Nhà phát triển:
Giá bán: $39.99
Xếp hạng: 0 
Đánh giá: 0 Viết đánh giá
Danh sách: 0 + 0
Điểm: 0 + 16 (4.1) ¡
GOG Store

Mô tả

Strategic Command: World War I
Undermine the enemy’s will to resist through diplomacy and political intrigue while mobilizing your forces and developing new technologies and ways of waging war. From the Tank to the Aeroplane, the Submarine to the Aircraft Carrier, this war witnessed a massive outpouring of new weapons, and all of these are at your disposal to research and deploy.

Using the same upgraded engine as their recent hex-based WWII Grand Strategy games, Strategic Command: World War I allows you to enjoy the challenges faced by commanders on both sides of the 20th century’s first great conflict.

From the High Seas Fleet to Lawrence of Arabia, the Russian Revolution and the Zimmermann Telegram, the war will be won through strategic ingenuity as well as force. Can a German invasion of France capture Paris in a sweeping advance via Belgium? Can a naval blockade defeat the Central Powers? Will Russia succumb to revolution? All these questions and many more are yours to answer.

France, Italy, Russia, Serbia, the UK and the USA will be facing off against Germany, Austria-Hungary and the Ottoman Empire in our flagship campaign. Many other countries will likely enter the war on either side, such as Belgium, Greece, Portugal and Romania. Not forgetting of course the immense contribution of the British Empire to the Entente’s war effort.

UNITS

New unit types have been added including ANZACs, Colonial Corps and Mountain Corps.

Units are able to move and entrench, and trenches can be improved through researching Trench Warfare.

Naval Mines can be laid to protect your sea lanes – or to impede those of your opponent.

Reconnaissance Bombers will fulfil their historic role of spotting for the Artillery.

CAMPAIGNS

Three campaigns: 1914 Call to Arms, 1914 Triple Alliance (where Italy joins the Central Powers) and 1917 Fate of Nations.

Friendly Majors can be set to be AI-controlled, and this selection can be adjusted at any time in the game. You can even switch sides should you wish to
Games can be played via a PBEM++ Multiplayer server with a Challenge Lobby and seamless in game sending/receiving of turns

The war is fought on a 20 mile per hex map of Europe, North Africa, the Middle East and the Atlantic, as seen in our recent WWII: War in Europe release, though with some special modifications suitable for WWI, such as the addition of Ypres and Gallipoli

Victory will require developing new military doctrines to improve your commanders’ abilities, the combat effectiveness of your units, and even your ability to deploy new technologies like the Tank and Fighter aircraft

You can minimize the Decision box to examine the map and assess the situation prior to responding to any Decisions, and many decisions have additional notes providing their historical context and advice

Enhanced Fog of War clearly shows the limits of your units’ spotting range

Dynamic Movement allows units that haven't used up all their Action Points to be de-selected and re-selected again later, making planning your moves so much easier.

Naval Cruise allows you to move your naval units swiftly over longer distances

Naval units can only be reinforced in stages, preventing instant repair following significant damage.

WWI Features

This is our first WWI game using hexes.

France, Italy, Russia, Serbia, the UK and the USA will be facing off against Germany, Austria-Hungary and the Ottoman Empire in our flagship campaign.

Many other countries will likely enter the war on either side, such as Belgium, Greece, Portugal and Romania. Not forgetting of course the immense contribution of the British Empire to the Entente’s war effort.

New unit types have been added including ANZACs, Mountain Corps and Ground Attack Aircraft.

New movement and entrenchment ability that ties into our Dynamic Movement model. This allows players to have more effective assaults into no man's land when it is time to go on the offensive.

Naval Mines can be laid to protect your sea lanes – or to impede those of your opponent.

Germany’s use of Unrestricted Naval Warfare has been fully overhauled.

Reconnaissance Bombers will fulfil their historic role of spotting for the Artillery.

WWI Campaigns

1914 Call to Arms

1914 Triple Alliance (where Italy joins the Central Powers)

1917 Fate of Nations

FEATURES
- 3 campaigns (1914 Call to Arms, 1914 Triple Alliance (where Italy joins the Central Powers) and 1917 Fate of Nations
- New unit types added including ANZACs, Colonial Corps and Mountain Corps
- Enhanced Fog of War clearly shows the limits of your units’ spotting range
- Recon Bombers providing information on enemy positions will improve the effect of your Artillery
- Naval Mines can be laid to damage enemy shipping
- Units are able to move and entrench, and trenches can be improved through researching Trench Warfare
Thêm ↓

Ảnh chụp màn hình

#1. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.
#2. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.
#3. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.
#4. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.
#5. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.
#6. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.
#7. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.
#8. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.
#9. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.
#10. Strategic Command: World War I (GOG) Bởi: Slitherine Ltd.

Video

Tính năng mới

  • Phiên bản: Windows
  • Cập nhật:
  • v1.15.00 (November 07th, 2024) GAME ENGINE

    Fixed a SURRENDER_2 error that did not properly fire FREE_UNIT events (Lothos).

    Fixed a resource strength display error when using the 'Show Upgradeable Units/Resources' option for ports that have the possibility of Naval Construction being applied (Mithrilotter).

    Fixed a 'range' determination error for range checks at sea that did not properly take into some rare coastal formations (Bill R.).

    Fixed an in game interface crash when navigating from the Production screen to the Purchase screen during a specific mouse click sequence (El Condoro).

    Fixed a unit attrition loss error when units have been set to no action points, e.g. no attrition was calculated for these unit types such as pill boxes (gigiduru).

    Fixed an issue with the PBEM autosave saving right after your opponents replay, and increased the time slightly between autosaves as well (MJY).

    Fixed an issue where an Engineer that was preparing a fortification, that then Operated to protect a capital, did not lose its fortification preparation status (FOARP).

    Fixed capital transfer issue (Zuxius).

    Fixed a movement path calculation error when mulitple high penalty zones of control are in play (MrOrange).

    Fixed a VICTORY screen issue when the message was too long to fit (rhaltigan).

    Fixed a max zoom refresh error when switching from scenarios to a main campaign and vice versa (abchambe).

    Fixed a SAVE GAME screen issue where selecting the second page of saves would overwrite the the potential save 'file name' with the first selection on the second screen (achambe).

    Fixed a Motor Torpedo Boat reinforcement error that allowed it to reinforce > 5 at understrength ports (Tigertony).

    Added a SCORECARD which can be accessed using the 'L' key to view the campaign summaries. The scorecard will also appear after the VICTORY screen at the end of a game.

    Added ultra widescreen support for 21:9 and 32:9 resolutions such as 3840x1440 and 5120x1440.

    Coastal Guns will now exert a zone of control not only on land hexes, but over sea hexes as well (Elessar2).

    HQs with the highest rating will try and attach to the most units possible superceding other HQs when in 'Auto' (Mithrilotter).

    Subs in Silent mode no longer spot along their movement path, only their from their final moved to position.

    Partisans no longer suffer any possible attrition as their minimum supply should always be >= 3 (Mithrilotter).

    Turn counter added as a tool tip highlight if you mouse hover over the in game date in the upper right hand corner (Simicro).

    Victory scripts connected to dummy Decision events set to Type= 2 should now fire as intended (Mithrilotter).

    Paratroops can no longer prepare if they have 0 action points.

    Amphibious Transports can no longer unload from a neutral sea coastal hex.

    Interceptors that receive attacks from an escort will no longer suffer morale loss from the attacking Escort, e.g. even if Fighters are set to inflict morale losses on defenders (Lothos).

    Abandoned port control with an adjacent enemy unit will flip to enemy control at the end of your turn, e.g. previously it would flip end of the follow up enemy turn (Mithrilotter).

    Defending Carriers that already start at 0 strength for their aircraft wing will no longer report 'shattered' when attacked, e.g. if they were to take further damage to their aircraft wing (rjh1971).

    AI planning and organization optimized/fixed for OFFENSIVE, DEFENSIVE, TRANSPORT and AMPHIBIOUS TRANSPORT plans.

    AI Maritime Bombers now fly recon missions at sea if they do not have a visible target to engage (Mithrilotter).

    AI Carriers will no longer prioritize subs in first strike attacks, but may target a sub if it has been already attacked by other units or if it can be potentially destroyed.

    AI Subs in Silent mode will no longer be affected by enemy naval unit Zone of Control.

    AI naval units that pass through enemy units and take damage will now temporarily reveal itself when taking damage (Mithrilotter).

    AI air and naval will no longer attack/prioritize empty enemy resources on the very first turn of the game unless it is a mine or oil resource.

    AI air and naval units will be much less likely to attack an enemy resource unless the attacking unit has a resource attack value > 0.

    AI Destroyers and Motor Torpedo Boats should no longer attempt to shore bombard land units (Mithrilotter).

    Airfields can now be set as an ADVANCED campaign option where air units can only operate to and from AIRFIELD or adjacent to AIRFIELD hexes.

    Airfields provide supply to both land and air units.

    Air units can operate to airfields even if the 'Airfields' option is not selected.

    OFFENSIVE, AMPHIBIOUS and AMPHIBIOUS MINOR events can now all be scripted to target airfields.

    UNIT scripts can now be set to deploy units at airfields, e.g. the same as cities, capitals etc.

    Production/Deployment Queue now includes 'Airfields' as destinations for air units.
    EDITOR

    All AI scripts that have an #ACTIVATE_POSITION field, now make use of [<] as well as <unit_id, ...>. See Templates\AI for more details in the NOTES section of the header of the applicable files.

    All AI scripts can now have an optional #ALIGNMENT_POSITION field added. See Templates\Events for more details in the NOTES section of the header of of the applicable files.

    Added new functionality for any EVENT script that uses the #CONDITION_POSITION field, e.g. the use of [<] as well as <unit_id, ...>. See Templates\Events for more details in the NOTES section of the header of the applicable files.

    MOBILIZATION_1 and MOBILIZATION_4 events have added functionality for the #CONDITION field, see the applicable Templates\Events files for more details in the NOTES section of the header for these files.

    Enabled the options to edit the Resource attack/defence research upgrade increments for Fighters (Lothos).
    1914 Call to Arms, 1914 Triple Alliance, 1917 Fate of Nations

    German DLC translations greatly improved (Lukas Lohmann).

    Increased Naval Zone of Control effects and moved Subs so that single Submarines will not exert a Zone of Control (redrum68).

    Restricted diplomacy affecting Spain so that now, no Major can invest more than 2 chits in it (mdsmall).

    Updated the Strategy Guide so that DE 625 now gives the correct information on the bonuses to be gained from Ukrainian grain supplies (Maddin25).

    Increased the chance of naval units retreating to 50% (100% for Carriers) with their maximum retreat ranges set to 4 hexes (2 for Motor Torpedo Boats).

    Increased the retreat range for all naval units apart from Motor Torpedo Boats to 4 hexes, and increased the chance of a Carrier (either type) retreating to 100%.

    If Germany says no to Brest-Litovsk via DE 620 then Russian National Morale now increases by 25,000 rather than 15,000 points (tage2).

    A loop script has been added to remove Russian troops from Finland after it declares independence (havoc1371).

    Added a new Diplomacy script to encourage the German AI to invest in the Netherlands if it swings to a pro-Entente leaning (Mithrilotter).
    1914 Call to Arms and 1914 Triple Alliance

    Fixed a typo in DE 401 (BNC).

    Corrected part of the description in the Mobilization_2 script Romania is Impressed by Entente Successes (1) (mdsmall).

    Improved the Ottoman, Russian and US AI Research scripts (Mithrilotter).
    1916 The Big Push

    Increased the HQ command limit for German HQs from 25 to 30 (Mithrilotter).
    Update 1.04.00 (26 February 2021) GAME ENGINE CHANGES

    Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is enabled and clickable (sschnar1).

    Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in defensive range (Will952).

    Fixed some localization issues for Multiplayer games that were not translating properly between players in different languages (EarlyDoors).

    Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall).

    Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD.

    Fixed an issue that did not properly indicate that an artillery is no longer able to move or attack after an upgrade or reinforcement (Tanaka).

    Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for occupied but then liberated hexes.

    Fixed a naval combat error that did not properly have naval units demoralizing other naval units whenever applicable (Gilber).

    Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed Carrier units (Ason).

    Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (Chernobyl, OldCrowBalthazor).

    Fixed an HQ attachment range helper highlight that did not always match up with the actual attachment range (Pocus).

    Fixed a Partisan unit display error in the bottom operational interface panel when mouse hovering over the partisan unit (Pocus).

    Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries.

    Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952).

    Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber).

    Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber).

    Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purchase Units etc (USGrant1962).

    Improved an AI HQ position vulnerability issue (Joseph).

    Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).

    Loop sea transfer hexes enhanced for greater visibility (Christolos).
    MODS

    Blue Max Mod added to the WWI Community Pack.
    EDITOR CHANGES

    Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2).
    1914 Call to Arms

    Italian AI will now focus more on Trieste and Fiume (stockwellpete). 1914 Call to Arms and 1914 Triple Alliance

    Central Powers AI will now better protect the Kattowitz and Jakobeny mines (stockwellpete).

    US AI will now invest more in Logistics research (Chernobyl).

    US AI will now attempt more Diplomacy (Chernobyl).

    French AI will invest more in Command and Control research and less in Advanced Subs and Airships (Chernobyl).

    UK and Russian AI will invest more in Industrial Technology research (Chernobyl).

    Albania will now provide plunder to an occupier when it surrenders (cendrich).

    Fixed an issue with Albania’s status as an unsurrendered neutral country.

    The Montenegrin Detachment in Cetinje now starts entrenched (OldCrowBalthazor).

    Enver Pasha HQ now deploys at Erzincan at half strength when the Ottomans enter the war (Chernobyl; shri).

    The Greek I & III Corps should now deploy sooner if Greece is invaded.

    Amended the Austro-Hungarian UNIT script #NAME= Austro-Hungarian 4th Army Continues Its Deployment so that VI Corps primarily deploys at Sambor rather than Przemysl (stockwellpete).

    The timing of the UK’s Decision to occupy Lemnos via DE 115 has been brought forward to 1st January 1915 (mdsmall; stockwellpete).

    Corrected the German language version of the Pop Up Strategic Advice To The Central Powers (8) Belgium (Michael Scholz). 1914 Call to Arms, 1914 Triple Alliance and 1917 Fate of Nations

    US AI Transport and Fleet planning improved to bring more units over to France.

    Increased the Ottoman Detachment Build Limit from 15 to 16 (OldCrowBalthazor).

    Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).

    Artillery and Heavy Artillery’s base Maximum Shells reduced from 10 to 5, and this can now be increased by 1 per level of Logistics tech (stockwellpete; OldCrowBalthazor).

    All Artillery types can now only gain a maximum of 1 experience point rather than 2.

    Maritime Bombers can now only upgrade to level 1 in Naval Weapons and Anti-Submarine Warfare (stockwellpete).

    Subs’ base dive chance increased from 20 to 35%.

    Trentino is now a Fortified Town (stockwellpete; Chernobyl).

    Mülhausen is no longer a Fortified Town (stockwellpete).

    The British Cyprus Detachment has been replaced with a Garrison unit that isn’t capable of amphibious operations (stockwellpete; Chernobyl; mdsmall).

    The UK and France now start with level 1 in Amphibious Warfare (mdsmall; stockwellpete).

    Bulgaria’s starting dispositions altered to reduce the chance of them being conquered in one turn (OldCrowBalthazor; Dazo).

    Varna added as an alternate Bulgarian capital (ThisEndUp).

    Added alternate deployment locations for the Portuguese Corps that can arrive via DE 105 (Tendraline).

    The Strength script reducing Ottoman unit morale if 2 Entente units are within 1 hex of Gallipoli now fires if they are within 2 hexes of Gallipoli. Additionally, their effect has been increased dramatically too, from a unit morale reduction of 3-8% to 35-50% (mdsmall; stockwellpete).

    Territory scripts Romania Gains Bessarabia amended so that Romania rather than Serbia receives the territory (Michael Scholz).

    The cost of providing Mexico with funding via DE 616 has been reduced from 500 to 150 MPPs (stockwellpete).

    Gaziantep renamed as Antep and Kahramas Marash (Tendraline).

    Nuuk renamed as Godthåb (FOARP).

    Ounaajoki river renamed as Ounasjoki (FOARP).

    German translation of Duke of Aosta corrected to the English name so that the HQ will arrive with the correct HQ rating. All Campaigns

    Changed von to Von in all German text files to avoid the duplication of any unit names (cendrich).

    Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).

    Tool tip updated for Naval Weapons research (Christolos). 1914 March on Paris

    The rail networks of Belgium and the Netherlands can now only be used by Belgian and Dutch troops respectively.

    German new unit deployment is now set to Home Builds only.

    Corrected the rail junction at Sedan.
    1918 Ludendorff Offensive

    Corrected the rail junction at Sedan.
    Update 1.03.00 (7 December 2020) GAME ENGINE CHANGES

    Fixed a Maritime Bomber error that did not take into account its ASW when attacking a sub (Mithrilotter).

    Fixed a FoW error that would cause subs to disappear from the screen when they were in Silent mode and within a shroud lifted area after a friendly Carrier would move within spotting range but not adjacent to the sub (Mithrilloter).

    Fixed a convoy path checking error that did not consider control of Land + Sea hexes when checking for proper convoy path validity (sschnar1).

    Fixed a combat error that did not have friendly artillery return fire from an controlled Heavy Artillery attack if within range (Mithrilotter).

    Fixed an enemy raider unit display error under fog of war if the raider unit was a Tactical or Medium bomber (Mithrilotter).

    Fixed a port control switching error for when a country surrenders as it was switching under some rare conditions when it should not have been (Mithrilotter).

    Fixed a supply map display error (from pressing the 'S' key in game) that showed an incorrect supply distribution value from HQs from nations above #COUNTRY_ID = 100, e.g. Sudan or similar (Mithrilotter).

    Fixed an error that had naval units reduced to 1 AP when there would be ice on their current hex, but there was no ice visible on the map due to the 'Weather' option being disabled (Ken Schultz).

    Fixed an error that had some countries lose their Primary and Secondary supply positions when their capitals had moved (MJY).

    Fixed an error that did not properly boost an HQs supply, via HQ linking and boosting, in some rare cases when it should have otherwise been boosted.

    Fixed an error that allowed armored trains or rail guns to be placed upon non rail hexes (PvtBenjamin).

    Fixed a sub mode change error whereby selecting to set a sub already in Silent mode, into Silent mode once again, incorrectly reduces its action points by 1/3 (Hotzn).

    Renamed Naval/Tactical mode for Carriers to Bombers (epekepe).

    User saves versus the AI will now remember the last map position and center on that position when loading the save (John Fireheart).

    Computer spotting range bonuses, as set in the OPTIONS screen, will no longer include extended spotting of Naval Mines (Hotzn).

    HQ supply rules, plus boosting/linking rules recap:

    HQ units, after amphibiously unloading, start at 10 supply and maintain supply for up to 5 turns with a drop of 2 supply points per turn. This is similar to Special Forces, and allows the HQ to act as a Mulberry for an initial landing until further supply sources are achieved.

    HQ distribution supply:

    HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).

    HQ supply 1 or 2 will have a distribution supply value of 5.

    HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).

    HQ supply 5 will have a distribution supply value of 8.

    HQ supply > 5 will have a distribution supply value of 10.

    HQ boosting can only be achieved if the first HQ has a supply value >= 3 (previously it was > 0).

    the HQ to be boosted must have a supply value < 5 and is now automatically increased to a supply value of 5 which caps its distribution supply at 8.

    this will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.

    LOW SUPPLY HQ boosting can only be achieved if the source HQ has a supply value >= 1 and < 3.

    the HQ to be boosted must have a supply value < 3 and is now automatically increased to a supply value of 5 which caps its distribution supply at 6.

    Between two HQs, the higher rated HQ receives the boost, the lower rated HQ is the source of the boost.

    Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.

    Air units do not receive supply from an HQ unless they are attached.

    Under supplied Air units, due to not being attached to an HQ, will be indicated by a red hatch beneath the applicable Air unit.

    Under supplied Air units, attached to an HQ but not to the most optimal supply giving HQ, will be indicated by a purple hatch beneath the applicable Air unit.
    EDITOR CHANGES

    Fixed a 'TEXT' folder file read error that required an extra empty line at the end of the file in order to be properly processed/read (OnlineGeneral).

    Fixed a Help File launch error (OnlineGeneral).

    Fixed a unit renaming/properties screen issue that incorrectly added duplicate names to the unit build lists.

    Fixed an issue whereby HQs that were set to not be reformable, were still reforming in game once destroyed.

    Added a #VICTORY_PERCENTAGE= line for the VICTORY scripts to be used for tournament point calculations.
    All Europe wide Campaigns

    US AI will now try and transport troops to the UK if France surrenders.

    UK and US AI will now try to amphibiously land along the French coast if France surrenders.

    Maritime Bombers’ base Naval and Sub attack values reduced from 3 to 1 (MVP7).

    If Verdun falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 4,000 points via dummy DE 657.

    If Belfort falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 658.

    If Lille falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 659.

    If Nancy falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 660.

    Information on the National Morale effect on the UK of unrestricted naval warfare, and the effect on Germany of the Entente’s naval blockades added to the Strategy Guides (mdsmall).

    If Germany doesn’t sign the Brest-Litovsk Treaty then Russian National Morale will be boosted by 15,000 rather than 6,000 points (MVP7).

    Russia will now only withdraw from the war when its National Morale falls below 1% if Lenin is not sent to Russia (i.e. DE 619 = NO). Otherwise it can leave the war via the Treaty of Brest-Litovsk, or if its capitals are captured (MVP7).

    All Partisan locations in Russia can now spawn Partisan units.

    Reduced the maximum chits that can be invested in Artillery Weapons from 3 to 2 for all countries except the USA (Tanaka; Taxman66).

    All Infantry and Cavalry now start with Artillery Defense of 0.5 so that now their Artillery Defense will reach 1 (and therefore become effective) when they are upgraded with Infantry Weapons level 1.

    All Artillery types can now only gain a maximum of 2 experience points rather than 3.

    Hex 41,126 changed from Weather Zone 25 to 26 (BiteNibbleChomp).

    Germany’s border with Denmark has been moved further north to include hexes 163,67, 164,67 and 165,67 (Platoonist).

    Italian National Morale scripts for Rome, Naples, Syracuse and Palermo corrected (Xsilione).

    SURRENDER_2 events with 24[1] now have a Variable Condition of Russia being aligned with the Entente and not surrendered (Michael Scholz).

    Bulgaria will now only gain Southern Dobruja following the signing of the Treaty of Bucharest if it is fully mobilized and aligned with the Central Powers (FOARP).

    DE 629 for Germany to sign the Treaty of Bucharest now requires Bucharest to be in Central Powers’ hands to be presented (FOARP).

    Yugoslavia; Czechoslovakia; Hungary and Poland will now take 2-3 turns to join the Entente after being formed.

    Added text mouse hovering over the raiding hexes off Canada, the US and Italy.

    Added Naval Loops to remove any Entente naval units from the Sea of Marmara if the UK signs an armistice with the Ottoman Empire via DE 149 (marionmco).

    Spaces added to the Notes section of DE 619 Germany: Send Lenin To Russia? so that the atmospheric text is separate from the historical explanation.

    France’s National Morale will now suffer a 4,000 point penalty if the Entente declare war on Spain (Chernobyl).
    1914 Call to Arms and 1914 Triple Alliance

    Highlight added to show in red when there are less than 6 German units within 5 hexes of Warsaw after the Treaty of Brest-Litovsk has been signed.

    Amended the Mobilization_ 3 scripts for the Ottomans triggered by DE 108 so they are now triggered by DE 110, as this will ensure they only fire if the Ottomans had previously entered the war (ack105).

    Increased the National Morale penalties for Austria-Hungary losing Lemberg and Przemysl from 1,000 points to 2,500 points (eightroomofelixir).

    The Indian unit triggered by DE 108 now has an alternative arrival location in Kuwait in case Basra is occupied by an Ottoman unit when it is due to arrive there (ice_strength).

    French AI will only invade the Netherlands, after Belgium 25% of the time if the Central Powers have not invaded Belgium beforehand.

    Added 2 levels of Ground Cover to the Bulgarian Detachment in Sofia (OldCrowBalthazor).

    Changed Uskub from being a Secondary Supply Center to be an Industrial Center (OldCrowBalthazor).

    POP Up added for games against the Entente AI informing Germany that the Entente may invade Belgium and the Netherlands, providing them with the option to turn this off (Flharfh).

    The National Morale penalty for the Entente declaring war on Belgium increased from 4,000 to 8,000 points for the UK and 2,000 to 3,000 points for France (Flharfh).

    French AI will no longer focus on defending hex 160,86 (stockwellpete, Tanaka).
    1914 Triple Alliance

    Libya now starts occupied by Italy and the Italian National Morale script relating to the fall of Tripoli has been corrected (mdsmall).
    1917 Fate of Nations

    Added half strength Szent István Dreadnought to the 1917 campaign at Durazzo (hottegetthoff).
    1918 Ludendorff Offensive

    Corrected the Unit Costs and Combat Target Statistics for US infantry and Cavalry divisions, and for Portuguese, Italian and Austro-Hungarian infantry divisions. Portuguese divisions will still be inferior to all others (Xsillione).

    Corrected the Unit Costs and Combat Target Statistics for US infantry and Cavalry divisions, and for Portuguese, Italian and Austro-Hungarian infantry divisions. Portuguese divisions will still be inferior to all others (Xsillione; Captain Tuttle).
    All Campaigns

    Updated the Supply and Victory script headings.

    Added Tournament scoring to the Victory scripts.
    Update 1.02.00 (12 August 2020) GAME ENGINE CHANGES

    Fixed an end of turn MPP summary error that did not correctly list all summary items such as convoy and decision event additions/deductions (Sparky0565).

    Fixed a Transport error that did not allow you to unload if in a friendly port but without any remaining action points (Dalwin).

    Fixed a combat morale recalculation error that in some cases incorrectly increased a defenders morale (pjg100, HamburgerMeat).

    Fixed a transport unload error that would sometimes freeze the rest of the in game interface.

    Fixed a unit operation error that did not allow units to transport past Sicily or Istanbul where there was a Land + Sea connection.

    Fixed an AI Amphibious Transport land and unload error that led to an infinite loop and CTD (coloradoviejo).

    Fixed an incorrect PBEM++ send message screen heading text error (Aussiematto).

    Fixed an issue where trenches were not shown in the lower right panel of the UI over top of clear hexes with no terrain (Jace11).

    Fixed a soft build error that allowed the AI to purchase Tank Corps beyond their limit as they should still be restricted by the Tank Warfare research category (Kalkstein).

    Fixed a surprise enemy contact error that did not reduce remaining action points by the distance the unit had moved (El_Condoro, crispy131313)

    Fixed a PBEM++ winning side error when a player has not resigned and the game has reached its victory script conclusion.

    Fixed a weather error that was incorrectly preventing Carriers from attacking some targets despite the Carrier otherwise seeming to have clear weather from its attacking hex (MBB).

    Added new functionality for POPUP script #DATE fields and #CONDITION_POSITION fields. See TemplatesEvents POPUP.txt for more details in the NOTES section of the header.

    Added new functionality for any EVENT script that uses the #CONDITION_POSITION field. See TemplatesEvents for more details in the NOTES section of the header of the applicable files.

    Added a new 'Hide/Show Map Information' button to the Operational Management area of the in game interface.

    Added mouse hover information for map convoys.

    Added mouse hover 'Undersupplied' air unit information text.

    Added mouse hover text and symbol sprite drawing capability for POPUP and SUPPLY events. Refer to the event note headers for more details.

    Added mouse hover Fortification completion date for Engineers that are preparing a fortification as well as in the unit information panel (splashell).

    Naval retreats will now consider and look for empty friendly ports to retreat to if applicable, except for those ports with enemy land units already adjacent to them (scott).

    Map will now re-center during animated replays of last turn moves if any action would otherwise occur over the bottom interface area (scott).
    All Europe wide Campaigns

    US AI will now try and transport troops to the UK if France surrenders.

    UK and US AI will now try to amphibiously land along the French coast if France surrenders.
    All Main Campaigns

    -Maritime Bombers’ base Naval and Sub attack values reduced from 3 to 1 (MVP7).

    If Verdun falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 4,000 points via dummy DE 657.

    If Belfort falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 658.

    If Lille falls to the Central Powers and is then liberated by the Entente, then France’s National Morale will rise by 1,000 points via dummy DE 659.

    If Nancy falls to the Central Powers and is then liberated by the Entente, then France’s - National Morale will rise by 1,000 points via dummy DE 660.

    Information on the National Morale effect on the UK of unrestricted naval warfare, and the effect on Germany of the Entente’s naval blockades added to the Strategy Guides (mdsmall).

    If Germany doesn’t sign the Brest-Litovsk Treaty then Russian National Morale will be boosted by 15,000 rather than 6,000 points (MVP7).

    Russia will now only withdraw from the war when its National Morale falls below 1% if Lenin is not sent to Russia (i.e. DE 619 = NO). Otherwise it can leave the war via the Treaty of Brest-Litovsk, or if its capitals are captured (MVP7).

    All Partisan locations in Russia can now spawn Partisan units.
    Both 1914 Campaigns

    Highlight added to show in red when there are less than 6 German units within 5 hexes of Warsaw after the Treaty of Brest-Litovsk has been signed.

    Amended the Mobilization_ 3 scripts for the Ottomans triggered by DE 108 so they are now triggered by DE 110, as this will ensure they only fire if the Ottomans had previously entered the war (ack105).

    Increased the National Morale penalties for Austria-Hungary losing Lemberg and Przemysl from 1,000 points to 2,500 points (eightroomofelixir).

    The Indian unit triggered by DE 108 now has an alternative arrival location in Kuwait in case Basra is occupied by an Ottoman unit when it is due to arrive there (ice_strength).

    French AI will only invade the Netherlands, after Belgium 25% of the time if the Central Powers have not invaded Belgium beforehand.
    1914 Triple Alliance

    Libya now starts occupied by Italy and the Italian National Morale script relating to the fall of Tripoli has been corrected (mdsmall).
    1917 Fate of Nations

    Added half strength Szent István Dreadnought to the 1917 campaign at Durazzo (hottegetthoff).
    1918 Ludendorff Offensive

    Corrected the Unit Costs and Combat Target Statistics for US infantry and Cavalry divisions, and for Portuguese, Italian and Austro-Hungarian infantry divisions. - Portuguese divisions will still be inferior to all others (Xsillione).
    Update 1.01.05 (06 May 2020) GAME ENGINE CHANGES/FIXES

    Fixed a surrendering calculation error for nations that reached zero National Morale and then had an obviously incorrect enemy country become the occupier (Mithrilotter).

    Fixed a naval unit spotting error that still allowed naval units with land spotting values of zero to spot inland.

    Fixed a right edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (mroyer, christolos, taxman66).

    Fixed a rare error that provided some Tank units with immediate entrenchment after moving when it should have been set to zero.

    Fixed a bug that allowed AI Engineers to reinforce after an attempted move towards a fortification building position (bootlegger267).

    Fixed a SURRENDER_2 game engine handling error that did not properly convert enemy hex control in some situations (Mithrilotter).

    Fixed an error that had surrendering minors check against remaining units at 50% per unit to skip surrendering instead of 6% (The Land).

    Fixed an issue where customized sounds from a MOD were being reset when quiting a campaign and starting again (Tanaka).

    Fixed a land convoy path issue that did not correctly identify invalid paths due to territorial ownership/control changes along the convoy path.

    Fixed a combat error for some defenders that were receiving the incorrect amount of experience from an attack (pjg100).

    Fixed a spotting penalty error that could allow units to spot further than intended from customized edits of campaigns (Rainer).

    Fixed an issue where players could still reinforce and upgrade units via the toolbar method when the campaign setting had these options disabled (ericdauriac).

    Fixed an issue where declaration of war related popups would appear within the WAR MAP screen and not show later after a player exits (dhucul2011).

    Fixed an operate air unit display cost error, final cost was correct, the question just showed the wrong amount (armuss).

    Fixed a rare DECISION event related error that prevented some events from firing properly when a country surrendered on the same turn (Makhno1917).

    Fortification facings now have an effect on attacking Amphibious transports (Christolos).

    New Units to be placed on the map will now only center on a capital city location whenever the current map does not highlight a viable placement position (MJY).

    PBEM++ games can now be set to 'Disable Game End Date' in the OPTIONS setup screen (dcinlassen).

    PBEM++ in game chat messages now increased to a length of 140 characters from 130.

    PBEM++ server access and Refresh further optimized and sped up considerably.
    1914 March on Paris

    Woods near Reims and Villers-Cotterêts amended.

    Road added between Arras and Doullens.

    Düsseldorf added as a German Industrial Center.

    The loss of Düsseldorf and Köln now reduces German National Morale by 5,000 rather than 3,000 points apiece (Xsillione).

    The province of Malmedy in Belgium is now part of Germany (Rainer Klahold).
    All Europe wide Campaigns

    Reduced the number of Alignment Positions in the dummy Decision Events triggering the Russian convoy to Serbia and the German convoy to Austria-Hungary.

    German fortifications that start on the map in the east will now be destroyed if captured (Christolos).

    Russia’s starting Naval Mine Build Limit increased from 1 to 2, and there is now a minefield in the Baltic in both 1914 campaigns.

    If German National Morale is below 10% then Bulgaria will now surrender if there are 2 Entente units within 3 hexes of central Bulgaria (hex 196,99) in addition to the already established trigger of there being 2 Entente units within 2 hexes of Sofia (William Knowles).

    Trigger ranges for the Russian Opolchenie at Smolensk and Kiev to be activated increased.

    Polish units can now be upgraded.

    The hex west of Lupkov Pass (190,85) now transfer to Czechoslovakia rather than Hungary on the collapse of Austria-Hungary (eightrommofelixir).

    Hexes 184,83, 185,83 and 186,84 now transfer to Czechoslovakia rather than Poland on the collapse of Austria-Hungary (eightrommofelixir).

    Some changes made to the Polish army’s deployment to make the country more defensible against Germany (eightrommofelixir).

    The area around Trento and Bruneck now transfer to Italy if Austria-Hungary surrenders (eightrommofelixir).

    When the Ottoman Empire collapses, if Russia is still in the war then it will gain territory in the Caucasus including Trabzon, Erzumum and Van (eightrommofelixir).

    AI PURCHASE and RESEARCH scripts optimized and improved (Xsillione. Benedict151).
    Both Europe wide 1914 Campaigns

    Ottoman Mobilization_3 event #NAME= Ottoman Empire->Entente (post surrender) from September 1915 reducing Ottoman mobilization to zero can now only fire if the Ottomans had previously entered the war (CommandoDude).

    Two Russian Garrisons added in eastern Poland, and the Russian Recon Bombers have been moved south from Brest-Litovsk (Iwarmonger; Xsillione; Chernobyl).

    The Austro-Hungarian IX corps has been moved from hex 192,82 to 192,83 (Chernobyl).

    Austria-Hungary’s gain in National Morale points from Serbia surrendering has been reduced from 2,500 to 1,500 points (Wittmann).

    National Morale script where Germany should gain points from Serbia surrendering has been corrected.

    The chance of Germany investing in Infantry Warfare and Submarines research has been increased (Benedict151).

    Ottoman AI RESEARCH has been amended to increase their investment in Command and Control and reduce it in Submarines (Benedict151).

    Extended the distance at which Greek units will deploy in Athens and Sparta if Greece is invaded (Xsillione).

    1914 Call to Arms

    1914 Call to Arms Strategy Guide corrected so that DE 704 refers to Austro-Hungarian National Morale reducing by 8,000 points rather than 10,000 if the Central Powers say YES to this (Christolos).
    Campaigns

    Added 1918 Ludendorff
    Update 1.01.04 (24 February 2020) GAME ENGINE CHANGES/FIXES

    Fixed several text display issues under German, French and Spanish localization.

    Fixed several other text display issues within the various popup, information and question boxes when text was at or over maximum line length.

    Fixed an issue where a Fortified Town that became a Capital was reverted to a City instead of back to a Fortified Town when the Capital setting was reversed (Captain Tuttle).

    Fixed an issue where units arriving from a UNIT script event could not reinforce/upgrade/operate/transport. Now only those that arrive during a country join event will be restricted for the very first turn they arrive.

    Custom campaign strategy guides will now launch from the campaign Manuals folder, previously it was the Docs folder, e.g. Campaigns_myCustomCampaignManualsStrategy Guide.pdf
    Campaigns

    Added 1914 March on Paris
    Update v1.01.02 (12 December 2019) GAME ENGINE CHANGES/FIXES

    Fixed a message text overrun error in the last turn summaries (Mithrilotter).

    Fixed a PBEM first time user account registration login error, despite a successful registration.

    Adjacent naval mines and transports no longer prevent a naval unit from using Naval Cruise (Mithrilotter).

    Very low unit morale will now recover more quickly as long as a unit is at strength >= 8 and supply >= 5 (Mithrilotter, Iko).

    Hidden Majors are no longer shown in the War Map (Player 1).

    AI transfers from one front to a weaker front will now shift slightly less units for better optimization of front balancing.
    All Campaigns

    Norway’s railways north of Bodo removed, apart from the line between Navrik and Kiruna (Captjohn757).

    Increased the UK and Russia’s Garrison Build Limits and added Garrison units at London, Odessa, Sevastopol and Novorossiysk, and added Guard scripts for these locations where required.

    Increased Austria-Hungary’s Detachment Build Limit from 8 to 10 (Mithrilotter).

    Pop Up advices corrected so they should fire on the correct side’s turns (dhucul2011).

    Moved the Persian Gulf and Red Sea loops at the bottom of the map to the east.

    Duplicated Pop Up script #NAME= Ottomans Increasingly Blame Germany For The War, And Many German Officers Are Assaulted removed (Mithrilotter).

    Added some extra text in the Strategy Guides for DE 620 on the Treaty of Brest-Litovsk (Xwormwood).

    Corrected some Territory scripts relating to the surrender of Austria-Hungary and the formation of new countries (MarechalJoffre).
    Both 1914 Campaigns

    Mobilization_2 scripts swinging Romania, Bulgaria and Greece towards the Entente if Gallipoli is captured now require Russia to not have withdrawn from the war to fire (medck).

    Russia’s National Morale penalty should Warsaw fall has been increased from 3,000 to 6,000 points.

    Check for Albania to be pro-Entente but surrendered added to DE 705 for Austria-Hungary to form an Albanian Legion (TripleCP).

    DE 810 corrected in the Strategy Guides (Mithrilotter).

    AI Central Powers bonus UNIT Corps moved from arriving in Brussels in 1914 to Aachen (Peter Hugo).
    1917 The Fate of Nations

    Changed the order in which the Central Powers’ Strategic Advice Pop Ups appear in the first turn so that the Importance of the Netherlands one is the last to appear at the start of their first turn.

Giá bán

  • Hôm nay: $39.99
  • Tối thiểu: $15.99
  • Tối đa: $39.99
Theo dõi giá

Nhà phát triển

Điểm

Không tìm thấy ☹️

Xếp hạng

Không tìm thấy ☹️

Danh sách

Không tìm thấy ☹️

Đánh giá

Hãy là người đầu tiên đánh giá 🌟

Thông tin bổ sung

Strategic Command: World War IStrategic Command: World War I URL ngắn: Đã sao chép!

Bạn cũng có thể thích

    • Strategic Command: European Theater
    • GOG Trò chơi: Chiến lược  Bởi: Strategy First
    • $9.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 34 (3.9)   Phiên bản: Windows   Political options, research and upgrade of equipment, management of supply and resources and the strategic employment of one's armed forces are some of the keys to success. With ...
        ⥯ 
    • Soldiers: Heroes of World War II
    • GOG Trò chơi: Chiến lược  Bởi: Fulqrum Publishing
    • $4.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 71 (4.3)   Phiên bản: Windows   Soldiers: Heroes of World War II drops you into the heart of the most intense WWII combat action. Take control of the most elite American, British, German, or Russian forces ever to ...
        ⥯ 
    • World in Conflict: Complete Edition
    • GOG Trò chơi: Chiến lược  Bởi: Ubisoft
    • $9.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 391 (4.4)   Phiên bản: Windows   Includes the original World In Conflict plus the expansion World In Conflict: Soviet Assault World War III rages and a Soviet-led army has launched a surprise attack on the U.S.A. ...
        ⥯ 
  • -80%
    • War Hospital - Supporter Edition
    • GOG Trò chơi: Chiến lược  Bởi: Nacon
    • $7.91 $39.56 -80%   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 0 (5.0)   Phiên bản: Windows   Help support the project with the "Supporter Edition". Get your hands on the special chapter featuring the famous Marie Curie and her X-ray technology. To immerse yourself fully in the
        ⥯ 
    • Strategic Mind: The Pacific
    • GOG Trò chơi: Chiến lược  Bởi: Starni Games
    • $11.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 4 (3.0)   Phiên bản: Windows   Strategic Mind: The Pacific is a turn-based strategy set in the WW2 period depicting the war between the USA and the Empire of Japan waged in the Pacific Ocean with mindblowing ...
        ⥯ 
    • World of Goo
    • GOG Trò chơi: Chiến lược  Bởi: 2D BOY
    • $14.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 45 (4.6)   Phiên bản: Windows/Linux/MacOS   World of Goo is a multiple award winning physics based puzzle / construction game made entirely by two guys. Drag and drop living, squirming, talking, globs of goo to build structures,
        ⥯ 
    • Command HQ
    • GOG Trò chơi: Chiến lược  Bởi: Atari
    • $5.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 10 (3.9)   Phiên bản: Windows   The initial release of Command H.Q. was met with great enthusiasm from strategy game fans. In fact, it was voted 1991's Wargame of the Year by Computer Gaming World. In this fast-paced
        ⥯ 
    • War Chess
    • GOG Trò chơi: Chiến lược  Bởi: Piko Interactive
    • $9.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 2 (4.8)   Phiên bản: Windows   Battle for triumph and glory! By the Queen's Decree, two fantasy hosts must battle for victory and glory. Mobilize a host of humans, dwarfs, elves and other creatures. Equip your ...
        ⥯ 
    • World Warfare & Economics
    • GOG Trò chơi: Chiến lược  Bởi: Okron Studio
    • $29.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 1 (5.0)   Phiên bản: Windows/MacOS   Rule Any Nation Take control of any country and lead it through the ever-changing tides of history. Whether you guide a global superpower, a growing regional force, or a small nation ...
        ⥯ 
  • -60%
    • War Wind II: Human Onslaught
    • GOG Trò chơi: Chiến lược  Bởi: SNEG
    • $2.39 $5.99 -60%   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 9 (4.1)   Phiên bản: Windows   After many years of war, much has changed on the world of Yavaun. Humans, reluctant colonists, are now part of the cultural diversity of this alien world. Factions have formed over the
        ⥯ 
    • War for the Overworld: Underlord Edition
    • GOG Trò chơi: Chiến lược  Bởi: Mythwright
    • $37.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 2 (4.2)   Phiên bản: Windows/Linux/MacOS   Tailored to the collector Underlord, the Underlord Edition includes: base game, Sovereign Dungeon Theme, game soundtrack, lore book PDFs. Just looking for the base game? Tired of ...
        ⥯ 
    • World of Goo 2
    • GOG Trò chơi: Chiến lược  Bởi: 2D BOY, Tomorrow Corporation
    • $29.99   
    • Danh sách: 0 + 0   Xếp hạng: 0   Đánh giá: 0
    • Điểm: 0 + 8 (4.4)   Phiên bản: Windows/Linux/MacOS   Build bridges, grow towers, terraform terrain, and fuel flying machines in the stunning followup to the multi-award winning World of Goo. Discover realistic flowing, splashing, viscous
        ⥯ 

Bạn cũng có thể thích

Toán tử tìm kiếm bạn có thể sử dụng với AppAgg
Thêm vào AppAgg
AppAgg
Bắt đầu - hoàn toàn miễn phí.
Đăng ký
Đăng nhập