How to Break WWI with Making History: The First World War

I thought I’d share some of the fun Jack and I are having playing through Making History: The First World War, a grand strategy game from Factus Games. There’s a lot to like in this fun little turn based simulation, but it is an indie title and that means that some bugs and strange design choices can slip through the cracks. Luckily for all of us, exploiting those choices can be just as fun as playing the game properly.

What Kind of Game is Making History: The First World War?

This is a grand strategy wargame in the same vein as the big paradox titles like Hearts of Iron and Europa Universalis IV. Players can take control of a single nation across the world starting in 1912, 1914, or 1917 and lead them through the global political and military struggles surrounding the First World War.

Like Paradox games, the open nature of grand strategy means that things might not happen as they did historically, though scripted events here lend a significant hand in steering the great powers in the right direction. But sometimes the fun in these massive simulations is experiencing just how far things can fly off the rails of history.

Systems and Subsystems!

There are a lot of interlocking systems at work in Making History, and that’s generally a good thing. Players are going to have to take care to exploit their resources, build regional and city infrastructure, conduct research, train soldiers, and deal with international trade and diplomacy. The tragic thing is that there is very little in terms of documentation available for Making History: The First World War. When we started playing the game, we had no idea what we were doing. The manual is unfinished, and the included tutorial simply walks players through the UI.

This meant that we had a rough time when we started our game as the Austro-Hungarian Empire. managing the empire was difficult and some test battles against Serbia (Reloading after we saw how the mechanics worked) were drawn out affairs, hard fought and hard won.

That is, until I discovered the manual for the previous game in the series: Making History: the Great War.

Breaking Combat Over Our Knees

So here’s the play. In Making History artillery operates in a strange fashion. According to the manual, when artillery fires into a province, it has a 50% chance to hit friendly troops in that province and 50% chance to hit enemy troops. Each hit unit then rolls to save against that hit based on their defense and the defense of the terrain. But, and it’s a big but, the chance to hit friendly units can be reduced by 1% for every observation balloon stacked with the artillery, and by a further 1% for every unopposed friendly airplane flying over the target region.

So, if one were, to say, stack 50 observation balloons with a stack of artillery. And if, we also say, that that stack of artillery contains every single gun in the empire’s army, what happens?

Armies disappear in a blinding flash of righteous howitzer justice, that’s what.

There are no stacking penalties or limits in Making History. Attacking a province with engineer units reduces an enemy’s fortification defense. Attacking a province with 20 engineer units that is being shelled by the grand battery from hell ha terrifying results. Our war of aggression against the Balkan League resulted in a province falling every turn.

War Never Changes

Now, we’re embroiled in a three front war against the Ottoman Empire, Italy, and Germany. We are holding our own across all three fronts and proceeding to vaporizing the Italian Army with the Grandest Battery in existence.

Why don’t you try yourself?

Check out Making History: The First World War here. We don’t get anything if you click this link, so click away!

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PDXCON: Coming Soon

We’re getting to that time of year: GameCon season. We just saw Slitherine’s Home of Wargamers event just a few days ago, and now Paradox is hosting an event for their big games, which is very exciting. Paradox is known more for strategy, both grand and skim flavors, than wargames, though we feel that they are adjacent to our hobby here.

There are panels that start on Friday (May 21st) and go on for the whole weekend, dealing with their flagship games, mostly seeming to be CK3, HOI4, and Stellaris, as well as their less grand strategy games, such as Empire of Sin, Cities: Skylines, and Surviving the Aftermath. Notably, there seems to be a lack of content for Imperator and EU4, though more panels for those games could be announced. We’ll definitely be reporting on any big news from the event, but if you’d like to check it out for yourself, you can sign up here.

Tank Designer, my beloved.

Personally, I’m looking forward to the HOI4 panels, since we can get a good look at the new features rolling out in the currently unnamed expansion. Also of note is the NOCB podcast doing a liveshow on Friday, which is very exciting for them, and I’m eager to hear our game journalist comrades’ thoughts on the event. We’ll be chatting about the event in our Discord, which you can join here. Looking forward to talking with everyone about the event!

-Jack Trumbull

Stellaris: Nemesis Review

3.0 already? Stellaris has only been out for a few years, but we’ve just hit another large milestone, as the official third full version of the game released with a new DLC, as is Paradox’s wont. Nemesis brings some new and, in my opinion, greatly needed, changes to the late game, but there aren’t unfortunately many changes to the early game.

The free 3.0 update that came alongside Nemesis added, among other features, a new espionage system, somewhat similar to the system in Hearts of Iron 4. Essentially, an empire will know vague details about other empires in terms of scientific advancement, military strength, etc., based on the “Intel” level the empire has on them. Various things can give you more intel on other empires, but the main way to do so is to assign an envoy to an empire. That’s all in the free update.

Spooky business.

What Nemesis adds is the ability to use the envoy as a spy in the target empire. Based on the amount of time they’re placed in the other empire, the spy can embark on several missions against the other empire, varying from relatively harmless intelligence gathering to active sabotage of buildings and infrastructure. These missions all have difficulty levels, which is based on the encryption level of each empire involved, and you can use “assets” gained through missions or over time to help increase a mission’s success chance… there’s a fair amount of depth to this minigame.

Unfortunately though, as interesting as it is, it’s somewhat lackluster and a hassle to engage in. Most empires only have a few envoys, and the utility of using an envoy for espionage rather than to increase diplomatic weight or to bolster a Federation seems, to me, to be lesser. I want to note that I tend to play in larger, more crowded games, with many empires, so the effect of a single spy on one of 15-20 other empires isn’t as impactful as it might be for a player in smaller galaxies. It’s a shame because I like the system, but the reward for putting time and resources into it doesn’t measure up to what you’re missing out on. 

Space Geckos are always the equivalent to Civ’s Gandhi. Hate these dudes.

The other main features of Nemesis, however, are quite good. The “Become the crisis” or the Galactic Custodian role both deal with the end-game of Stellaris, and heavily change what that can look like through playthroughs. First: the “Become the Crisis” option. This option allows empires to take the place of the normal end-game crisis themselves. By taking one of the ascendancy perks through the Unity tree (which needs some TLC but that’s a discussion for another time), you can start down your own path to megalomaniacal interstellar supervillainy. Fun! The long and short of it is that you get “Menace” points for doing various dickish, bastardly, and otherwise evil acts, and with these points, you unlock various benefits over time, somewhat like the Federation tree, but for evil guys. Which you will be, if you follow this tree.

Being the crisis culminates in the player getting ships that can destroy stars, which they use to fuel a certain kind of doomsday weapon. If they charge it up, they win. This drives an interesting form of end-game conflict, where players would normally fight intergalactic hordes of eyeballs, evil robots, or ascendant empires, other empires (or you!) will now be the end-game Big Bad. It’s reminiscent of the very good “realm divide” feature from Total War: Shogun 2, where everyone hates you when you get strong enough. And you will indeed be strong if you follow this path successfully, as the empires that build up Menace get various bonuses that let them perform space genocide/ imperialism more efficiently. It’s a fitting climax to a game, and makes me wish other Paradox games had this kind of climax to campaigns. As a brief aside: I haven’t been able to play many full games of Stellaris since the release of the DLC, so I can’t comment on how likely the non-player empires are to take this path, but I had heard they might not be super likely to at this time, so keep that in mind.

Image shamelessly stolen from Stellaris Dev Diary 199 because I hate playing the bad guy.

The other big option is that of Galactic Custodian, sort of the “good guy” counterpart to becoming the crisis. Essentially, much like how the Galactic Community can elect Council Members, so too can the Galactic Community can nominate a Council Member to be Galactic Custodian. What this does is turn that empire into a super Council Member, or, as my nerdy historian brain likes to think of it, into a Cincinnatus. A temporary dictator, meant to directly counter crises (and indeed, AI are more likely to vote for someone to fill this spot during a crisis), and is given extra privileges to be able to do so. At first, this is limited to the ability to manipulate the voting period of the Galactic Community and the ability to build a Galactic Defense Force, which is like a Federation fleet but draws from the entire Community, rather than a single Federation. However, the Custodian can pass measures to increase their power and term limit, eventually making their seat indefinite. 

But why stop there? The Custodian can then proclaim a Galactic Imperium, with themselves as the head. This measure, if passed, grants many privileges to the now Emperor, who will become in many ways, the top dog of the Galaxy. All empires in the Galactic Community are still nominally independent, but the Emperor can propose strict laws on what relations member empires can have with each other. Of course, unhappy member empires can, with the new espionage tool, attempt to undermine imperial authority and spark a civil war over the Imperium, with the Galactic Community returning to the spotlight should the rebels succeed.
This kind of flavor is huge in spicing up the mid-late game of Stellaris matches, giving players more to either strive for, or be wary of. It promotes large, climactic, end-game conflicts that can tell a great story, and that is the driving factor of what makes grand strategy games so interesting: the stories told by the rise and fall of empires. With Nemesis, there are far more options than before for empires to both rise and fall. If you like freedom in your Stellaris games, get Nemesis.

Rating: 4.5 out of 5.

-Jack Trumbull