Devlog #10 - Wars & Conflicts

Welcome to this tenth Devlog, today we are going to talk about Wars & Conflicts. In Fields of History: The Great War, you will have a record of past wars and ongoing wars.

This will please history buffs and this will allow players to understand why relations between Russia and Japan were rather tumultuous in the early twentieth century.

These reports allow players to know the War Score of each participant in a war, to know who kills, who gets killed and who participates actively or not. But the War Score represents a set of factors. You earn War Score by capturing territories (especially strategic points) or by killing your enemies. Contrarily, losing territories or men will lower your War Score.

On the screen below, you can see that Luxembourg is grayed out and has a white flag icon, it's simply because it has already surrendered.

You may also quickly know and see the countries that are likely to join an ongoing war and therefore anticipate the opening of a new front.

You will notice that we can see among the participants the flags of countries that are not totally Sovereign, like the one of Bavaria. This is explained by the way we implemented the accounting of Casualties.

If Bavarian troops kill enemies, their contribution will increase the War Score of its Leader (German Empire in that case). However, the Bavarian Casualties are unique to Bavaria and are counted for each country, even it they’re minor.

The same goes for Colonial Troops, if you keep your Colonial Troops in defense of the Colonies, you can quickly see the extent of the fights that are happening overseas.

It will also count for inspiring loyalty among your Subordinates, if you send your Colonial Troops on the front lines, beware of the consequences in the relations with them (in the end, that could result into a Revolt!).

Moreover, the respect of your authority and the level of your Relations will be very important for being able to call your Allies into the War. Canada may refuse to send its men to support the United Kingdom in the case of stormy Relations between them.  

In the opposite, a great entente between the United Kingdom and another country (be it a subordinate like Australia or an ally like France), could push the two countries to form a Union.  

When declaring a Union, Warehouses will be shared between the Union members, which allows the troops of any member to resupply in Union territories.

You may also able to send Expeditionary Forces to improve Relations with a potentiel ally or turn the tide of the War.

To represent at best all these situations, we made several type of war:

  • Total War - the goal in a Total War is that one of the two sides must get a total victory by obtaining the surrender (or the withdrawal of the War) of all the Members of the opposite side.
  • Limited War - these are wars with objectives such as the claim of a specific territory. A country that declares a Limited War on a territory and holds it, increases its War Score each passing day during which they occupy that territory. Contrarily, if it does not control the claimed territory, it will gradually lose his War Score. Limited Wars are therefore wars with a limited duration that ends in a victory with limited consequences.
  • Civil War - they can happen after a long Revolt or following a Revolution. The two opposite sides fight to take control of the whole country (Bolshevik Revolution, Finnish Civil War, etc.)

PS - A Civil War or Limited War can turn into a Total War if the circumstances come to change (for example in the case where two wars are merging or during a special event).

Several ways to obtain the surrender of an adversary in a delicate situation exist. By ratifying an agreement by force or following negotiations.

If during a war, a country loses control over a large number of territories, its National Will will be severely impacted. If the situation comes to last, the National Will will slowly decrease until it reaches zero, which lead a country to abandon.

You can also obtain a negotiated peace with a country by letting it recovers all its cores territories in return of its withdrawal. A cornered country could make that choice, but it will not risk it unless it is on the brink of collapse or in very bad terms with its Allies.

Each country can join an Alliance. An Alliance is a group of several countries ready to take up arms if one of its members is attacked. However, even if a country is a member of an Alliance, it can evade mutual defense if it wishes (it will then be expelled from the Alliance and will have the Malus "Unreliable" for several months, which will strongly taint his diplomacy).

At the beginning of the game, there are already two Alliances.

The first one, the Central Powers composed with the German Empire, Austria-Hungary and the Kingdom of Italy, and the second one, the Entente composed with only two countries, France and the Russian Empire. Contrarily to the Mod, the United Kingdom may stay out of the war.

In the Political Overview Menu, you will be able to consult the details of the Alliance to which you belong. You will have information on all members of the Alliance. The Relations you currently have with them, if they are par of the Alliance Union or not and the number of mobilized men for those who control their army (the Bavarian troops are for example under the control of the German Empire while Canadian troops are under direct control of Canada).

As was the case historically, relations in the game between Italy and its two Allies aren’t really good at the beginning of 1914. The player will have several ways to influence Italy to bring it on the side of it choice. The Central Powers or the Entente like it was in real life in 1915.

If the Leader of an Alliance surrenders, the morale of the other members of this Alliance will be affected by a penalty. However, the remaining members may still continue the fight. In this case, a new Alliance Leader is appointed following a vote between the remaining members.

We also intend to ensure that conflicts have consequences for popular support, we want that unlike in the Mod, the duration of the conflict, the number of casualties, the bombings and the shortages push the people to revolt and abandon slowly their faith in the War and in their Leaders.  

It should be remembered that in 1918 the German Empire had almost not lost German territories, although the German losses were terrible and the news from the front were as well. It was above all the mutinies of the Novemberrevolution and the establishment of the workers' councils in some cities that forced the Kaiser to renounce his throne and precipitates the end of the war.

In Fields of History it will be possible to win a war without invading the last province of your enemies. Undermine them psychologically and fund revolts may just as well bring you victory!

Hoping that this Devlog will have please you, we would like to apologize again for the few news we gave you. We had some administrative troubles that took us a lot of time and which we were, despite ourselves, forced to do. We can say that it happened at the wrong period, knowing that the development of the game takes all our time.

We can already tell you that the next Devlog will be published on November 11th. Again, a Big Thank You for those who support us! ;)


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