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Ageod WW1 Manual Cover.qxd

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9. Don’t waste resources on Japan as Central Powers. It is an<br />

extremely hard task to get them off their British friends, and there<br />

is an event which simply makes them declare war on Germany<br />

regardless of diplomacy levels.<br />

10. Italy: the best bet for the Central Powers is to get it in the<br />

beginning. Choose the Option “Diplomatic Poker” by Germany,<br />

during the Warplans phase, and you will have a dice roll<br />

determining if Italy will honor their treaty to join Germany (since<br />

with the Poker option, Germany waits for declarations of war to be<br />

18. Politics<br />

Politics is one of the key aspects in the game, all the more so when the war<br />

of movement comes to a halt at the end of 1914 and the troops on the<br />

various fronts start digging in. Players plan some political choices during<br />

the normal game turn. However, most political actions are performed<br />

during the Planning phases (i.e. every three turns or season). The number<br />

of allowed political actions is limited, but covers different fields that are<br />

required to lead the nation to final victory. Some crucial choices need to be<br />

made. The political actions are influenced by the government type or<br />

regime of the nation (democratic, monarchist, autocratic), the freedom of<br />

the press (or not) and the mood of the parliament (to whom some of the<br />

political actions must be submitted, depending of your regime).<br />

All the various political actions are selectable and manageable from the<br />

single Political Actions window (see image below), and most have a lot of<br />

elements in common: chance of success (in percentage), impact on<br />

National Will in case of success or failure, and of course the specific<br />

benefits or liabilities of each one of them.<br />

These actions will mostly concern the<br />

three main following domains: National<br />

Will, War conduct and Diplomacy. Every<br />

one is detailed more specifically in the<br />

Appendices.<br />

All the actions can be taken directly from<br />

the Political Actions window. Select the<br />

action on the list located on the left-hand<br />

side of the window (you can alternatively<br />

used the scrolling arrows located at the<br />

bottom of the page too), then select the<br />

“Attempt” button for the precise action to<br />

activate its attempt (the action’s name will<br />

be ticked in the left-hand-side list).<br />

18.1 The Government<br />

In each country (Major ones only), the<br />

government (i.e. the player) decides upon<br />

94 World War One: La Grande Guerre 1914-1918<br />

made on it ). Throw in the handing over of Trentin by Austria-<br />

Hungary, which is also an Option, and you have a very likely result<br />

of Italy joining you immediately. But, assuming historical or<br />

near-historical warplans, the Italians will, in all likelihood, stay<br />

neutral initially, and be drifting toward the Allies, with unpredictable<br />

speed. Italy will be a favorite target for AI diplomats, and as a<br />

matter of fact, should be a favorite target for any human player,<br />

Entente or Central Powers. As the Entente, you just can’t have<br />

them soon enough, and as the Central Powers, you need to delay<br />

them.<br />

the Political Actions that will take place in the country during the current<br />

Interphase. Depending on the Political Regime and on the Parliament,<br />

these actions will be more or less efficient.<br />

18.1.1 Political Regime<br />

There are 4 types of political regimes for the Major Powers:<br />

● “A”: Autocracy (or dictatorship): Russia, Turkey. With this political<br />

regime, the parliament is totally inefficient and (almost) useless.<br />

● “M”: Constitutional Monarchy: Germany, Austria-Hungary. With this<br />

regime, the parliament has a limited influence.

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