Hierarchy Module Document

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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Re: LET’S LOOK AT THE NEW STUFF

Post by Curtis Lemay »

Now for some miscellaneous stuff. A total of 43 new National Flags have been added (thanks to Tom Walsh - aka “Redass” - for help with this):

So, there are now 182 flag slots (15 spares) available. The additions by Tom Walsh are (starting two past the Rising Sun flag):




1. CSA - Stainless Banner

2. CSA - Blood-Stained Banner
3. German Army - WWII
4. Al Qaeda
5. ISIL/ISIS
6. Taliban
7. Sri Lanka
8. Tamil Tigers
9. Italian Social Republic - 1943-45
10. Mordor (Lord of the Rings)
11. Fellowship of the Ring (Lord of the Rings)
12. Rhodesia
13. Zimbabwe
14. Viet Cong
15. 7th Cavalry (Little Big Horn)
16. Lakota (Little Big Horn)
17. Operation Inherent Resolve

Ancient additions are:

1. Prussia
2. Royal England
3. Royal France
4. Royal Spain
5. Royal Portugal
6. Holy Roman Empire
7. The Incas
8. The Aztecs
9. The Mongols
10. Byzantium
11. Goths/Vandals/Huns
12. Dynastic China
13. Roman Republic/Empire
14. Gauls/Cimbri/Teutons
15. Carthage
16. Classical Macedonia
17. Classical Athens
18. Classical Sparta
19. Ancient Persia
20. Ancient Babylon
21. Ancient Assyria
22. Ancient Israel
23. The Mycenaeans
24. The Trojans
25. The Hittites
26. Ancient Egypt
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Re: LET’S LOOK AT THE NEW STUFF

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At the bottom of the Unit Panel there is a new Day/Night indicator. Useful for short turn-interval topics. Turn intervals longer than Half-Day show as in the shot on the right:
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Re: LET’S LOOK AT THE NEW STUFF

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The Air Briefing and the Air Panel have had Combat Support and Sea Interdiction strengths added:
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Re: LET’S LOOK AT THE NEW STUFF

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Ten new event triggers have been added:

Note all the panes are now double-sized – to handle double-sized unit/formation names. The comment at the bottom is now increased from 56 to 112 characters.
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Re: LET’S LOOK AT THE NEW STUFF

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And 88 new event effects have been added:
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Re: LET’S LOOK AT THE NEW STUFF

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The Edit and View pull-downs have been updated as in these shots:
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Re: LET’S LOOK AT THE NEW STUFF

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Note that the legacy Force Editor has been updated a bit. There are now doublewide buttons for Force, Formation, and Unit names. Display is doubled in height and width. And national flags are now shown on page 1.
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LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

First, let’s swap a couple of units. Remember the shot of the 3rd Panzer Army’s formation back at the top. It contained the XXXIX Panzer Corps. Detach it! This is the new shot of that formation (note that there is finally a unit available to attach in the bottom buttons):
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

Now, over in 2nd Panzer Army, there is another Panzer unit: XLVII Panzer Corps. Detach it! It’s now in the “Attachable Unit” button at the bottom. (The left and right buttons would bring up the other unit detached earlier):

While detached, units have their MPs zeroed and don’t have their MPs refreshed between turns. Very debilitating, obviously.
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

Now switch back to the 3rd Panzer Army, without changing the unit at the bottom and re-attach in the open slot. This is the result:

XLVII Panzer Corps is now where XXXIX Panzer Corps was before. Now switch back to 2nd Panzer Army and put XXXIX Panzer Corps in the bottom.
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

Attach it! The result:

So…the two panzer corps have been swapped between their two armies. These formations have the max restrictions (the default), so it isn’t easy to find the right units to swap. But designers can make it much easier via the checkboxes and by even providing spare slots to swap to.
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

Subordinate formations can be swapped as well. Let’s watch an example. Recall AGC page 2 above. Here 3rd Panzer Army has been detached:

Unlike detached units, detached subordinate formations can remain in that state – functioning like any other independent formation.
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

However, now let’s go to AGS and detach 1st Panzer Army:
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

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Now we can re-attach 1st Panzer Army to AGC and 3rd Panzer Army to AGS.
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

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Now both Panzer Armies have been swapped:
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

Now let’s try to detach and/or promote/demote commanders. The issue with commanders is their Political Strength. Commanders with high PS are easy to promote, hard to demote, and hard to detach. Reverse with low PS. Here are the two we will work with: Fedor von Bock

The below is the Commander Dialog. Similar to the Commander Editor, but with just text instead of buttons.
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

And von Rundstedt:

Von Bock, at 50%, has relatively low PS. Von Rundstedt, with 80%, has relatively high PS.
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

Let’s try removing von Rundstedt from AGS. First note that it has 0 turn removal delay, so an attempt can be made:
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

So…click the checkbox and let’s see what happens:

The attempt fails, and, worse, there is now an 18-turn delay before another attempt can be made!
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES

Post by Curtis Lemay »

The higher the rank the longer between removal attempts (politics gets more impactful the higher you go):

This can make politically-connected but lousy commanders a problem for players.
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