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It’s really simple to enter commands into World of Warcraft. Just open the chat, and type in any command, prefixed with a forwards-slash. Then tap enter, and see the results in action. The Great War is a turn-based grand strategy game based on the epic struggles of the WWI era. Experience the battles of attrition and punishing artillery barrages. Play as any nation of the period as the modern world of industrialized warfare replaces an age of kings with a struggle of ideologies. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for Making History: The Calm And The Storm for PC. Find below an updated list of all Hearts of Iron IV console commands, these are commonly referred to as cheat codes. Type the name of a command into the search bar to instantly search our database of 172 HOI4 commands for the most recent version of the game on Steam (PC). Hover over a command in the table to view detailed argument-related help.
Making History: The Calm & The Storm | |
---|---|
Developer(s) | Muzzy Lane |
Publisher(s) | Strategy First (Original Edition) Factus Games (Gold Edition) |
Series | Making History |
Engine | Gamebryo |
Platform(s) | Microsoft Windows |
Release | NA March 13, 2007 (Win) INT March 13, 2007 (Steam) |
Genre(s) | Turn-based strategy |
Mode(s) | Single-player, multiplayer |
Making History: The Calm & The Storm is a World War IIgrand strategyvideo game released in March 2007 by developer Muzzy Lane. Similar in ways to the popular board games Axis & Allies and Risk, Making History is turn-based with basic industrial, economic, resource, research and diplomatic management included.
As of patch 2.03 players are able to play as any nation that had international recognition from 1936 to 1945, although players are encouraged to select from one of the more powerful entities of the era, namely Nationalist China, France, National Socialist Germany, Fascist Italy, Imperial Japan, the United Kingdom, the United States or the Soviet Union.
The game has been successfully marketed by its developer as an educational tool, with the game described in a December 2007 Newsweek article as 'already part of the World War II curriculum in more than 150 schools'.[1]
Gameplay[edit]
In Making History players control the nation of their choice through a period of World War II and the years preceding it, as defined by the scenario selected. Included with the game are scenarios which start in 1936, 1939, 1941 or 1944, each crafted to reflect the historical situation at that time, while players may design their own scenarios using the either included scenario editor or SQL programming.
Combat[edit]
Combat in Making History is resolved through a random number generator and the arbitrary chance to hit, inflict damage and absorb the damage of various unit types. The chance to hit value can be further Modified by supply level, technology, and terrain. Each unit involved in combat is given the chance to attack an opposition unit during each turn of combat.
Units are further broken down into land, air and sea classifications, and the chance for a specific unit to hit an enemy unit is different according to the unit type. A fourth classification of 'city' is used to allow the game to simulate medium and heavy bomber raids of industrial infrastructure without the strategic bombers being excessively powerful against military units.
Many sea units possess the ability to absorb some hits without being destroyed and can be repaired in controlled port cities.
Diplomacy[edit]
![Making history the great war console commands script Making history the great war console commands script](/uploads/1/0/7/2/107257559/562224225.gif)
In-game diplomacy with allied non-player controlled (NPC) countries is generally fairly arbitrary, with each scenario programmable to offer the non-player controlled nations ('NPC's) one or more war plans to select from at random at the start of the game. Each NPC war plan can be customized to be immediate or in-game event/date-driven; thus in the scenario The Limits of Peace an NPC-controlled Germany is almost certain to attack Czechoslovakia, the NPC USSR will attack Finland, NPC China will attack Communist China and NPC Japan will attack China regardless of any player actions.
Aside from the war plan each nation is programmed to implement the diplomatic system with NPC controlled entities does not lend itself to much use. Relations with NPC-controlled nations are not easy to influence in a positive manner at a meaningful rate and will often only offer or accept alliance propositions when fighting a mutual enemy or facing destruction.
The game has drawn some criticism on its allocation of the conquered territory when conquered by multiple allied forces, with the engine programmed to assign ownership to whichever force arrived first. For example, this can lead to Romania, Hungary or Bulgaria 'conquering' and controlling large swathes of the USSR as allies of Germany, despite only contributing minor forces.
Economic management[edit]
Making History features an economic management system that forces players to consider the economic cost of military buildups and waging war, as well as the diplomatic consequences on trade. The game includes a penalty system for controlling the production in regions with an assigned culture different from that of the controlling nation and the ability to liberate annexed countries (thus maximising this production under a new independent but allied entity).
Population[edit]
Each region has a population, and from that population figure, the game creates a workforce, or Manpower Units (MPUs). MPUs are required to run factories, mines, oil fields, or to create new military units. Spare MPUs in each region are automatically assigned to food production, and regional food production is heavily influenced by the amount of labor available in the form of these MPUs.
Industry[edit]
Industrial production is localised in controlled cities, each of which has an Industrial Production Unit rating (IPU). This can be expanded by building Light, Heavy and Advanced Industry. Cities are further categorised as Pre-Industrial, Industrial or Advanced. Pre-Industrial cities are 1-10 IPU capacity, Industrial cities 10–50, and Advanced 50-200, with IPU production capped at 200 for any individual city. Upgrading a city from Pre-Industrial to Industrial and Industrial to Advanced costs further resources, but enables continued industrial expansion. Additionally, more advanced cities require less food and goods, making them more efficient.
Infrastructure[edit]
Each region has food, fortifications and transport rating between 0 and 4, with 0 totally undeveloped and 4 fully developed. Improved food infrastructure increases food production, fortifications add air defenses and give defensive combat modifiers, and transport infrastructure improves mined / oil resource production and the movement speed of land forces passing through that region.
Research[edit]
The game includes a basic technology tree, with some technologies requiring prerequisites be completed first. Base technology starts at a post World War I level and progresses through to Jet Fighters, 'Advanced' units representing historical late / post World War II technology, nuclear weapons and ballistic missiles (such as the German V2).
Players can also develop 'tactical' technologies (such as Manoeuver Warfare) which confer combat bonuses on attacking or defending land forces.
Resources[edit]
The game includes five basic resource types -
- Goods, required by national economies to function at full capacity, and also to generate cash income. Goods are produced in cities as a result of industrial activity.
- Food, required by national economies to allow population growth, and also to generate cash income. Food is produced in regions from a combination of available labor, the region's agricultural infrastructure and any regional or seasonal penalties (such as winter, or desert terrain).
- Metals, used in the construction of ships, aircraft and armored land forces, as well as arms. Steel is produced in mines located within game regions.
- Coal, used predominantly to feed industrial production, also able to (very inefficiently) produce synthetic oil. Coal is produced in mines located within game regions. Every point of industry (IPU) requires one unit of coal.
- Oil, used to produce arms. Armies without arms quickly lose combat effectiveness, and oil is widely undersupplied through the standard scenarios, making acquiring it a high priority. The price of oil in the game is arbitrarily set significantly lower than the other commodities, despite often being subject to massive demand in the virtual world economy. Oil is produced in oil fields located within game regions.
Multiplayer support[edit]
The game supports up to 8 players playing multiplayer over TCP/IP internet connections, however, offers no formal matchmaking/game lobby systems. Players must arrange multiplayer games privately and manually connect. The multiplayer game is also turn-based, with players making their orders simultaneously and each player's orders being processed at the end of each turn as is normal in a single-player game.
Scenario Editor[edit]
A GUI-style Scenario Editor is included in patch 2.03 and allows customisation of many attributes, including the names, locations and industrial status of cities, the population, ownership, and culture of regions, and the starting technologies, armies, and resource stockpiles of individual nations.
![Making History The Great War Console Commands Making History The Great War Console Commands](https://www.wargamer.com/assets/Uploads/_resampled/ResizedImageWzgyMCw0OTVd/battle-of-empires-5.jpg)
The game is further customisable through the use of the SQL programming language, allowing modification of the preset NPC diplomatic behavior and attitudes, however, these settings are not accessible in the Scenario Editor itself.
The scenarios have been uploaded by users to GameBanana after the official scenario portal was shut down.
Use as an education tool[edit]
The game has been successfully used as a history education tool in many American schools, with a December 2007 Newsweek article on the use of wargames in education reporting Making History was already part of the curriculum in over 150 schools.[1] The use of the game in local schools also received news coverage in the city the game's developer Muzzy Lane is based in (Newburyport, Massachusetts) in the local newspaper The Daily News.[2]
Gold Edition[edit]
On July 30, 2008, Muzzy Lane released a Gold Edition of the game. The Gold Edition features a new scenario 'Rise of the Reich' that starts in 1933, new combat concepts including separate combat strengths for units on attack or defense and the capacity for partisans to launch insurgencies and liberate ungarrisoned conquered territories, along with numerous enhancements to the economics system such as increasing the supply and price of oil and reducing the cost of food.
New Scenario: Allies vs. Axis[edit]
On December 1, 2008, Muzzy Lane released a new scenario for the Gold Edition: 'Allies vs Axis' as free content on the MAKING HISTORY Gaming Headquarters website. The scenario allows players to control the entire Allied or Axis alliance beginning just as Pearl Harbor is attacked.
New Scenario: Triumph of the Reich[edit]
On April 20, 2009, Muzzy Lane released a new scenario for the Gold Edition: 'Triumph of the Reich' as free content on the MAKING HISTORY Gaming Headquarters website. The scenario proposes an alternate history where Germany and the Axis alliance have captured Europe, key parts of Africa, and Asia. The defeated USSR has dissolved into several new nations, Great Britain has installed a puppet government and fascist powers are bent on capturing the only remaining adversary, the USA. The scenario gives players a rare chance to play the US at a distinct disadvantage.
New Scenario: Red Revolution Unbound[edit]
On December 1, 2009, Muzzy Lane released a new scenario for the Gold Edition: 'Red Revolution Unbound' as free content on the MAKING HISTORY Gaming Headquarters website. The scenario allows players to explore the alternate history that is the Soviet Union who sought to speed up the Marxist Revolution.
The scenario can be found in a new website after the MH Gaming Headquarters website was closed.
The Great War Movie
Sequel[edit]
This is the first game in a whole series of grand strategy games. Muzzy Lane released a sequel, Making History II: The War of the World, on June 22, 2010 and continued with Making History: The Great War in 2014 and Making History II: The Second World War in 2018
References[edit]
- ^ abPhilips, Matthew (Dec 28, 2007). 'Your Grandfather's War'. Newsweek.
- ^Curley, Katie (December 31, 2007). 'Local software company combines games, education'. NewburyportNews.com.
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Making_History:_The_Calm_%26_The_Storm&oldid=986761350#Sequel'
Released 01 Aug 2017
Awe. That’s really about the most applicable word I can think of for subject of this review – awe, and maybe a little shock as well. I am talking about Battlegoat (no, have no clue) Studios' newest edition to their Supreme Ruler franchise, Supreme Ruler, the Great War (or SRGW), covering World War I plus. Given the subject, the boss asked me to step outside my comfort zone and review this grand strategy game, an echelon of command not my favorite. The result was a rewarding, if frustrating experience, but overall I’d say I’m very impressed.
Like most games at this level, the player is not a military commander, but the ruler of his/her country and as such a resource manager. Given a certain amount of money collected in terms of trade and taxes, the player allocates their revenue so as to properly build and maintain industry and infrastructure, produce and support military units, make treaties and keep the civilian population content and loyal. In doing so s/he can stockpile enough power to wage war and gain more territory, as well the resources therein. It’s the same for SRGW, but as with other systems, it’s the way the game does this that sets it apart as special. So with a nod to Italian director Sergio Leone, let’s take a look.
The Good
Because SRGW generally works the way other strategic level games do, I won’t go into a blow by blow description of a turn sequence (there isn’t one anyway) or similar. Instead I thought I would pick out those things that caught my eye, both good and lacking, to briefly discuss. Starting with the positive we have:
Installation: Unlike some of the older AGEOD games I’ve played, installation was a snap on Windows 10 with no modification required and no glitches. Hardware requirements are absolutely rock bottom. Right now I am playing SRGW on my ASU’s (assigned spousal unit) Lenovo mini work station that has an Intel Pentium Quad 2.41 MHZ processor, 8 GB Ram, 465 GB hard drive and a standard Intel on board HD video card. And if the player manual is correct, this is WAY overkill. Gameplay is smooth and faultless.
Scope: This is one of two areas that really blew me away when playing this game last weekend, and I have played some excellent WWI strategic PC games before, notably AGEODs To End All Wars and Matrix's Guns of August. However these games confine the contest to Europe and the Middle East, from about 1914 thru the end of the war in 1918 and perhaps a little beyond. SRGW, however, covers the entire planet in excruciating detail, and here we are talking about over a million double bordered hexes to include Japan and China. Should the former declare war on the latter because of Peking’s attack against Japanese ally Russia, don’t expect an AI sideshow. You actually play it. Likewise, while you can play historical campaigns that last up to 120 months, you can also flip to sandbox mode and play from 1914 or 1917 until eternity minus one day. I was wondering why the player’s manual and production interface included listings for nuclear weapons (although if you’ve seen the Wonder Woman flick, it could happen, right?) and battle mechs with pulse lasers, and it’s because you can start at Sarajevo and continue non-stop until 2017 and beyond.
Detail: OK, this is the second area. If you are thinking about producing general minerals or heavy artillery units, guess again. Such things become petroleum, timber, rubber or 130 mm cannon or 152 mm howitzers or types of aircraft by historical designation. And military units can not only be built from scratch, but standing reserves can also be mobilized. The game also includes a complete, AI controlled weather system that can obscure a map that literally zooms down to individual railroad track and tree sprite level. A complete domestic model manages not only things such as food, but also education, healthcare, powers of the national police and more. Other areas such as diplomacy, research and so on, are the same, and if the player does not manage them properly, they will impact his ability to produce the war material needed for victory. Famine, for example means less immigrants in, more citizens leaving and overall less young men to conscript into the army. There is not only a listing for every country worldwide in this game, but also an individual data sheet for each of their colonies, so it’s that kinda detail we’re talking about.
Scale: Each hex represents 16 km across, but the time scale is semi-real time. The game actually plays similar to RTS games like Command and Conquer in that a time clock runs continuously with every 20 seconds or so representing one 24 hour period in the game. The player can actually speed up or slow down the clock, but the idea is that you simply can’t make decisions on a static turn by turn basis. Yes, hitting the ESC key will bring up the main menu and pause the game as will certain things like information alerts, but once you execute you do so while the clock runs in the background. So if building an ammo depot starts a day late due moving clock hands, completion is delayed as well.
Objectives: Time is also important because the game AI will periodically assign the player historically based objectives to complete by a certain date. Not doing so won’t absolutely prevent victory, but getting them done certainly helps. Fuse Scale and Objectives, and if you want a reason for copious amounts of alcohol when gaming, this is it.
Movement: Best I’ve seen ever IMHO, much better than area or point to point movement. Click on a unit and a green line immediately appears emanating from the location hex. Stretch the line to the destination hex and the computer calculates the best path for movement, draws it on the map, and then starts the process.
Government: The countries available for play are rated as to type of government, be they democracy, communist, monarchy or something else. Each government type has different attributes that directly impacts how the computer AI translates all those “Details” mentioned above into events and actions. Democracies, for example, have less chance of a military coup occurring, while communist governments can expect cheaper labor costs. There is also a listing for governments in exile, which can form partisans in occupied territory.
Cabinet Ministers: Know why the Germans created their vaunted Great General Staff? To fuse the intellectual genius of their officer corps into a formal system, as there would never be another Napoleon. Nappy was that unique genius who could run not only the Grande Armee, but the whole damn country pretty much by himself. You aren’t Napoleon, neither am I and at some point you will have to shove some of your responsibilities off on a Cabinet Minister. The game itself is organized around cabinet level departments such as defense and finance, so clicking a couple of buttons will allow your minister to run things. But in a neat little twist, you can also click one of several buttons to set a priority for the gentleman in charge. For example under defense related production the choices might be something like build defensive weapons or offensive weapons or reduce spending over all. Trust me; get to know this process #upcloseandpersonal.
I could go on here, but sheer mass of options the game provides makes this impossible. Hopefully, this will whet your appetite for the feast waiting, even if extra spices are needed.
The Bad
Because of the complexity and scope of this game, I would strongly recommend you read the player’s manual and go through the tutorial before you flip the switch and march into Belgium. Unfortunately, I found these two parts of the package a bit lacking IMHO. Now part of this may be because I was playing the final pre-pub beta (the manual has references to Supreme Ruler 1936), but nevertheless it is something to be aware of. The manual is a must if only to become familiar with the many icons used in the game, and given the detail it needs to cover it is quite long. However, there is no index or table of contents and I would have thought this a must. Also, while each individual model (diplomacy, finances, event notification messages, etc) run by the game is covered pretty well, there doesn’t seem to be any chapter or guidance as to how these all work together to initiate and continue gameplay. Having the content organized into outline style would have also been beneficial.
The tutorial, where you play the Ottoman Empire, is for some reason run as part of the help screen instead of its own pop up, and I found it did not do a good job at helping the player locate all the buttons and screens they needed to be familiar with. Starting the tutorial meant clicking on the highlighted Acceptance box which actually turned out to be the Objectives box. It was not labeled as such and the tutorial did not indicate otherwise. Likewise, when looking for areas to build an ore mine, the tutorial did highlight in red areas favorable for construction, but did not inform the player this was what they were. It was almost as if the tutorial and manual expected to be a veteran of previous games in the series.
The Ugly
The interface - OK, while not exactly ugly, I found it to be a bit cumbersome and non-intuitive, at least for me the novice. The actual control panels are done in a very attractive 1914 field radio design, but in doing so some of the purely aesthetic buttons and knobs look like actual gameplay elements. Also the interface seems to use several non-standard icons and does so inconsistently. For example, while the tutorial might indicate a Minimize button, on one panel the familiar Windows _ is present, but on another it’s a right pointing arrow. Likewise, to get to the actual screen to perform an action you often needed to click through thrice, and right clicking on a map element often lacked a convenient popup as a substitute. Perhaps a touch-up is in order?
High Noon
Overall, I feel the good vastly outweighs the bad and the ugly, so it has my strong recommendation. When running the software and its AI has absolutely no problems doing its job, and doing it quite realistically. On the research and coding side, these Canadian lads have pretty much nailed it and then some. However, some caution is advised. SRGW is not a game, but a full-fledged simulation that could easily find a home at the Pentagon. Seriously, this game recommends saving and restarting after 30 hours of continuous play, so prepare to make an investment. While others may whimper, if this is the type of game you enjoy, then trust me, at $19.99 US on Steam, it will be love at first sight.