Ageod WW1 Manual Cover.qxd
Ageod WW1 Manual Cover.qxd Ageod WW1 Manual Cover.qxd
enemy Grand Offensive, or if it loses a national city or a fortress (even by a secondary offensive), it undergoes a Patriotic Reaction Test. There is only 1 test, even if the Major Power loses several cities, fortresses or regions in the same turn. A Patriotic Reaction has very positive effects on its NW, its Parliament, and its war economy. Example: October 1917, Central Powers launch and succeed in a Grand Offensive at Caporetto. They reach the Piave river. Italy is defeated at home, and tests for a Patriotic test (at the end of the turn). ● If the test is successful, the Patriotic Reaction is implemented! The Italian NW immediately moves up to NW 35. ● Another random test is made, and if it is successful the Italian Parliament moves 2 levels towards the right. It is now at Sacred Union! ● Finally, a last test is made and the Italian Civil Production lowers by 1 (without effect on the NW). 2.5.4 War Weariness Beginning in 1916, if a Power attempts a Grand Offensive and fails, it must undergo a War Weariness test, with a very negative modifier on its NW and on its Parliament. In 1918+, the modifiers are worse. 2.5.5 The Instability Zone of the NW Beginning with NW value 20 (and lower), NW enters the “Instability Zone”. If the NW is in the Instability Zone (NW 100 EP, or -2 if >150 EP +/- ? if / per event The longer the war lasts, the more unpredictable are the results of Instability. From 1916 onwards, an additional test may be generated. ● In 1916: if the first test gives a net negative result, a second test similar to the first is immediately made with an additional penalty of -2. ● In 1917+: same as above, and if the second test gives a net negative result again, then a third test is immediately made, with an additional penalty of -3. Social Tests Possible tests for strike, mutiny, revolt, etc… are made now, if the NW is still in the Instability Zone. 2.5.6 Naming a New Government If the NW ends the turn in the Instability Zone, the player may be able to improve his NW (directly up to level 27) by staging a coup or reshuffling ministers and portfolios, i.e. naming a “New Government”. This carries a risk: it may weaken the Parliament. These two effects, one on the NW, the other on the Parliament, are applied immediately: 1st Effect: on the NW (positive) ● The NW rises out of the Instability Zone, and is set directly to NW= 27. ● The NW rises one level less for each new Government named in the same year (beginning with the second). For example, the third new Government in one year only increases the NW to 25 (and not to 27). 2nd Effect: on the Parliament (negative) Parliament: There is a 50% chance that the Parliament moves one level toward Defeatism (left). World War One: La Grande Guerre 1914-1918 17
3. The Main Menu The Main Menu Screen allows players to access basic game functions such as loading saved games, starting new games, and setting game options. 3.1 Options The Options window is opened by hitting the Esc key (or the appropriate button on the bottom right-hand side of the interface). It allows you to check or uncheck a great number of game options, such as the on-map display of the units sprites (3D, 2D, wargame style), AI parameters, the various turn-by-turn game modes, or even to modify some game rules by choosing which will apply in your game and which shall not. Tooltips are present to give information on all the various options’ effects. 3.2 Campaigns and Scenarios When starting a new game, players are presented with a list of available scenarios. These range from relatively short scenarios to full campaign games. Short scenarios are limited in scope and involve less territory on the game map. Full campaign games involve the whole map and literally hundreds of individual Leaders and units. The list of scenarios also includes Tutorials that are HIGHLY recommended for new players. The game mechanics of World War One: La Grande Guerre 14–18 are relatively simply to learn but don’t be deceived-the game system is incredibly complex and nuanced behind the scenes. Learning to master the subtleties requires patience and practice. The tooltip feature gives brief descriptions of each of the scenarios. Once players have made a scenario selection, starting the game merely requires choosing a side (Entente or Central Powers). 3.3 Loading Games 18 World War One: La Grande Guerre 1914-1918 Instead of starting a new game, players may Resume a previously-saved or automatically-saved game. 3.4 Saving Games Games are NOT saved automatically by the game system upon completion of a game turn. Usually, the only time a player needs to manually save a game is when they Quit in the middle of plotting movement for an up-coming game turn and want to resume issuing orders upon restarting the game. Players may save a game at any time by pressing the Esc key and accessing the Options Menu. From here, players can select the Save Game button and follow the instructions for saving. 3.5 Multiplayer 3.5.1 Hosting the Game To create a multiplayer game session, the first step is to create the Host. It’s strongly suggested to use the PC with the best performance as the Host: more RAM, better CPU. Most calculations (AI) will indeed take place on the Host PC. Once selected, the Hosting player must create a Host session: launch the game, click on the “Multiplayer” button (Start menu) and choose the “Host” option. Once done, a few options have to be selected: the session name, the session password (optional) and the Host nickname. As soon these initial options have been set, the Hosting player enters the Scenario selection window. Here he can select a scenario if he wants to start a new multiplayer campaign or scenario, but he may also choose a previously saved game (see 3.5.4). 3.5.2 Joining a Multiplayer Game When the Hosting player has created a Game session, he must send his IP address to all players who wish to join the match. The fastest way to get the IP address is to go to the Start menu of Windows and select the “Run” option. A window will appear, asking the command to run. Type “CMD” and hit the Enter key. The black DOS shell window will appear: now type “IPCONFIG” and hit the Enter key.You will thus launch a command that will print the IP address on the screen. Once you get the IP address, the Hosting player can then communicate his internet “coordinates” to all other players. Please note that this procedure is also supposed to be followed when starting a multiplayer game on a LAN. Once the IP address has been received, each player has to launch the game and select the "Multiplayer" option in the Start menu. Then he has to
- Page 1 and 2: Instruction Manual
- Page 3 and 4: A game produced by SEP WW1 This man
- Page 5 and 6: 17.6 War Declarations 91 Entry Into
- Page 7 and 8: Introduction World War One: La Gran
- Page 9 and 10: 2. Understanding the Game There are
- Page 11 and 12: Advantages of Initiative ● For ea
- Page 13 and 14: Terrain Description Movement Cost C
- Page 15 and 16: The names of country capitals are i
- Page 17: Calculating National Will Each majo
- Page 21 and 22: 3. Game Turn The current game turn
- Page 23 and 24: 5. Organizing Your Forces Success i
- Page 25 and 26: Naval Squadron Unit Under the unit
- Page 27 and 28: ● Germany and USA HQs may command
- Page 29 and 30: 7. Leaders Leaders have an importan
- Page 31 and 32: 8. Military Control, Weather, Fog o
- Page 33 and 34: 9.1.3 Supply by Railroad A stack of
- Page 35 and 36: Commands ● The activated HQ begin
- Page 37 and 38: ● During the August 14 pre-turn,
- Page 39 and 40: An infantry unit must pass over the
- Page 41 and 42: Entrenchments provide defensive ben
- Page 43 and 44: 11.1.4 End of Round Each player now
- Page 45 and 46: ● The difference of the Attacker
- Page 47 and 48: A destroyed isolated unit always eq
- Page 49 and 50: If both sides have no more units to
- Page 51 and 52: This rule only applies under the Mo
- Page 53 and 54: ● The Russian Front extends to th
- Page 55 and 56: ● Italian Front: the same. ● Ru
- Page 57 and 58: However, this does reduces the effe
- Page 59 and 60: (commander in chief) or the GHQ Res
- Page 61 and 62: This is the only case when opposing
- Page 63 and 64: 12.3.4 After the Assault (in all si
- Page 65 and 66: ● During a Major Battle, this bon
- Page 67 and 68: ● Each Ace has a single life. Onc
3. The Main Menu<br />
The Main Menu Screen allows players to access basic game functions<br />
such as loading saved games, starting new games, and setting game<br />
options.<br />
3.1 Options<br />
The Options window is opened by hitting the Esc key (or the appropriate<br />
button on the bottom right-hand side of the interface). It allows you to check<br />
or uncheck a great number of game options, such as the on-map display<br />
of the units sprites (3D, 2D, wargame style), AI parameters, the various<br />
turn-by-turn game modes, or even to modify some game rules by choosing<br />
which will apply in your game and which shall not. Tooltips are present to<br />
give information on all the various options’ effects.<br />
3.2 Campaigns and Scenarios<br />
When starting a new game, players are presented with a list of available<br />
scenarios. These range from relatively short scenarios to full campaign<br />
games. Short scenarios are limited in scope and involve less territory on<br />
the game map. Full campaign games involve the whole map and literally<br />
hundreds of individual Leaders and units.<br />
The list of scenarios also includes Tutorials that are HIGHLY recommended<br />
for new players. The game mechanics of World War One: La Grande<br />
Guerre 14–18 are relatively simply to learn but don’t be deceived-the game<br />
system is incredibly complex and nuanced behind the scenes. Learning to<br />
master the subtleties requires patience and practice.<br />
The tooltip feature gives brief descriptions of each of the scenarios. Once<br />
players have made a scenario selection, starting the game merely requires<br />
choosing a side (Entente or Central Powers).<br />
3.3 Loading Games<br />
18 World War One: La Grande Guerre 1914-1918<br />
Instead of starting a new game, players may Resume a previously-saved<br />
or automatically-saved game.<br />
3.4 Saving Games<br />
Games are NOT saved automatically by the game system upon completion<br />
of a game turn. Usually, the only time a player needs to manually save<br />
a game is when they Quit in the middle of plotting movement for an<br />
up-coming game turn and want to resume issuing orders upon restarting<br />
the game. Players may save a game at any time by pressing the Esc key<br />
and accessing the Options Menu. From here, players can select the Save<br />
Game button and follow the instructions for saving.<br />
3.5 Multiplayer<br />
3.5.1 Hosting the Game<br />
To create a multiplayer game session, the first step is to create the Host.<br />
It’s strongly suggested to use the PC with the best performance as the<br />
Host: more RAM, better CPU. Most calculations (AI) will indeed take place<br />
on the Host PC.<br />
Once selected, the Hosting player must create a Host session: launch the<br />
game, click on the “Multiplayer” button (Start menu) and choose the “Host”<br />
option.<br />
Once done, a few options have to be selected: the session name, the<br />
session password (optional) and the Host nickname.<br />
As soon these initial options have been set, the Hosting player enters the<br />
Scenario selection window. Here he can select a scenario if he wants to<br />
start a new multiplayer campaign or scenario, but he may also choose a<br />
previously saved game (see 3.5.4).<br />
3.5.2 Joining a Multiplayer Game<br />
When the Hosting player has created a Game session, he must send his<br />
IP address to all players who wish to join the match. The fastest way to get<br />
the IP address is to go to the Start menu of Windows and select the “Run”<br />
option. A window will appear, asking the command to run. Type “CMD” and<br />
hit the Enter key. The black DOS shell window will appear: now type<br />
“IPCONFIG” and hit the Enter key.You will thus launch a command that will<br />
print the IP address on the screen. Once you get the IP address, the<br />
Hosting player can then communicate his internet “coordinates” to all other<br />
players. Please note that this procedure is also supposed to be followed<br />
when starting a multiplayer game on a LAN.<br />
Once the IP address has been received, each player has to launch the<br />
game and select the "Multiplayer" option in the Start menu. Then he has to