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great game, but...

Posted: Tue Mar 24, 2026 4:24 pm
by marek1978
Hi guys,

Thank you very much for creating this great game. It is truly impressive, with a remarkable level of detail and clear respect for history.

I’ve bought it, I will recommend it to all my friends, and I’m keeping my fingers crossed for your commercial success.

That said, I must admit there are some areas that could be improved.

While this is a great naval game, land warfare—which is central to this conflict—feels somewhat secondary. This issue is already noticeable in the manual, which is unclear and poorly written. It refers to technologies not present in the Spanish campaign and begins with naval combat, which may not be the most intuitive introduction.

I also find it difficult to follow the Order of Battle (OOB), both on the map and in pop-ups. Most strategy games present a clear structure showing which units report to which HQ, and which are in or out of command range. Here, that clarity is missing.

The flow of supplies is also hard to understand, and it’s unclear how to coordinate attacks coming from multiple directions. Pop-up screens are not very intuitive, and while there is a lot of detail, it sometimes adds confusion rather than depth—at least from my perspective.

The map is beautiful, but ground units seem to be treated as a secondary element. Only one key parameter (Attack Value) is clearly visible, whereas one would expect to see supply status, morale, command structure (OOB), and other important information directly on the map.

I really like the simultaneous execution of moves, but I don’t understand why the turn cannot be visualized as it unfolds.

It’s possible that I haven’t spent enough time with the game, or that I’m not skilled enough yet. However, as an experienced wargamer, a long-time AGEOD fan, and a history enthusiast, I feel that the learning curve is a bit too steep. I would love to see more games made with such passion for history as yours—but with greater accessibility.

You can definitely count on my support. I will continue buying your products and recommending them to others.

That said, I believe the game could be made more user-friendly. Managing the OOB shouldn’t require writing things down or creating Excel sheets just to track army structure. Clearer information about supply flow and command hierarchy would help a lot. Perhaps unit templates could also make force-building more intuitive.

Last but not least, managing the air force at the level of individual squadrons feels too complex for large-scale theater operations.

P.S. I read in one of your posts that this game could serve as a great platform for early modern or Napoleonic-era warfare. I completely agree. Conflicts like the Peninsular War or the War of the Spanish Succession could be brilliantly portrayed using your engine, especially with its ability to stack units, utilize river transport, and model naval supply systems so effectively.

What is particularly exciting is how well your system could capture the actual way wars were fought in the 18th century. Campaigns of that era were not about constant decisive battles, but about maneuver, logistics, and control of supply lines. Armies relied heavily on reconnaissance—light cavalry screens, patrols, and intelligence gathering—to understand enemy movements and intentions. A system that rewards scouting and limits perfect information would reflect this beautifully. Just imagine , replacing ariplanes with light cavalery units that are given recon orders.....

Equally important was the disruption of supply. Raids against depots, cutting lines of communication, and forcing the enemy to retreat due to lack of provisions were often more decisive than battle itself. Your mechanics could strongly emphasize this by making supply lines vulnerable and encouraging players to conduct operational-level raids rather than just seek direct engagement.

River transport was also critical. Moving supplies via barges and controlling waterways often determined operational reach and tempo. Your existing logistics and naval systems could be extended to model inland waterways, making rivers strategic arteries rather than just map features.

As for marine warfarre - it seems that your ports/Task Force, naval combat system could do great for age of sail naval campaigns.

regards.

Re: great game, but...

Posted: Tue Mar 24, 2026 11:29 pm
by RangerJoe
I think that you need to look at the game some more. Too much information on the map would be overwhelming, look at the units themselves.