Nájdených výsledkov: 1621
Napísal El Serbio, Dnes at 14:16

Napísal Dave, 01.04.2025 at 23:41

Napísal PaIm, 16.03.2025 at 18:42

I always said this: I believe that people change. People can sometimes see that they fucked up, and correct it. I believe Dave can change mistakes he did in the past.

As for profits, it is a very tough spot indeed, but you can increase activity by just unbanning people, its a no brainer to atleast start from that and give it a shot.


The only mistake I've made with atWar was actually caring TOO much about the community and what other people think. It caused me to waste too much time talking to people trying to make them see my position. Nobody cares. Waffel is the perfect example. I spent HOURS talking with that dude, listening to his concerns, telling him mine, and trying to reach understanding. Then he goes off and posts things which only show me that he absolutely did not understand anything I said. The lesson I've learned: people are gonna bitch no matter what. Nothing I say will change their minds. Just do what you need to do for the best interests of the game and ignore the noise.

If I had it to do over, I would have banned people faster and not wasted so much time explaining why. Activity was already declining before, and continued declining after.... banning a few toxic people who needed to go didn't do anything to change the course the game was already on. In other words: no great loss. The upshot: somewhat less moderation issues to have to deal with. The trade-off was and is worth it.

It does irritate me however when people say I "don't care" about atWar. It's easy for people to sit back and make accusations when they don't have the real life responsibilities to deal with like I do. I know better than to expect any sympathy or understanding from this community. But I do keep atWar running and deal with the emergencies when things break, no matter how busy I am with other things. Is that the act of someone who doesn't care?



Dave, do you mind spending few minutes to write your plans for this game and everything? Its means a lot to some of us to hear what is happening with this game and future plans for it? When i say future plans, i mean in this year. Thanks in advance.

I had secret access to them, they are: NONE.
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Napísal Dave, 01.04.2025 at 23:41

Napísal PaIm, 16.03.2025 at 18:42

I always said this: I believe that people change. People can sometimes see that they fucked up, and correct it. I believe Dave can change mistakes he did in the past.

As for profits, it is a very tough spot indeed, but you can increase activity by just unbanning people, its a no brainer to atleast start from that and give it a shot.


The only mistake I've made with atWar was actually caring TOO much about the community and what other people think. It caused me to waste too much time talking to people trying to make them see my position. Nobody cares. Waffel is the perfect example. I spent HOURS talking with that dude, listening to his concerns, telling him mine, and trying to reach understanding. Then he goes off and posts things which only show me that he absolutely did not understand anything I said. The lesson I've learned: people are gonna bitch no matter what. Nothing I say will change their minds. Just do what you need to do for the best interests of the game and ignore the noise.

If I had it to do over, I would have banned people faster and not wasted so much time explaining why. Activity was already declining before, and continued declining after.... banning a few toxic people who needed to go didn't do anything to change the course the game was already on. In other words: no great loss. The upshot: somewhat less moderation issues to have to deal with. The trade-off was and is worth it.

It does irritate me however when people say I "don't care" about atWar. It's easy for people to sit back and make accusations when they don't have the real life responsibilities to deal with like I do. I know better than to expect any sympathy or understanding from this community. But I do keep atWar running and deal with the emergencies when things break, no matter how busy I am with other things. Is that the act of someone who doesn't care?



Dave, do you mind spending few minutes to write your plans for this game and everything? Its means a lot to some of us to hear what is happening with this game and future plans for it? When i say future plans, i mean in this year. Thanks in advance.
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Napísal Lev Davidovic, Dnes at 11:14

..

Its true, its pointless to talk with some people. As palm said its pointless to talk with SOME people, not all of them. If a bunch of people says they will play if some guy like Lion or whatever would be unbanned, whats the issue about it? Unbann and see what happens. People keep playing? Fine. They bother you? Bann them again. Indeed not much chatting-caring-hours needed.

..



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Napísal Dave, 01.04.2025 at 23:41

The only mistake I've made with atWar was actually caring TOO much about the community and what other people think. It caused me to waste too much time talking to people trying to make them see my position. Nobody cares. Waffel is the perfect example. I spent HOURS talking with that dude, listening to his concerns, telling him mine, and trying to reach understanding. Then he goes off and posts things which only show me that he absolutely did not understand anything I said. The lesson I've learned: people are gonna bitch no matter what. Nothing I say will change their minds. Just do what you need to do for the best interests of the game and ignore the noise.

If I had it to do over, I would have banned people faster and not wasted so much time explaining why. Activity was already declining before, and continued declining after.... banning a few toxic people who needed to go didn't do anything to change the course the game was already on. In other words: no great loss. The upshot: somewhat less moderation issues to have to deal with. The trade-off was and is worth it.

It does irritate me however when people say I "don't care" about atWar. It's easy for people to sit back and make accusations when they don't have the real life responsibilities to deal with like I do. I know better than to expect any sympathy or understanding from this community. But I do keep atWar running and deal with the emergencies when things break, no matter how busy I am with other things. Is that the act of someone who doesn't care?


Reacting to your message

Being a leader (of atwar in this case) will inevitably result in people lashing out at you occasionally, regardless of what you do. Trust me when I say that the players in here - who possess an IQ higher than 90 - are well aware of you caring about atwar and nurturing it throughout the years. They are also aware of what you've got right and wrong though, that's better to keep in mind.

It's good to see you finally admitting that community management is not your task. Let a community manager do it instead. Moderation is not your task either. Let moderators do it. If you meant "caring too much" in this sense, you are right.

Palm also said this... I will reiterate. Players are good at identifying problems, but horrible at solving them. Do not listen to anyone, put their feedbacks in a bag and conclude yourself what should be done. Polls sometimes don't work in your favor either because players don't know what they really want, they don't understand game development.


Comparing AW to other games

One thing is certain... atWar is not moving forward for a decade. Rome: Total War is a strategy game that had been released back in 2004, 21 years ago. It has 1000 players daily on steamcharts and a small but loyal fanbase/community playing it together and modding it ever since. This is similar to what you have in atWar with map makers and the competitive players. It is natural that every other kind of player abandoned this game (scenario players for instance).

The key difference is evidently that there's a new Total War game every 3 years or so in a continuous development cycle, which keeps hooking in more and more people, refreshing the core playerbase over time. In fact, the Total War games probably have a couple thousand people playing them world wide, not accounting for the hundreds of thousands who play around a new one's launch as newbies or game tourists. AtWar could easily have this too if it had bots, maybe a seasonal design (gameplay wise, not only CWs).


My suggestion which you may or may not ignore

I'm basically a nobody (to you) so I doubt you'd take my advice, but I'd still recommend you something in retrospect (perhaps does not matter anymore) -> focus on improving/developing the game itself, maybe even outsource that and focus on the management of it (depending on how much more money you'd like to throw at the game after all). Implement some of the suggestions that people keep pushing in a feedback format for years. Adding bots for instance - I know it is a huge challenge programming wise.

Let's say you take my advice and start implementing those things in your free time, or hire someone to do it. Well, the first question that comes to mind is... "OK, if I change so many things deeply embedded into the game for years, or add a lot of new crap, will the very few remaining players also leave?". The answer to that is very tricky. Most likely, yes, most of them will, but you also get the chance to push advertisements and experiment to get a higher retention rate. Alternatively, you could keep the existing IP and make atWar 2. That way, the core legacy playerbase (veterans) could stay here and enjoy the game until they (or you) see fit.


Current situation and the "atwar is dying" spam

Game development is not easy, at all. Especially when software associated with it keeps aging and aging... However, the stagnation we have right now is the absolute worst thing we can have. In the name of the few remaining players, please do something other than that, and keep us updated on what is happening (currently - for years - basically nothing).

People are complaining a lot lately that the game is dying, which is not true, but it's certainly not alive and thriving. It reached a point of stagnation where it slowly crawls towards abandonment. You can change that Dave. Only you. Sell atwar... make atwar 2... hire a dev and lock him up in a basement... get on a remote island in the pacific for a month and sell your soul coding 24/7 to improve the game... appoint waffel as the dictator of atwar with a pink shield as a late April's fools joke... just do something, we beg. A major shift in decision making is needed for the few of us and potentially future players.

So yes, most players don't actually mean the game is dying, they just feel that we are moving towards abandonment, because that's what is happening pretty much in front of our eyes. Even if you insist you'll keep it up and running, what's the point of that if you have 10 people remaining in the lobby and no games running? I also think you don't mean that seriously because it sounds kind of evil and disrespectful to let a game die, then keep it running blank, carrying it as a shield saying "see? I did not shut it down". I would love to think that you have more respect for us and yourself, only saying that as a PR stunt to calm us down among the atwar is dying spam.


About banning people... briefly

I honestly support both you and most other people in this thread. If a person severly breaks the guidelines of a platform, they should be banned. That's it.

On the other hand, I can also agree with Palm for example, that banning 10 veteran players in a game with ~100 active players daily is essentially like shooting yourself in the foot. You have to see that.

In reality, your opinion regarding those bans would be completely valid and I would support you in it, if the game was actually being gradually improved over time, aside from that.


Thanks for reading all that, in case you did.
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I know very little about the past and i am very much not entitled to speak about what happened about the banned people and why. But, beeing active between 2020 and now, i can certainly point out that is foolish to ignore the correlation between all those banned people and the declining activity of the game (espetially competitive, and clearly the absence of competitive scene is logically related to the "less retention problem", even if that was already an issue it is clearly not helpfull banning expert people).

Its true, its pointless to talk with some people. As palm said its pointless to talk with SOME people, not all of them. If a bunch of people says they will play if some guy like Lion or whatever would be unbanned, whats the issue about it? Unbann and see what happens. People keep playing? Fine. They bother you? Bann them again. Indeed not much chatting-caring-hours needed.

As Hine said, we are just a bunch of guys willing to play a game we like, and this is all feedback for you man. I never spoke with you Dave, it is true, it is pointless to talk with some people, dont be one of those.
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Napísal El Serbio, Dnes at 09:29

I just wanna play again, is that too much to ask for? Dave, this is business, so please treat it like one.. Does Mark Zuckerberg care what people talk about him on facebook or instagram and goes to ban people? NO.. Its a fucking business and he should do things that will make him money, not argue with cockroaches on forums like an old grandma.. Who cares what we think and speak about you? Just do your best to make this business better. You get money, we get fun by playing our game, win-win, is that hard?

Would be true if only AtWar generated a good profits, not to even mention that has no community feedback, active development, team letters, active discord server with daily and seasonal events, Q&A, etc.
The list could go on, but I will keep it short.
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I just wanna play again, is that too much to ask for? Dave, this is business, so please treat it like one.. Does Mark Zuckerberg care what people talk about him on facebook or instagram and goes to ban people? NO.. Its a fucking business and he should do things that will make him money, not argue with cockroaches on forums like an old grandma.. Who cares what we think and speak about you? Just do your best to make this business better. You get money, we get fun by playing our game, win-win, is that hard?
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I don't care what Dave says now, I just want Lion unbanned, and by extension the rest of the players.
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Napísal Dave, 01.04.2025 at 23:06

You know, if everyone who posted on this cry thread actually joined a game.....

Turns out we manage different timezones and shit. And we are also busy. I had to stop playing casual because I could not guarantee having time every 2 days to play my casual turns. Imagine.
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Napísal Dave, 01.04.2025 at 23:41

Napísal PaIm, 16.03.2025 at 18:42

I always said this: I believe that people change. People can sometimes see that they fucked up, and correct it. I believe Dave can change mistakes he did in the past.

As for profits, it is a very tough spot indeed, but you can increase activity by just unbanning people, its a no brainer to atleast start from that and give it a shot.


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Im gonna dissect your answer into parts.

"The only mistake I've made with atWar was actually caring TOO much about the community and what other people think." Thats truly debatable to be honest. I have seen people in Discord completly disagree with this, I do think you did care, until you didn't. Keep in mind im a 2019 player, and I remember that at one point you gave away 1 week premium to everyone because of server issues, I know you did in fact care, until you didn't.

"Waffel is the perfect example. I spent HOURS talking with that dude, listening to his concerns, telling him mine, and trying to reach understanding." There my friend, you did the mistake of listening to Waffel. He says 5% correct things 95% retarded stuff. It's not worth it to listen to every single person, you need to listen to the correct person.

"The lesson I've learned: people are gonna bitch no matter what. Nothing I say will change their minds. Just do what you need to do for the best interests of the game and ignore the noise." Some people yes, but putting all in the same box is stupid. Im gonna be honest to you, if Bugs is unbanned I doubt he would cheat again. did he cheat with the 10000 alts he made? he didn't. He just wants to keep playing the game. Keeping him banned is just affecting the activity of the competitive scene: which is probably annoying to you, I get it, we are annoying as fuck sometimes. But that is because we genuinely care about the game. Waffel is an idiot most times, and at this point he doesn't even wanna get unbanned, I know it. However, banning so many people was NOT in the interests of the game. So many people were banned that probably didn't need to be banned on that November 2021 fiasco, that it slowly killed competitive I still don't know why Trystane (Augustus Caesar) was banned. I will not get it. So many people deleted because they were angry that it makes you think. Mesopotamia and Alois were key people in the community and one was head supporter. Makes you think why they deleted aswell.
I was talking to my clanmate Tiger the other day, who is a newbie rank 8, and he told me "The only thing I want is for the game to be more active to be able to cw more" which pains me a lot because in 2019 there was daily cws. It was something normal that I was brought up into. Banning people WAS NOT in the best interests of the game. Banning some? sure. But there is nothing more pointless, as an example, than Osix's ban. He deserved some kind of punishment for being toxic? 1000%. But permaban is insane, considering the person that permabanned him was even more toxic than him. Also, just because people disagree with you doesn't mean you gotta ban them, Waffel could be shouting that he hates you, but imo, as someone that loves stuff like the American 1st amendment, as long as you are not being threateaned, I doubt you should ban them.

"If I had it to do over, I would have banned people faster and not wasted so much time explaining why. Activity was already declining before, and continued declining after.... banning a few toxic people who needed to go didn't do anything to change the course the game was already on. In other words: no great loss. The upshot: somewhat less moderation issues to have to deal with. The trade-off was and is worth it." That would be true if the people were being toxic as fuck, but most of them weren't. You didn't back down of something that basically killed comp, and because of that night in November 2021, the competitive scene is currently what it is. Let's not even start with the head supporter, that used a fucking range bug in a cw vs me, and was previously banned because of a rangebug (which, to be honest, should warrant a removal of the role, and is more deserving of a permaban than other people that YOU or the Admin team banned) Activity kept declining because of what? in Comp because you banned key people in the playerbase and most people deleted their accounts because of that. But, also besides that, WHY THE FUCK ARE THE TUTORIALS COMING SOON SINCE I HAVE MEMORY? Atwar's problem was always retention, you would think the best thing to work would be to try and retain more players, but nope, tutorials are still always coming soon. what a fucking dissapointment, not gonna lie. and there was a great loss, let's not lie to ourselves. Atleast from a comp perspective, that killed comp x3 faster than it would have. Also, always that you have less players the moderation will be less. it's retarded as fuck to say that was an upshot. "If less people vote, there are less votes to count" No shit sherlock.

"It does irritate me however when people say I "don't care" about atWar. It's easy for people to sit back and make accusations when they don't have the real life responsibilities to deal with like I do." Dave, I said this to you once, I'll say it again. IF YOU DON'T HAVE TIME TO DEAL WITH ATWAR, SELL IT. The game is in a state of limbo because nothing happens. Everyone could agree to stop playing the game until you sell it and you prob wouldn't care. I also do not understand why don't you sell the game, considering it's surely in the red.

"I know better than to expect any sympathy or understanding from this community. But I do keep atWar running and deal with the emergencies when things break, no matter how busy I am with other things. Is that the act of someone who doesn't care?" David, thats the fucking minimum, thats what we expect from someone who is the owner, its the minimum thing that he should do. The fact that you even mention this is an embarrassment, I really need to say that.

In 2022 this topic by Waffel would have been insta-archived. What changed? Sascha is the only mod. No other mod is active. Lelouch is no longer active like he was 2 months ago, but even then he did no mod tasks. Dire doesn't even look in the forums, but I don't even know if he is active anymore, considering the current state of the game. Dave, I would seriously consider selling the game, Im not the right person to tell you this, sure. But the game is in the red and you don't have time to deal with it. That should be enough to guarantee a sale from your part. And most of the community at this point hates you, some say it and others don't. Im not trying to be a fucking idiot like Waffel, ok?

Also, you spent a lot of time in world map 2.0 just to result in a huge failure. Why? Maybe because... you need premium to make a game in world map 2.0. I'm not even joking. Make non-prems be able to make that map and put it a 150% sp increase and watch how everyone will play it.

Just my thoughts.

PS: Waffel's post has 26 likes. There is a reason for this. And let's not forget it took you 1 month to answer to this.
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Napísal PaIm, 16.03.2025 at 18:42

I always said this: I believe that people change. People can sometimes see that they fucked up, and correct it. I believe Dave can change mistakes he did in the past.

As for profits, it is a very tough spot indeed, but you can increase activity by just unbanning people, its a no brainer to atleast start from that and give it a shot.


The only mistake I've made with atWar was actually caring TOO much about the community and what other people think. It caused me to waste too much time talking to people trying to make them see my position. Nobody cares. Waffel is the perfect example. I spent HOURS talking with that dude, listening to his concerns, telling him mine, and trying to reach understanding. Then he goes off and posts things which only show me that he absolutely did not understand anything I said. The lesson I've learned: people are gonna bitch no matter what. Nothing I say will change their minds. Just do what you need to do for the best interests of the game and ignore the noise.

If I had it to do over, I would have banned people faster and not wasted so much time explaining why. Activity was already declining before, and continued declining after.... banning a few toxic people who needed to go didn't do anything to change the course the game was already on. In other words: no great loss. The upshot: somewhat less moderation issues to have to deal with. The trade-off was and is worth it.

It does irritate me however when people say I "don't care" about atWar. It's easy for people to sit back and make accusations when they don't have the real life responsibilities to deal with like I do. I know better than to expect any sympathy or understanding from this community. But I do keep atWar running and deal with the emergencies when things break, no matter how busy I am with other things. Is that the act of someone who doesn't care?
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Napísal b2spirit, 17.03.2025 at 00:15

When the fuck are you going to fix map editor


Nice necropost
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Still good years later, well done
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01.04.2025 v Where is everybody
You know, if everyone who posted on this cry thread actually joined a game.....
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Hello! Some of you may have noticed that I've been running new Empires 1800s scenarios again. And I wanted there to be a bit of a guide written out so people have a decent idea of what each civilization has access to. To help choose strategies and make your civilization/unit choices.

This scenario is one with 11 different civilizations, each with unique bonuses, where each player is bordered by multiple others and may have only a single ally. Starting Turn 2, all Civ's Capitals will have a Capital Building placed in its midst, which constitutes a powerful defense that prevents early-capture. Field Guns, or a good bulk of Attack Units, are necessary to bring them down.

Cavelry
Cavs work the same way Tanks do in modern maps. However, there are other Cavelry-type units with other names. Cosacks, Cataphract Lancers, Cuirassiers, etc. Any special units that are designated as "anti-cavalry" in their bio will have bonuses against ALL of them.

Infantry
Infantry works the same way they do in modern maps. However, there is a double-meaning when it comes to bonus defense/attack. ALL units in the game that walk and shoot (militia, Prussian Infantry, Chu Ko Nu, Minute Men, Guerilla Fighters, etc.) are considered "infantry." Special units that are designated as "anti-infantry" in their bio will have bonuses against all of them.

Guerilla Fighter
These are this game's equivalent to Marines. Same stats, same cost. General Stealth Unit.

Frigates and Man-O-War
These are this game's equivalents to the two typical naval attack units.

Howitzers
Howitzers are both a Defensive and Offensive Anti-Infantry unit, sporting a solid 6 ATK and 6 DEF. They gain +2 ATK against all Infantry units, making them equal to Cavs when attacking. And they gain +6 DEF against Infantry. In terms of cost-efficiency, they are in many ways a unit that can attack like Cavs and defend like Infantry (or better). Their downside, of course, is their slow movement range and inability to take cities. Howitzers can get sniped before reaching their targets and have to be used intelligently.

Fortifications
Fortifications are expensive, but powerful, defensive units that tout high HP, high DEF, and have additional defensive bonuses against most standard Cav and Infantry units. Making Naval Vessels and Cannons more cost-effective against them.

Field Guns
Field Guns are a high-attack unit that shares the Howitzer's slow movement speed. They are stronger than Cavs, but in most cases not enough to be cost-efficient. Where they excell is their significant Attack Bonus against Fortifications. Generally, assuming no crits from the Fortification, two tend to be enough to bring one down.

These are your general units, Militia notwithstanding, that are accessible to all areas. But there are many other Special Units unique to certain civilizations. As well as Events. Below I will be describing each Civ's benefits.



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BRITISH EMPIRE

The British Empire is a powerful force across the map. Starting the game with more funds than any other civilization, and with significant holdings in the Americas and India. They have many options, however their wealthy start to the game only serves to offset the economic drain that comes from managing the defense of three different regions. Most players with the least luck are those that invest too much into dying colonies and go bankrupt. However, proper management and a clever selection of your ally can put the British Empire quickly into the position of 'the one to beat.'

The British Empire's Ultimate Unit appears on Turn 2, and it is the HMS Caledonia. The HMS Caledonia is a transport vessel that can hold up to 10 Units. It sports an attack of 5, and a whopping Defense of 25. Additionally, it gains 5 more defense against other Naval Units. Making it both a great defensive blockade unit, or a great Landing Unit that secures the city you landed units in to take when they push out into enemy lands. It's got a high Move Range and 12 HP, making it the toughest Transport Vessel in the game. However, you cannot build these and you will never get another one. Use it wisely.

The British Empire, beginning Turn 3, gain a General in the Americas - their Native American ally Tucemseh. Tucemseh is a general unit with the added bonus of being a Stealth Unit, making it hard to pin down and kill. Alongside Tucemseh, they gain a Peace Envoy necessary to take the Shawnee Nation and begin to produce Native troops in the area. Archers - a weaker but cheaper stealth unit compared to Guerilla Fighters, and Mounted Natives - which have 1 less ATK,DEF, and HP than other Cavs, but +3 Movement Speed.

The British Empire's Unique Unit is the Royal Navy Ship Of The Line. Which, while costly to build, and slower than other Naval Units, are the most powerful buildable Naval Unit in the game. Additionally, they have +5 Defense and +2 Attack against other Naval Units, making them the menace of the sea. They also have +2 Attack on Fortifications, making them a good choice against shoreline Fortifications.

Finally, British have Reinforcements on Turn 8. A number of Indian Constripts appearing in several groups of 6 around the map in all of their holdings. Indian Conscripts are essentially Infantry with -1 Defense, but possessing the Move Range of Cavelry. Allowing you to quickly move them to bolster a city's defense.



FIRST FRENCH EMPIRE

The First French Empire is an interesting civilization, posessing some of the strongest units in the game but also finding themselves in a difficult location to defend their capital. Germania, Britain, and Spain, on their immediate borders - with Ottomans not far off. The're among the wealthier starting nations, but far from the wealthiest.

The French Empire's Ultimate Unit is the French Engine, which appears on Turn 2 alongside 10 free Infantry. The French Engine is a powerful defensive transport, with 20HP, 10DEF, and 3 Attack. It can carry up to 14 Infantry quickly around the map, moving 50% faster than Cavalry.

The French Empire has two Unique Units.
- First, instead of the general Cavalry Unit, they can make Cuirassiers. They cost the same as Cavalry do for all other civs, but have +1 Attack, +3 Crit Chance, and +1 Range. Making them the ultimate Main Attack Unit in the game.
- Second, they have the Montigny Mitrailleuse, a slow-moving volley gun that sports 3ATK, 7DEF, and a whopping 13 Critical Chance. This unit has a significant Defensive Bonus [+6] against all Infantry Units, except for those with Stealth in which case the bonus is [+4]. This combination of Special Units puts the French into a position where they can devour enemy infantry. Both with their hard-hitting cavs and their infantry-annihilating defensive guns.

The French Empire gets reinforcements on Turn 6. Where a General [Napoleon Bonaparte] appears next to 20 Units labeled "Napoleon's Army." Napoleon's Army is Ground: Main Attack, meaning they benefit (or depreciate) based on Strategies that strengthen or weaken Ground: Main Attack Units. These units sport 7 ATK/DEF, and a 13 Move Range. Which allows them to quickly be moved with Napoleon to a defensive or offensive position. However, these units are a one-off and once dead will not come back.

Due to their Cuirassiers and economically productive cities, France is an incredibly important region to control if you want to win the game. If France manages to take over a significant portion of Europe, the chances of them losing becomes small. On the other hand, if any other Civ in Europe conquers France, their chance of victory becomes just as likely.



SPANISH EMPIRE

Spain begins the game with more map control than anyone else, however the vast majority of that control is in the Americas far from their capital. Which is, arguably, the least defensible capital in Europe. Among the 11 Civs, Spain begins the game with the 3rd smallest starting funds - but has more city-based income than any other.

The Spanish Empire's Ultimate Unit is the Spanish Cog, two of which appear in Turn 2. The Spanish Cog is a Transport Vessel with 4DEF/5ATK, making it more defensible than your standard Transport Ship. But that's not where it truly shines. The Spanish Cog can carry up to 25 Units, and has 16 Move Range - 3 more than your typical Transport Ship. Making it the fastest ship in the entire game.The Spanish Cog can move an enormous mass of units swiftly across seas and oceans. However, you only get two, and they cannot be replaced.

The Spanish Empire's Unique Unit is the War Dog. A Stealth Unit that is weaker than Guerilla Fighters, but much faster. and with double the Crit Chance. Additionally, they gain a Defensive Bonus against other Stealth Units like Guerilla Fighters and Archers, being capable of sniffing them out.

The Spanish Empire does not get Reinforcements.



PORTUGUESE EMPIRE

Portugal begins the game with an incredible economy, but their Capital is direly exposed. Fortunately, their unique units make up for that issue.

Portugal does not have an Ultimate Unit, and is the only civ in the game to lack some special one-time unit at the start of the game. However, its unique unit is phenomenal.

Portugal's Unique Unit is the Organ Gun. The Organ Gun is much like the French Montigny Mitrailleuse, but with 1 less Defense, 5 less CRIT chance, 1 more Hit Point, and 1 more Move Range. Aside from these differences, it has one other major difference: It is not only an anti-infantry unit, but also an anti-cavalry unit. Gaining a whopping +6 against all Cav and Infantry type units. Though it does takes a -2 DEF deficit against all cannons and Naval Attack, it can mass-demolish the general units you would usually expect someone to attack you with.

Portugal starts the game with some Organ Guns on the map at key points, and a free Man-O-War, but does not get Reinforcements through the game.



GERMANY & PRUSSIA

Germany begins the game with the least funds, but two advantages: A significant economy and a small radious to defend with all of their units. Their income is equal to the Ottomans, despite the Ottomans controlling significantly more mass.
Germany has 15 Countries, Ottomans have 29. And yet, the same income. Showing how much more valuable Germany's cities are on average. They are an imposing force in Eastern Europe.

Germany's Ultimate Unit is the Wunderwaffe, three of which spawn on Turn 2. These are extremely slow-moving Defensive Cannons with 10DEF, 10CRIT, and bonuses against all cannon-type units.

Germany has two Unique Units:
- First, in the Prussian portions of their reign, they have Prussian Infantry. Prussian Infantry are the same as the standard Infantry unit, except they have +1ATK/DEF and Move Speed. They are to Infantry what the French Cuirassaiers are to Cavalry. And as a Ground: Main Defense unit, they gain any benefits from Stategies that invest in Ground: Main Defense.
- Secondly, in Austria and Hungary, they can produce War Wagons. War Wagons are an anti-Cavalry Cavalry unit. They are well-rounded, and compared to Cavalry have: -2ATK, -1RNG, +2HP, +2DEF. They also gain +4 DEF and +2ATK against Cavs, and can transport up to 4 Militia. War Wagons are a good way to counter enemies that rely entirely on Cavalry, and they're also a decent way to move your Trash Units (militia) around to places where they're more useful as a buffer.

Germany has Reinforcements on Turn 3, where 12 free War Wagons will spawn in Prussia. This is the earliest Reinforcements in Europe, giving them a slight jump. But it's also one of the smallest Reinforcements.



RUSSIAN EMPIRE

Russia is a powerhouse with significant control of the map, but a smaller economy than most others. They start with the third-least funds out of all civs, and their income-to-city ratio is on the lower end. However, they have access to some incredible advantages that overcome that disadvantage.

Russia has two Ultimate Units: The Tsar Ship, and the Howitzer Wagon.
-The Tsar Ship, which appears outside Saint Petersberg on Turn 2. It has a fair amount of ATK/DEF, and high HP. But it's important role is its ability to move up to 4 Tsar Cannons. You only get one Tsar Ship.
- The Howitzer Wagon, five of which appear, in Turn 2. These Wagons have a fair amount of bulk themselves, and can carry up to 4 Howitzers a piece. Allowing you to make use of the Howitzer's superiority as a unit without worrying about its slow speed. Your Howitzer Wagons spawn each half-filled with free Howitzers, ten in total, with the capacity to carry another ten should you invest in making them. If stacked together, the five fully-manned Howitzer Wagons constitute a devastating line-breaking Death Ball right off the bat at the start of the game. However, once your Wagons are destroyed, you will not get anymore.

Russia has two Unique Units: The Tsar Cannon, and the Cossack.
- The Tsar Cannon is a super-cannon that moves slowly, even more slowly than Field Guns, but is considerably more powerful. With +1ATK, +5DEF, +8CRIT. It shares the Field Gun's +2 Attack Bonus against Infantry, but expands on the Field Gun's Bonus against Fortifications by 5 additional ATK. It also has greater Defensive Bonuses than Field Guns against Infantry. However, it is costly, and extremely slow. The Tsar Ship is the only workaround for its speed.
- The Cosack is a Cavalry Unit with half the ATK (4) and half the DEF (2) as normal Cavalry. Though they are half the strength of Cavalry, they are one-third the cost. Making them arguably the most cost-efficient unit in the game. Even if Russia's economy dwindles, the Cosack gives them a fast-moving offense at a cheap price. For example, if you were going to invest $720 into Cavalry, you'd get 6. A stack of 48ATK/24DEF. If you invest the same amount into Cossacks, you'd get 16. A stack of 64ATK/32DEF. They are individually extremely weak, but can be a cost-effective way to surprise an enemy and/or intimidate them with numbers.

Russia has reinforcements immediately, on Turn 2. Some free Cosacks, Scout Cavalry, and most importantly: Howitzer Wagons and Howitzers. They also get additional Reinforcements on Turn 5 - a few cannons and stealth units - deep in Ottoman territory. But be wary, the Ottomans get the same in your territory on the same turn.



PERSIAN EMPIRE

The Persian Empire is, without a doubt, the weakest civilization in terms of starting holdings and economy. However, they are also the civ with the greatest starting funds and have the most Reinforcements.

The Persian Ultimate Unit is a General [Abbas Mirza] with a 100% Crit Chance and 18HP, who spawns in with 15 Cataphract Lancers, 2 War Wagons, 3 Cossacks, and 6 Scout Cavalry.

The Persian Unique Unit is the Cataphract Lancer, a Cavalry Unit that costs the same as regular Cavs, but has -1ATK and -1DEF, with +3CRIT. The Cataphract Lancer is an Anti-Infantry unit, which gains +3ATK/+1DEF against all Infantry units. Making them more cost-effective against your standard city defenses (militia/infantry) than regular Cavalry. Especially when it comes to taking the few neutral areas of the map.

The Persians gain additional reinforcements on Turn 3, which consists of nine free Cataphract Lancers.

And, the latest (and by far biggest) cluster of Reinforcements in the game, on Turn 12, Persians get a second general - the Persian Warlord - who is accompanied by a significant free Army consisting of 40 Cataphract Lancers, 40 Infantry, and 8 Cossacks. They also gain 5 free Frigates.



OTTOMAN EMPIRE

The Ottoman Empire is arguably the most powerful individual civilization, starting with a decent economy, massive map control, and a large amount of starting units. However, this is paired with numerous disadvantages: Their status in the center of the map makes them a desirable target for numerous enemies, of whom they immediately have 4 bordering them. They have a wide range to defend, and usually find themselves facing multiple opponents at once.

The Ottoman Empire's Ultimate Unit is the Bombard Train, two of which appear on Turn 2 accompanied by 4 Great Bombards. Bombard Trains are a high-defense, high-HP unit capable of offsetting the Great Bombard's slow speed and carry them across the map. They can carry up to 3 great Bombards.

The Ottoman Empire has 2 Unique Units:
- The Great Bombard, which is the Ottoman equivalent to the Tsar Cannon. But, it is even more powerful (and slightly more costly) than the Tsar Cannon. It is a devastating cannon when used against Infantry and Fortifications, but slow moving and costly. These are incredible units which, if used intelligently,
- The Bombard Ship, an expensive Naval Vessel with only 1ATK but rocking 18DEF. It can carry up to 3 Great Bombards.

The Ottoman Empire gets a small band of Reinforcements on Turn 5, a few cannons and stealth units in Russia's territory. But be wary, Russia gets the same in yours.



THE QING DYNASTY

The Qing Dynasty is in a unique position. They do not have any immediate threats besides Japan. And they have considerable map control, economy and units. On the downside, they have the second-lowest starting funds and little-to-no help in the form of free units.

The Qing Dynasty's Ultimate Unit is the Nest of Bees, three of which spawn on Turn 2. They are a slow-moving artillery unit that has a massive (+15) Defensive bonus against Cavalry.

The Qing Dynasty has two Unique Units: The Chu Ko Nu, and War Wagon.
- The Chu Ko Nu can be created anywhere in China, and has the same stats as your general Infantry but has a lower CRIT chance and costs 15 more. However, it is an Anti-Infantry Infantry unit, which gets +2 Defense and +3 Attack against all infantry. The Chu Ko Nu isn't great against Cavs, but is superior to infantry if you're seeking an offense/defense duo-unit. It is also Ground: Main Defense and thus benefits from Strategies that boost such units.
- The War Wagon can be created only in Korea, it is the same unit that Germans can make in Hungary and Austria. (Described above)

The Qing Dynasty begins the game with a few Chu Ko Nu accompanying their Nests of Bees, as well as a few Chu Ko Nu on their far border. But they do not get additional Reinforcements through the game.

The Qing Dynasty and Imperial Japan have fought one another in every game I've run, though the option to ally is availible if they both wish to use their sole alliance on eachother. Because of this tendency for them to have a direct fight, with no one around to interfere, they have undergone heavy balance checks to put them on even grounds with eachother. In the early testing games (many years ago) China would dominate Japan. However, they currently appear to be beating eachother roughly 50% of the time. Meaning that the choice of strategy, and the players' skills and decisions, play a huge role in who wins. In the most recent game as of writing this, the two maintained similar troop counts as they rose and fell for ten turns, during which Japan took China's capital, almost held it long enough to win, lost it, and has since lost its capital to China. A fight between these two is a close one, but whoever wins controls most of Asia unopposed, while the Western world continues to fight one another. I imagine an alliance between the two would be quite powerful, however. If it ever happens.



IMPERIAL JAPAN

Imperial Japan has the least amount of territory in terms of landmass as any civ. But, they also have the second-most starting funds to compensate for this. Additionally, they have a number of islands across the Pacific which gives them Pacific Dominance, as well as Naval Blockades that make it harder for China to Blitz their capital immediately.

Imperial Japan's Ultimate Unit is the Fusa-Sen, a slow but grand Naval Blockade Vessel sporting 5ATK, 20DEF, 20HP, and the capacity to transport up to 6 Flaming Ballista. They begin the game with three of these monsters.

Imperial Japan's Unique Unit is the Flaming Ballista, an Artillery unit that specializes in Anti-Naval Defense. They're slow moving, with 5ATK and 7DEF. But they gain +5DEF against all Naval Attack Units. Making them match Man-O-Wars 1-to-1 at half the cost. And being an Island Civ, this unit makes frustrating a landing on their shores that much easier.

Imperial Japan begins the game with a few war ships, and a few Flaming Ballistas, that show up when their Fusa-Sen do. But get no additional Reinforcements through the game.



UNITED STATES OF AMERICA

The US is also in a unique situation. Bordered by Britain and Spain, but far from anyone else's capital and thus far from anyone's immediate concern. The US has clear dominance over Britain in the region, and while they appear weaker than Spain have a number of advantages that give them a potential edge if the two don't ally.

The United States gets two Ultimate Units, both of them are Generals with high HP and a 100% Crit Rate. The first, Winfield Scott, appears with numerous Infantry around him on Turn 2. The second, Major Ridge, appears on Turn 3 alongside some Native American units and a Cherokee Peace Envoy which is necessary to take the Charokee Nation, which provides them access to Archers and Mounted Natives [Both described in the British Empire section.] Having two Generals right off the bat gives them a lot of options militaristically going forward. The only other civs with a General are France and Persia. France doesn't get theirs until Turn 6, and Persia doesn't get their second General until Turn 12. Giving USA a jump in that regard.

The United States' Unique Unit is the Minute Men, which is equal to Militia in every way - except they have +5 CRIT chance, +2 Move Range, and only cost 10 to build them. Effectively allowing USA to build "Ground: Secondary Defense" units at 1/3rd the cost as anyone else - and move them twice as fast. Strategies that benefit Ground: Secondary Defense can massively benefit Americans.

The United States' get Reinforcements on Turn 3. Alongside their second General, comes 10 Archers and 5 Mounted Natives. Along their coastline they also get 5 Canoes (basically the equivalent of a Submarine, only buildable in a few places on the Map) which can transport up to 4Archers.) As well as 20 Archers readily positioned to be placed inside them. This allows USA to have 5 Canoes filled with archers stealthily patrolling the Atlantic right at the start of the game. If USA takes the Red Sticks from the British, they can thereafter build more canoes.


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And there you have it, a breakdown of every civilization in my Scenario. Hopefully this can be useful to you if you're about to - or already - playing it. To use as a reference when fighting someone else. I plan to routinely start new games in Casual, so keep an eye out!
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01.04.2025 v DAILY META
It's definitely an issue with a lot of Scenarios. I edited my 'Empires: 1800s' scenario to make all T1 events on T2, to prevent anyone from missing out. Then, I usually just use Turn 1 for getting people to fill out the game.
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Major Rhun-Rhovanion frontlines update
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31.03.2025 v Rapist of colonials
Ever been stabbed?
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29.03.2025 v DAILY META
This is true, for example carthage didnt get 150 unit event in rome political so he left a few days ago, while my pick got it from t1. many maps same issue, ww1 casual too
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29.03.2025 v Casual Saturdays
Casual Saturday #33 - Medieval Europe 1150
Standard Settings - 20 Players
https://pl.atwar-game.com/games/?link=4188453373
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29.03.2025 v Rapist of colonials
Mongol General: Hao! Dai ye! We won again! This is good, but what is best in life?
Mongol: The open steppe, fleet horse, falcons at your wrist, and the wind in your hair.
Mongol General: Wrong! Conan! What is best in life?
Conan: To crush your enemies, see them driven before you, and to hear the lamentations of their women.
Mongol General: That is good! That is good.


[repeated line]
Valeria: Do you want to live forever?


Conan: What gods do you pray to?
Subotai: I pray to the four winds... and you?
Conan: To Crom... but I seldom pray to him, he doesn't listen.
Subotai: [chuckles] What good is he then? Ah, it's just as I've always said.
Conan: He is strong! If I die, I have to go before him, and he will ask me, "What is the riddle of steel?" If I don't know it, he will cast me out of Valhalla and laugh at me. That's Crom, strong on his mountain!
Subotai: Ah, my god is greater.
Conan: [chuckles] Crom laughs at your four winds. He laughs from his mountain.
Subotai: My god is stronger. He is the everlasting sky! Your god lives underneath him.
[Conan shoots Subotai a skeptical look. Subotai laughs]
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28.03.2025 v DAILY META
As I returned to the game after a long time this week, I noticed that people are playing daily matches instead of quick matches, but there's an issue with this. The problem is that the person who opens the game wants to start making moves and play without filling in the scenario. As a result, players who join the game later can't get the t1 Events.

To prevent this issue, I would ask mapmakers: please copy many maps and move the t1 Events to t2. This way, we can avoid this problem. They can either release the copied map as a new version or continue with the same version. My suggestion is to publish it as a new version and use the old version for old matches, while using the new version for daily matches.

I am waiting for your comments and thoughts.
Thx.
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26.03.2025 v Let's play AtWar
When
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I was trying to add a new unit to a clone, but when I pressed save, it said "unknown error". Please check.
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Napísal Weisser Wolf, 21.03.2025 at 19:26

I was kidnapped dude.

you were never kidnapped by the cartel, otherwise you would been killed you fool
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25.03.2025 v Let's play AtWar
Where u @
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25.03.2025 v Where is everybody
Napísal UnleashedReturns, 25.03.2025 at 13:06

Napísal Director Aries, 19.03.2025 at 14:04

It's sad, nobody plays anymore


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Unleashed please buy the game im begging you im so done with it being as dead as it is. I bet you are a good owner
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What u expect u been bragging non stop about being a pureblood jew while in mexico xD
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Napísal Sascha, 24.03.2025 at 01:04

Napísal Intrusion, 23.03.2025 at 22:33

Terminator Scenario by JoshuaBenton, been into terminator recently and thought I'd give it a try.


The scenario might also be broken since it's very old and might still be from Silverlight times. I added 100 PCs back to your account.

Thank you so much, very appreciated!
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