Supremacy 1914 Army Size Chart
Supremacy 1914 is a free constant real time strategy game developed by Bytro labs which is set in a WW1 era environment. Players take command of nations in a match—with all starting nations being equal in size and number of troops— and use the troops and resources at their disposal to lead their nation to conquer others, form coalitions, and fight enemies. Eventually, when one nation reaches a dominant level, generally around 1,000 points, the game ends with that nation emerging victorious.It is a simple concept, but one that is highly addictive in Supremacy. Games can last from weeks for smaller ones, to the better part of a year for larger ones upon 500 player maps, as nations grow from 8 regions to vast empires spanning hundreds of provinces, and as they industrialize and develop from foot soldier armies to huge collections of artillery, cavalry, armored cars, tanks, aircraft, bombers, cruisers, submarines, battleships, and railroad guns. Tensions build and excitement predominates, as nations try to out-maneuver others to gain advantages, build temporary friendships that might last until the end of the game in a coalition victory, or that might end with a dagger in the back.While the basic unit in Supremacy is the humble soldier who is produced by recruiting centers which are generally built in every province, it is industrial warfare with workshops producing armored cars, and barracks producing cavalry, and eventually factories producing navies, aircraft, tanks, and artillery, that define the game.
It takes careful usage of resources to undergo an industrialization to expand one's resource base and enable production of the vast apparatus of warfare needed in the game. Each province has resources, these being food (grain and fish), material (iron and wood), and energy (coal, oil, and gas), all of which are used to build different units and buildings (with iron and oil generally being the most important).
So after all of this high praise, why is Supremacy 1914 so 'flawed'? There are three problems associated with Supremacy 1914 that make it an intensely annoying and unfair game.The first is both a blessing and a curse of Supremacy 1914: because it is constant, it incentivizes always being on and always playing it. This is the addictive part of Supremacy 1914, because one can devote all of one's time to it easily. What happens when one has to sleep, to work, to go offline? One's armies might be destroyed, one's nation conquered. This constant need to be involved makes it extremely hard to play if there isn anything else that one has to do, such as work or school.
This is part and parcel of any constant real time strategy game, so can't be really dealt with.Second however, and specific to Supremacy 1914, is the terrible and deeply annoying ability and tendency for nations to launch full-scale attacks in the first few days. Most normal players do not do this, but instead there are a small number of players - perhaps they are bots - who launch all of their armies against another nation as soon as they join a game. Because Supremacy 1914 gives nations large armies to start out with, and there is almost always another nation reachable, it is possible for a nation to launch attacks in a way they simply can't in other strategy games. If these attacks were ones which were intended to actually succeed, they would be fine: most of they time however, they are launched by players who launch them, and then go inactive immediately thereafter, the only effect being to both destroy their nation (which is defeated by the nation they are attacking) and the defending nation (which is defeated by their neighbors). In most games, there is a selection process in which players must spend some time playing before they can attack other players: due to the nation of Supremacy 1914, an attack can happen instantly, and because every match is separate, beyond a player's service record, there is absolutely no incentive to not do so.
Thankfully, since this happens at first, one can go and join another game easily, but it effectively destroys many games before they start. It too, is unfortunately something which is difficult to combat, as launching attacks immediately is at times a valid strategy, even if more often it is used by what can only be compared to bots.Thirdly, and the far the most problematic issue in Supremacy 1914 is that of goldmark. Goldmark, is as mentioned above, the in-game premium currency. Many games have such a feature, and most often this gives certain advantages to players who use it, buying the currency and then being able to use it to make the game easier in various ways.
This small mod adds 10 new army types. SpecOps, Modified SpecOps, Psi Spec Ops, Atmospheric Strike Craft, Aerial Gunship Squadrons, Suicide Squads, Light Amoured Battalions, Tank Divisions, Mech Warrior Units and Atmospheric Cruisers. It also increases the amount of attachments an army can have to 3, and the max armies per planet to 30.
Supremacy 1914 is no different: what makes it unique is the scale that goldmark can be used upon.As a comparison, in the game of World of Tanks, the in-game premium currency is labeled gold. Gold gives a host of benefits: it enables one to buy premium tanks, which earn more credits, enable crew training, and are increasingly competitive vehicles in their own right. It enables premium account, with which one earns more money and experience. It enables one to purchase premium ammunition (which can also be purchased with regular credits in the game, albeit at very expensive prices,), garage slots for more vehicles, free experience, money, to demount equipment, to buy buy permanent camouflage, and retrain crews. All of this is a tremendous bonus, but in a fight between a player using gold and one not using gold in equivalent vehicles, the gold player has no real advantage over the non-gold user, and even in the increasingly overpowered premium tanks, a non-gold player can still win with appropriate experience and skill.Not so in Supremacy 1914. In Supremacy 1914, the only limits to the benefits of goldmarks is however much money one has available. It is entirely theoretically possible than any player, given enough money, can defeat any possible coalition: he could say, win a battle on a 100 player map against every other player simply by hurrying construction of vast armies of units and taking over the map.
Of course, this would be hideously expensive, but just the ability to buy enough units to defeat and hold the surrounding nations can easily make a goldmark using nation dramatically overpowered compared to its rivals.Hard examples proliferated. In one game, Mcklenberg fought an Italian nation, on a 500 player map. Both were roughly equal in score, but Mcklenberg's action was to take a province near Italy, hurry a factory, hurry 4 battleships, and destroy Italy which had nothing at all that they could do to react.
One of the biggest nations in the game was destroyed in only a few dozen hours. Mcklenberg destroyed all of their opposition: the price they told me, had been $500 throughout the game (which doubtless continued to increase, as I left before it finished). In another, Belgium, on day 11, had 225 territories: the next biggest nation had 40. There is no cap on goldmark, and hence if one has the pockets, any enemy can be crushed. Even on smaller scales, the ability to spawn more than a dozen troops instantly in response to an attack removes any strategy involved.In my opinion, the best way to fix this would be some sort of cap upon how much gold can be spent, perhaps graduated by nation size (with a base level for smaller nations that they can't go beneath).
The ability for players to overwhelm their enemies regardless of strategy or skill by cash is one which makes Supremacy 1914 an incredibly unfair and biased game, and until something is done to fix it, one which can never be as good as it otherwise might be. Personally, I still play Supremacy 1914, generally playing for a while then taking breaks of months and then trying it again. I wish that I didn't however, for every time that I play I am confronted by the same issue: that the only way to play Supremacy 1914 is to either get lucky, or to have hundreds of dollars to spend on the game. As much as I may want to love Supremacy 1914, the truth is that Supremacy 1914 is a bad game, one which unscrupulously exploits its players, which brings pay-to-win strategies to their highest level, which does nothing to discourage behavior actively destructive to the game. A game with much promise, it is one which is ultimately fatally flawed. Unfortunately I can't draw upon specific stats about my points but I can remember multiple games where exactly such things happened, particularly on 500 player maps but also on smaller ones.
One as an Indian nation, where I was attacked by another nation - after having myself defeated them earlier, but where they came back several days later with a huge artillery stack and crushed me. Another one with Belgium conquering the world. Another one with I believe Middlesburg?
Doing the same. Attacks at the very beginning were also common for me: I remember that happening to me when I was Ireland and as I believe Kerala, and those are just the beginning.Of course, your experience might differ, but I can only refer to my own. Hi, I agree with your opinions over this matter and I too for one would like to see S1914 tackle this Goldsmark abuse in-game.
I have met so many players complaining over the same thing and it always ends with disappointment, if S1914 does not review and change their GM system in-game, some other game in the future would take over this and push it aside 'til its forgotten.But alas, no matter what we tell them, they intentionally delay the problem, and as a director in several game designs this one is a pirate game and from what I call is already bound for a 'Fall from Grace' situation. For more information on managing or withdrawing consents and how we handle data, visit our Privacy Policy at: Show Details NecessaryHubPages Device IDThis is used to identify particular browsers or devices when the access the service, and is used for security reasons.LoginThis is necessary to sign in to the HubPages Service.Google RecaptchaThis is used to prevent bots and spam.
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On your path to supremacy you will almost inevitably have to engage in military conflict. The following chapter gets you started on the basics of combat and how it is resolved.
INITIATING COMBAT
Typically, combat is inititated in one of three cases:
You issue an attack command to an enemy province capital or army (either via point-and-click or drag-and-drop).
Your armies are attacked the same way and defend themselves.
Your army crosses path with a hostile army, or when passing the main city in a hostile province. If your army wins the fight, the remaining troops will continue executing the previously given command. Naruto uzumaki chronicles 2 iso.
Note: Artillery also has an auto-bombardment feature: Idle long-range weapons will start firing at the closest enemy. It is often better to have units select their own target instead of giving an explicit attack order.
COMBAT RESOLUTION
Combat is resolved turn-based with one attack action per hour (also known as a ‘combat tick’). You can check the remaining time before the next combat tick by hovering the mouse over the attacking unit.
Both units/armies attack at the same time using their respective attack or defense stats (attack damage takes precedence). These values are influenced by (1) terrain, (2) unit morale, and (3) target unit type, (4) army stack size, and (5) mobilization.
Terrain: Unit strength differs between terrain types (land, sea, air). For example, air unit strength is reduced to 10% on land, infantry strength is reduced to 17% on sea, and so on.
Morale: Infantry strength is affected by their current morale. At maximum morale they deal their full damage which decreases in a linear fashion with sinking morale (up until 55% morale – after that, damage is not reduced further).
Target unit type: The inflicted damage varies between target unit types (normal, air, buildings) and wether the unit in question deals the damage as attack or defense damage.
Army stack size: When an army reaches a certain size each additional unit of the same type added to the stack only adds a fraction of its damage to the total damage of the army.
Mobilisation: The strength (and thereby damage output) of your army scales with its mobilization in a linear fashion.
When stacks of units attack each other, the added damage of one army affects only one unit of the other army. Thus, units will fall one by one. The excess damage per combat tick is applied to the next unit in line.
COMBAT AND DIPLOMACY
When you issue an attack command on a player with whom you are currently not at war, a pop-up will notify you that this will change your diplomatic relation to that player.
Diplomatic relations are directly affecting the behavior of your troops, causing them to peacefully pass other armies or attacking them when encoutering them on the map.
E.g., when you are at war with a player, your troops will always attack their troops. Also, if your troops are encountered on another player’s territory, that player’s army will take you for an intruder and attack. This happens if your diplomatic relationship is either war, trade embargo, or peace. Setting your relation to right of way, shared map, or shared intelligence will prevent defensive actions by the other players’ army.
Note: “Peace” just means that your armies won’t automatically start an attack when in range of other armies.
ADDITIONAL NOTES ON COMBAT
Range: Even infantry units have a range. Thus it can happen that your army starts fighting before it reaches its target. In this case the fight will be finished before the army commences its way to the target.
Contested targets: In some cases more than one country starts an attack on a single enemy province. Should an ally of yours win the province before you do, your units will continue attacking the city and will cause a war between you and your ally. In order to avoid this, you should not attack the city itself in your initial attack order, but the troops stationed in the city. You can do that by selecting the army in the city as a target or, if the army units aren’t visible, the flag that marks the city.
Attacking damage / defending damage: An army that is stationary inside a city only does defending damage while the attacking army only does attacking damage. If the army in the city gets a move/attack command or if the battle is taking place outside of a city, both armies attack eachother with attacking damage and retaliate with defending damage (thus those battles are decided twice as fast). Some units have better attacking or defending damage and should be used accordingly.