• Bomber repair does not appear to speed up in a game with a 6-hour game day, nor does spy missions. They seem to operate on a 24-hour cycle.


    The game should include the ability to add a "Trade" to the "Build Queue" so an important trade can go through ahead of other builds. If you have promised to trade 5,000 Oil in a trade to someone and are waiting for them to reply, you don't want an item to build and consume all or part of the oil designated for your trade.


    Attacks should be more accurate when revealed by a fighter.


    Attacks should be more accurate the closer you are to the target, with the exception of planes and submarines.


    You need a screen to reveal the popularity details of all players with actions you can take to increase your popularity or decrease an opponents popularity.


    I have typing interruptions while texting other players during trades. The cursor jumps around or vanishes all together.


    The music should be based on the country of origin with a new song being played for each territory. The songs should be from circa 1914.


    The trade screen reverses the order of the trade when the offer is sent and appears on the text window. This is confusing and lacks continuity.


    Units should have ranks based on their experience / the number of kills they have made. Then their hit points could reflect their added skill.


    The unit with the highest rank in a stack predetermines what building improvements to build once a battle is successful. If you are not micro-managing the game and you win a territory, everything grinds to a halt as the troops just sit there or move to the next target. There should be some way to plan ahead so you can repair a railroad to advance a railgun or repair a port to help facilitate an invasion, etc.


    At unit spawning, their fire control should be predetermined so submarines can sneak past an embargo to a rally point or an artillery can leave a city without for a rally point without attacking an enemy first.


    Include in the "Add Target" the standard Move and Attack buttons for each leg of the journey so that the movements at the end of the journey remain concealed. Attacking shows a red line and is concealed from the enemy but moving shows a light line which is visible to the enemy. The Add Target only has the light line an tells the enemy your next move.


    I always have to log out and sign in to get my railgun to pass over a newly constructed railway.


    In the "Build Queue" clicking on a territory's name should change the focus of the map to that territory just like it does in "Province Administration".


    Since you determine moral based on how far you are away from the Capital City, you should use this distance as a delay in the announcing of a surprise attack by an opponent which is then flashed across the screen. The further away the territory that is being attacked, the longer it take for the alert to be presented. It should only work if you have a recruiting office in each territory connecting the territory in a relay to the Capital City.

  • The game should include the ability to add a "Trade" to the "Build Queue" so an important trade can go through ahead of other builds. If you have promised to trade 5,000 Oil in a trade to someone and are waiting for them to reply, you don't want an item to build and consume all or part of the oil designated for your trade.

    Instead of adding it to the build queue, they could remove "traded" resources from your stock.


    Attacks should be more accurate when revealed by a fighter.

    I disagree. Knowing the enemy's position doesn't make my rifle more accurate; the distance at which most combat occurs is visual range. It would add a level of complication to the code that wouldn't be borne out in the gameplay.


    Attacks should be more accurate the closer you are to the target, with the exception of planes and submarines.

    Artillery isn't much more accurate at a closer range; it's the same shells being lobbed by the same mechanism. This would also be needlessly complicated.


    The trade screen reverses the order of the trade when the offer is sent and appears on the text window. This is confusing and lacks continuity.

    My offer to sell shows up as a "buy" on the list for other players. The X is there so you can tell if your offers are at the top of the list for everyone else. I think it's the most straightforward way to present the information.


    Units should have ranks based on their experience / the number of kills they have made. Then their hit points could reflect their added skill.

    Again, excessively complex, and not in line what I believe the intent of S1914 is. You would end up spending forever looking at the ranking of each of your enemy's units, and comparing them to your own, in order to make what should be very straightforward calculations: my troops and morale vs their troops and morale.

    The unit with the highest rank in a stack predetermines what building improvements to build once a battle is successful. If you are not micro-managing the game and you win a territory, everything grinds to a halt as the troops just sit there or move to the next target. There should be some way to plan ahead so you can repair a railroad to advance a railgun or repair a port to help facilitate an invasion, etc.

    This is an interesting idea, but I really can't imagine how it could be effectively implemented. You would never be able to capture a province with a railgun if it didn't already have a railway. Same issue with building a harbour because a ship assisted in the invasion. That's why you get notifications when provinces are captured; so that you can return to the map and make province decisions.

    At unit spawning, their fire control should be predetermined so submarines can sneak past an embargo to a rally point or an artillery can leave a city without for a rally point without attacking an enemy first.

    First, I think you're confused about what submarines do. They don't have fire control, since they don't have a ranged attack. Because they're a melee unit, they can't ignore enemy units in the water. With a rally point, if an artillery already has a move order once spawned, it shouldn't fire at enemy units; it should move first.

    Include in the "Add Target" the standard Move and Attack buttons for each leg of the journey so that the movements at the end of the journey remain concealed. Attacking shows a red line and is concealed from the enemy but moving shows a light line which is visible to the enemy. The Add Target only has the light line an tells the enemy your next move.

    THIS one I agree with. The initial attack/move orders should already have the "add target" options included, and there should be an "add attack target" and "add move target". Also, enemy attack lines aren't more or less visible to the enemy. They show up as move lines until the enemy's final track is revealed.

    I always have to log out and sign in to get my railgun to pass over a newly constructed railway.

    This I've never dealt with. Try submitting a bug report.

    Since you determine moral based on how far you are away from the Capital City, you should use this distance as a delay in the announcing of a surprise attack by an opponent which is then flashed across the screen. The further away the territory that is being attacked, the longer it take for the alert to be presented. It should only work if you have a recruiting office in each territory connecting the territory in a relay to the Capital City.

    I would like this idea, except that delaying the reporting of attacks would necessitate delaying the reporting of every troop movement that was distanced from your capital. News articles would have to appear later based on the distance from each capital. The only way to delay the report of an attack, basically, would be to make the overview map unreliable. One of the most important features of the game interface is that the map is never inaccurate. If I see a unit, that's where it is at this moment, and that's what it's doing at this moment. I may not see all of the units, but the ones I do see are correctly represented.

    One possible option for what you have in mind would be to hide units in motion; we got a report of their last position, and now they're moving so we don't have a precise position report. That, I think, would be realistic but terrible. Imagine a map with fading unit position indicators and a "possible current position" ring around them. Woof.

    I don't hate your ideas, overall; I just don't think they're practical.