WWII v. 3.2 - The Strategy Game
WWII v. 3.2
WWII - The Strategy Game is a result of my frustration with the
existing war games. Everything begun in 1984 when I made the WWII
v. 1.0 which was a very simple and small war game of the Europe in
World War II. The idea primarly was to save money and instead of
buying a game to make one of my own.
As I was getting more interested in war games I tried to find one I
could buy but that is when the real frustration hit. All the war games
were of small scenarios advancing from predetermined setting under
heavy rules of the real war. Even, when playing German side, if you
crushed the enemy totally in the eastern front the next scenario
started from the point of you facing Allies in Normandy and lots of
heavily equipped Soviets lurking behind your back. Therefore I decided
to make a game of the whole war at the same time with only the initial
setting depending on the actual troop strengths and positions of
September 1939. I made a large map of Europe and another one of the
Pacific theatre. The rules were rather complicated and a calculator
was needed to calculate the losses in battles. Thus was the WWII
v. 2.0 created. We never actually finished the beta test game because
the equations that controlled by now most everything in the game grew
into monsters that my good old Commodore 64 -computer had hard time in
dealing with.
Then we graduated from the Senior Secondary School and were spread out
into various universities around Finland. I decided to do my military
service (compulsory to all Finnish males) then but when I started my
studies in the University of Turku in autumn 1990 I returned to
designing games. I made a fully functioning pocket version of the
German invasion to Crete in WWII, and we tested it during some of the
most boring lectures trying to throw our dice not too loud for the
lecturer to notice. I also purchased my first real computer, a 386,
which made it possible to return back to the enormous task of
simulating a complete world war in a game.
WWII v. 3.0 had a gigantic map totalling over three square metres and
including every part of the world. The idea was by now to create a
strategic game instead of the usual tactical games (such as Panzer
General or Steel Panthers from SSI). The overall strength of a nation
was to come directly from its possessions and therefore be totally
independent from whatever happened during the actual war. Also many
new parts were added to the game (now players could make decisions
over the industry - what to produce, how much, and where; they could
decide supply routes for themselves; etc.). But the game was never to
be. It required so heavy calculations that I had not the needed
knowledge of programming. By now I do and the completely revised WWII
v. 3.2 is to be completed sometimes. That project is still under way
as well as telling you about it.
NEW! Lately people have found this page and it seems there is a growing
demand for a game of this kind. I shall try to advance it a fair bit
by July 2000 and I would also like to invite other people to contribute
to the project. So, if you have skills in computer programming, more
specifically in creating and handling the graphics, please let me know
and if we can organize the programming, the game might eventually become
a reality (a reality not to be regarded lightly). Thank you for your
possible co-operation and thank all you guys who have given ideas and
suggestions so far.
Description of the game
The vastness of the game - i.e. of the game engine, of the game options, and
of the game area (the whole world) - means it requires special solutions.
My solutions are that the game itself is run in one place, with the main
program, and the players get to do their bit at home with their own computers
with an another program. There are not going to be any computer players,
although countries played by no human player will defend themselves
automatically if invaded.
A player may choose how often he receives a report from his headquarters. It
may be daily or every n:th day (n can be anything, but the war may be lost
if it is too large). As in real war, if the leader fails to make his move,
the troops will continue with their old orders until they get new ones (or
the old ones become obsolete). As soon as the player sends in his orders,
they are fed into the main program that takes them into consideration when
going through the player's troops and production.
Going through every unit (division or army group) individually and updating
their orders, supply, and various other things daily would not be sensible,
nor realistic. Therefore once an army group has been ordered to capture an
enemy city (or to do any other specific action), it is not necessary to give
more orders to that unit before they report having a full control of the city
or the player's headquarter informs him that the army group has been
demolished or seriously crippled. Petty little things as normal supply and
holding positions are not to be brought to the highest level of command.
The highest level of command may, if it so desires, meddle with issues of
production and research. These have certain points of emphasis and standard
starting values, but these can be changed as often as the player deems
necessary. Again, the supreme leader is not shown technical drawings and
described the workings of new weaponry, but he is given an overall estimate
of how things are progressing on various fields of research. The production
figures are of course available but not necessary to be viewed every day.
The player is presented with a map of the world, and the location of his
troops on it. He may get information of each of the units, but the most
important news are pointed out to him on a report from his headquarters. He
may get all the production and research info he desires, but again the most
important news are separately given to him. The knowledge available of the
enemy units varies upon the contact with them and the reconnaissance activity.
One important feature, sometimes the most important, is diplomacy. A player
may send messages to his enemies, to his allies, and to the countries neutral
to him. Foreign news (usually biased) and spies give info on which to act in
the fronts of diplomacy and military actions.
The game is most entertaining played by several, even tens, of human players
at the same time. At least the most important countries deserve to have a
real commander in charge. If so wished, a large country may have a divided
leadership. E.g. U.S.A. may have one military leader for European theatre,
one for the Pacific theatre, and one domestic one in charge of the production
and co-ordination between the two theatres.
Please return to this page on a later date (not specified yet). If you send
interesting questions you'll get some answers and this page may advance
sooner.
Created by: Rami T. F. Rekola