History focusing on WWII while a student at UC Davis, Iknow the events. I know Stalingrad. I know Dunkirk. I know Normandy. Playing any of the previous Strategic Command games I could get my head in the game and be there.
Making History The Great War Console Commands Command
Launching the 1914 German offensive against Belgium and France....meh, why? SCWWI would be the same boring game except that the design team did something brilliant. Included in the game install is a strategy manual that explains the events of the day in such a way that for the first time ever I got a handle on the context of the events going on during the war. While I'm sure most hard core historical gamers don't need this handicap, it affords an excellent tool that opens up the game to a much wider audience. Myself included.
Familiar Territory
For existing players of SC, getting into the game will be seamless and easy. Sure, you don't have tanks or sleek fighters and the R&D tree is a little different, but the tried and true mechanics of the game are a familiar old friend. For new players, the interface is clean, the graphics well done, and most importantly it's fun to play.
After firing it up and starting the 'Call to Arms' campaign the first thing that struck me was the increase in detail of the map. Where in previous SCs entire regions were abstracted by a single city, now the whole of the map is dotted by small towns and isolated fortresses. Setting up a trench-line on the western front was a logical extension of the map. And after investing R&D in trench warfare my units were nearly impossible to displace. The feeling of ?sitzkreig? definitely settled in.
Throughout the game event actions pop up giving you options for directing the course of the war from supplying potential allies with units or production points, to hiring generals. Suggestions for strategy also are offered.
New units include airships, calvary, recon bombers, heavy artillery, train artillery, and anti-aircraft. Familiar units like tanks, fighters, and aircraft carriers (sea plane carriers) are appropriately weakened.
For gameplay several new features are presented, the most important being national morale. If a country?s national morale falls to zero they surrender. Thus it isn't necessary to capture a capital and wipe out the military to win. Capture enough cities, fortresses, resources (and hold them) or destroy major fleet units and you can cause a country to submit. Units will no longer fight to the bitter end either. If a unit is particularly hard pressed and it is possible to do so, it may retreat after being bloodied.
On the high seas, merchant raiding is now more important than ever. Sea convoy lanes can now be effectively shut down if you park a fleet on them (See icons in Fig03). For Germany this means cutting off vital supplies to the UK by intimidating shipping traffic. For the Entente it means blockading the North Sea approaches to non-neutral shipping, reducing supplies to Germany. Keep the Dutch friendly though and you can sneak your fruit in through Amsterdam.
I only found one issue to complain about during play. You can use the mouse wheel to zoom out from the game map to the campaign map and vice-versa. Something really useful, except occasionally there was a graphical hiccup. Given that this is more of a minor graphical bug than a design flaw, I cannot fault SCWWI for it.
Overall I give this game high marks. For the first time I can say that I've enjoyed a computer WWI game.
Recommended Specs:
CPU: 1 GHz Processor
RAM: 512 MB
OS: Windows XP/Vista/7
DirectX: 7
Video Card: A minimum of 128 MB with 16-Bit Color (256 MB with 32-Bit Color is recommended) supporting at least 1024 pixels in height and 768 pixels in width.
Sound Card: 16-Bit DirectSound compatible CD-ROM: 8x or betterHD: 1.2 GB free Hard Disk space.
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