The latest update is mostly focused on cleaning up the game in preparation for the transition to a final release. Since all the key gameplay coding is complete and the primary content is in game, we feel it is time for Making History: The First World War to exit Early Access. This does not mean the game is out of the development stage. There are still aspects that need improvement and we expect more bugs will be found as the game is exposed to a wider audience. But from a playability perspective, the game has received a lot of testing and we think its ready. Unless some issue alters our decision, Update #10 will likely be our final Early Access update for The First World War.
After we announce the official release version, well continue looking at ways to further improve the game. While in this release we were able to squeeze in a few new UI features from the community generated Wishlist, there are more suggestions wed like to implement. Theres also our own internal Wishlist for the game. All this needs to be quantified and weighed against other priorities but we promise there will be more updates post-release.
In addition to user feature requests, there are a number of content fixes and rebalancing in this update driven by reports from the community. One idea weve seen several times in both FWW & SWW is to give players the option to kick out members from an alliance. As designers, weve always resisted changing this rule since the concept of joining an alliance was meant to offer both risks and rewards. We decided to implement a compromise. The power to kick a nation from an alliance is limited to alliance leaders only.
Theres also some new UI enhancements like displaying the ship names on the Military Groups Ships list. And we added the ability to Mobilize/Demobilize Air and Artillery groups from the Groups panel in the same way Army groups operate. While doing this work we found and fixed a bug that prevented demobilization on this panel when your nation was at the highest readiness.
On the balancing side, combat and recruitment properties have been modified on several units. Starting armies, aircraft and ships were updated for all three scenarios. And national resources, money and relations received some attention. A detailed list of the changes can be found in the Release Notes #10 shown below. Let us know if you have any questions or comments on the update.
For those curious about what might be coming next, weve finally begun writing a manual for the game. This will contain instructional information on key features and hints for new players. If all goes according to plan, it should be made available within a week or two after the final release. Longer term plans will be announced sometime after the final release of The First World War. But I can say that work on Making History: The First World War will be a part of that future.
And now I would like to extend a very big thank you to the community. Buying a game before it is finished has inherent risks. We appreciate the faith and support the users have afforded us and the input provided to improve the game. As a very small developer, this relationship is critical to our ability to continue making games.
Thank you.
Update #10 Release Notes:
- Fixed logic error in Holy Sites of Islam Achievement
- Modified Holy Sites of Islam so Ottomans cant gain this Achievement - they start with all 3 cities in 1912 and 1914
- Expanded Art background to extend for longer Decision Point UI
- Fixed UI frame and label misalignments on City Select Panel
- Increased some recruit times on Infantry & other military units
- Added Moldovan to Romanian nationality
- Gave Tank Prototype II a Military Mechanization research prerequisite
- Increased Offensive power of Tank units
- Rebalanced Cruiser Subs to have more offensive power than Sub Minelayers
- Added Feature Action to allow Alliance Leaders to kick members without breaking the Alliance
- Added missing title labels for some City building categories in Encyclopedia
- Added Add/Remove Claim functions to Government/Nationalities & Demographics tabs
- Added Readiness tooltips to main Government tab
- Implemented feature to turn on/off mobilization for Air and Artillery from Unit Group list in Military Reports
- Fixed bug in On/Off mobilization feature on Group List that disallowed Demobilization
- Removed phantom object from Military Unit Totals tab list
- Updated Tips/Tutorial UI
- Fixed Regional Resource content errors - Sweden Coal & Iron
- Updated Historic Ship names and starting naval units TBW, TJC
- Added Research Category Icon to encyclopedia project info
- Added Region name beneath City name to City Selection info
- Now display Mobilization properties for related Research projects in Encyclopedia
- Added Ship Names to ships on Ship List/Military Panel
- Included more Nation descriptions to the Lobby Select Nation UI
- Updated National Territorial Claims
- Added missing Air Bases in TBW, TJC
- Balanced military units in TBW, TJC & TRR
- Balanced starting Money & Resources TRR
- Revised and added missing Encyclopedia Descriptions
- Added Air Defenses to Western Europe in TRR
Making History: The First World War
Factus Games
Factus Games
2021-03-05
Strategy Simulation Singleplayer Multiplayer
Game News Posts 29
🎹🖱️Keyboard + Mouse
Mostly Positive
(99 reviews)
https://factusgames.com/
https://store.steampowered.com/app/959150 
GWG Content Linux [2.73 G]
Linux is not in the OS list.
Covering one of the most catastrophic events in human history, Making History: The First World War offers a strategic level experience in a turn-based global game of conflict. It’s a war between the Great Powers of the age, each straddling to one degree or another, the old world and the new.
This is the moment when the industrialization of warfare became fully realized and the Great Powers mobilized their entire nations for total war. The introduction of new weapons with massive destructive power driven by machine era technology and mass production led to the death of many millions and the collapse of several storied empires.
Making History: The First World War is a game of conquest and economic management. Players make all the governing decisions for their nation. Historic events are there to direct the game along a WWI timeline providing the historical context and drama associated with the era. However as with any Making History game, it’s players who make history and create brand new worlds.
As the leader of France, fight to survive the continental ambitions of the German Empire. Play Germany and instigate Russian social unrest that might knock them out of the war early. Can you keep the Ottoman Empire from being partitioned? Will simmering ethnic nationalism cause Austria-Hungary to collapse and usher forth new nations in Central Europe? Use the most powerful navy on earth to maintain your vast colonial empire as the leader of the United Kingdom. Each nation you choose to play comes with a different set of strategic challenges.
Strategic Level Gameplay
The game map is divided up into over 2000 land and water regions covering all the continents and seas. Play as any independent nation of the WWI era and control your nation’s economy, military and domestic policies.
Empire Management
Govern and establish colonies, protectorates and puppet states. Liberate and give independence to conquered nations.
Infrastructure Expansion
Prospect, expand and exploit the strategic resources needed to feed an industrialized economy. Build railroads to move commodities and speed the movement of troops to the frontlines. Construct Fortresses, Trenches and Coastal Batteries to defend your nation from attack.
City Development
Your cities are key industrial assets that can simultaneously produce multiple output types. They generate wealth for your government, supplies for your people and steel for your military. Order your city to establish new factories, centers of research and health and a variety of manufacturing facilities.
Mobilization
Prepare for war by training manpower resources in times of peace. Mobilize your trained reserves at the right moment to get an advantage on your enemies. When the fighting ends, demobilize your units to a lower strength allowing manpower to return to work.
World War I Combat
Bombard your enemies from afar, then invade with Infantry and armor. Use observation balloons and aircraft to increase artillery accuracy. Deploy submarines and naval mines to sink and harass the enemies navy. Dig deep trench networks and defend your ground with machine gun units.
Regional Demographics
Each region has a defined identity representing nationality, culture, religion and multiple ethnicities. Governing support is tied to policies and the ideology of the population. High levels of radicalism can lead to unrest and revolutions.
Global Trade
Use the World Market to trade for needed supplies and sell your commodities to increase your income. Initiate a policy of Unrestricted Submarine Warfare against your enemies trade paths to interdict and sink their merchant fleets.
Historical Events
Hundreds of scripted events associated with the important moments and events during the war. Alternative historical paths are also covered that allow players to explore many what-if outcomes.
Technology Race
Expand your nation’s knowledge in Science, industry and military production skills with a detailed Research Tree spanning Pre-Industrial to Machine Age technology.
Diplomacy
Establish relations with new nations, provide financial aid and sign treaties to increase your diplomatic influence.
National Units
Each nation has a unique set of units that closely represent the uniforms and equipment of in the first decades of the 20th century.
- OS: Ubuntu 12.04 or later
- Processor: Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or HigherMemory: 4 GB RAMStorage: 1 GB available space
- Memory: 4 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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