[S1] Content Sneak Peak - Nations and Cities

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    Attention, Generals!

    It’s time for another showcase of some of the upcoming changes in order to best prepare you for the battles to come. The focus of today's news will be on the changes to nations in general, adjustments to urban provinces (or Cities, as they’ll be called in the future) and the implications this will have on the gameplay. On top of that, you’ll be able to take a look at one of the largest units to make it into the game in the future, the Flying Fortress!


    As mentioned previously we will detach the world and general setting of the game from its real life counterpart. While nations will be strongly inspired by the actual nations in Europe, some will also have distinct differences such as changed forms of government or ideology, as well as drastic changes to their borders.

    One of the most interesting changes in this regard will be a subject of today's showcase. The british isles previously were a very safe starting point to build up your economy and enjoy the luxury of natural defenses in the form of the North Sea.On the flipside they offered little immediate options to expand unless you were keen to go to war with another major nation on the continent.

    We want to change this up a bit and offer more options with higher risk and reward by placing two major nations on the isles in the form of England and Ireland, with Scotland as a minor AI-nation. In harsh contrast to familiar borders of 1914 Europe, the situation in our alternative timeline has changed quite a bit. At the point in time where our future battles will be fought, Ireland managed to establish itself as an equal next to England, this creating a precarious situation for both. Further details as to how this situation came to be and the general fate of the British Empire might be revealed in future updates.


    What this means from a player perspective is that the islands will no longer act as an immediate safe haven as you will have to either deal with your neighbour via diplomacy, or plan to take him out quickly in order to gain dominance over the british isles. Should you opt for the first option, the delicate question of how to split up scottish territory will arise rather quickly, as its cities and resources are an obvious first target for expansion for both. In case you start conquering scottish territory right away, you need to keep a close eye on your other neighbour as he will surely want to exploit any sign of weakness or attrition due to a war with Scotland.

    Besides the British Isles, other nations and areas of Europe will also see similar changes to this. We want to create a more exciting start for some player nations whose starting situation offered little variety in the past. By creating more opportunities to balance risk and reward we’re hoping to provide a more thrilling experience early on.


    The second major subject of today’s showcase will deal with the increased importance of cities and the resulting consequences for rural provinces and gameplay in general.

    Previously the main reason why players would focus on conquering cities was the amount of victory points they contribute in comparison to other provinces. There was no difference in regards to what type of buildings could be built which allowed for any province to be built up as a major center of production. We strongly felt that this was a bad approach and didn’t reflect the actual importance that the capture of a major city might have in war or how many resources might be invested in order to prevent it from falling into enemy hands.

    We want to create a gameplay dynamic where players will naturally fight for control of key provinces and the investment in men and material in order to achieve this is rewarded accordingly. We will therefore remove the option to construct production buildings in rural provinces. Cities are the beating heart of a nation where heavy industries, know-how and manpower are concentrated and will thus be the sole producers of heavy weapons and equipment. Besides that they will also be the main producer of vital resources in the game, putting further emphasis on their defense or conquest.

    While rural provinces seem less important at first glance, they still represent a majority of provinces on the map and should thus not be neglected. Some rurals will still provide you with small amounts of resource production, creating points of interest besides cities on the map. In general their building options will be limited to utility constructions such as railways or fortifications. They serve as connection points between key areas of a nation and create a buffer zone around your important provinces at the same time. You might want to build a railway connection across the land in order to move newly produced mech formations to the front lines quickly, or create a ring of fortifications to block your enemy before he can move artillery in range of your production hubs.

    Flying Fortress:

    Last but definitely not least we want to show off one of the largest units you’ll be able to command in the future. Due to a revolutionary propulsion system, its designers were able to equip it with several high caliber guns which were installed in a broadside configuration. Besides these heavy bombardment cannons, several medium caliber guns and a plethora of MG’s were also installed all along the ship, providing it with the necessary defensive capabilities needed to ensure a prolonged deployment in frontline sectors. Wherever possible, vital areas of the hull were reinforced and covered with armor plating.


    Once the Flying Fortress arrives in a sector of the front, it’ll immediately assume a commanding role over the battlefield. From several kilometers behind and above the actual battlefield, it’ll commence with the bombardment and most likely complete annihilation of enemy lines. In contrast to ground based Artillery, it does not run the risk of receiving counter battery fire, or being outflanked but can only be attacked by enemy aircraft, or damaged by focussed anti aircraft fire.

    It is not invincible however and should always be treated as the crown jewel of any air force. After investing the large amounts of resources necessary to research and construct this magnificent beast, it should ideally be provided with additional fighter cover. While it can easily fend off smaller formations of aircraft, it can’t dodge enemy fire or outrun an incoming attack due to its sheer size. Multiple enemy fighter wings could potentially overwhelm its defenses and damage critical areas of the hull.

    Should your opponents not be able to react to the deployment of a Flying Fortress adequately and within reasonable time, it can become a deciding factor of the war and force your adversaries to seriously consider diplomatic solutions before their ground forces get annihilated in a hail of death and destruction.

    This concludes our second showcase of future changes. We hope you’re as excited about many of the upcoming changes and additions to the game as we are. Let us know your thoughts about the changes to Cities and alternative nations, or whether you’d rather command a single Flying Fortress, or a battalion of Siege Mechs. Until next time general, best of luck on the battlefield!

    Your Bytro Team

  • Stupidest "rule" in Tesla:

    Three Player Coalitions ruin the game right out of the gate:

    This MUST have been mentioned before....

    Why? A solution to What Problem?!

    Causes Newbies, as well as recitavists to Quit on Day 2.

    Imposible to recreate WWI, in a Game apparently Recreating WWI ?!

    I win almost every game I play, but this still reall bugs me.

    And FORGET Newbies....: If ONE player quits their 3 player Coalition it is the End Of The Worl, and they quit, too....

    Nobody would even blink an eye, if One Player quit a 10 Player Alliance. The Game would go on....

    I would start a Tread on this ultimate, game ruining limitation, but it is impossible to find any button, in this forum to create a Post. and impossible to find the Tesla Forum...

    Please fix this massive fault.

    Comments? Are there ANY positives to this artificial, unrealistic, un-historic, moronic rule....?

    (And do not say, "Oh, then half the Players could "Win"....


    9 Players can "Win" and recieve Gold...?!?! There are rarely 9 Players LEFT, because of this idiotic limit....)

    WHO ever thought that this was a good idea...?!?!

    Longing for the day, I can recreat WWI, in the Tesla Game System.

  • Don't know if this is a problem or by design but;

    what wins me every game in Tesla is, on Day One; all my Troops jump into boats and take-over every AI Island, and minor nation; collecting Moral-boosting Capitals, and self-moral-raising Islands, which is un-beatable, in the end; while most Players just sit at home for days....

    The only thing FREE in Tesla is Marching. Your men should Always be moving somewhere; anywhere, useful..., else you are 'leaving money on the table'.

    But to have FREE transports magiacaly appear, as well, is a bit much....

    Maybe having major Hubs, will change this, but as it is this game is Boat Wars..., as it is always easier, faster, and less dagerouse (no one owns the sea; no accidental Wars), to hop in a boat.

    Nobel Prize winning Game Theory - Nash (The Beautiful Mind):

    Min/Max: Every move you make should carry the maximin potential benifit, at the minimal risk.




    [Maybe have Transports, Or only Non-conscripts have boats, Or boast don't move so fast, Or only land or appear at harbours, Or don't pass though other boats, Or...... Put thinking caps on...(I'm having transports and some un-landable coasts, in my game... (And on an actual globe (not a cylendar). Call me; if a Lua programmer or any artist).)]

    And can we get some explosions or fireworks; deadbodies; ANY special FX? And make the Buildings and Airstrips visable to the naked eye.

  • We don't ned a flying fortress. We need a PvP game; not a comp stomp...

    I am currently no. 1. Have Shared Vision with 7 Players. At War with 13 AI. We are all fighting AI. We will all "Win", and get Gold. There is zero challenge fighting AI who march into withering Arty; never sneak up behind; never run-away from force....

    One must artificialy pick a fight, to ever fight a human. There is zero pressure on any of us to jockey for position...

    You have lost the concept of; Game. Where is the game fighting AI for days on end....?

    PUT PRESSURE ON PLAYERS to fight another human; somehow..... Go radical; go nuts... Newbies will NOT quit because something is hard or un-fair. They quit from boredom.

    I don't like RISK, but at least, it has that rule that you MUST capture a territory from a human, every turn....

    Maybe radicaly change the Join protocal, so that new Players constantly fill vacant Nations in on-going games, so that one is never fighting against AI.... Thinking cap time.... If given choice, I personaly, would always choose to revive a failed Nation; at Join. We want challenge.

    Playing poker, without stakes, is no fun...

    In, Global Conflict, an old, old wargame, you got negative points, if you lost or quit. It mattered.

  • Sone dropped the bonus for capturing enemy capitols long before the Tesla cosmetic name change.

    No longer a penalty for losing a capitol. No real point in building a new capitol after you lose one.

    Capitol has no meaning.

  • Stupidest "rule" in Tesla:

    Three Player Coalitions ruin the game right out of the gate:

    Why? A solution to What Problem?!

    Hey there, the size of coalitions is limited due to the fact that you already mentioned somewhat. If it wasn't capped at a maximum, you could simply have half of the map unite at the very beginning, eliminating any resistance and win very earily on. It could be true that users leave because their coalition member leaves, but it's also very likely they'd leave if they see all of their neighbours forming a large coalition straight at the start, leaving them practically no change to win at all.

    Apart from that 10 player coalitions would simply have too easy a time to win in general as they'd have half the VP needed to win already, merely by forming a coalition.

    Many aspects of the game will be subject to change however, so we might see changes to this aswell in some way or another in the comming future.

  • Sone dropped the bonus for capturing enemy capitols long before the Tesla cosmetic name change.

    No longer a penalty for losing a capitol. No real point in building a new capitol after you lose one.

    Capitol has no meaning.

    There is still the distance to capital morale penalty which will affect all provinces with its maximum value if no capital is built.

    But discussing detailed mechanics should probably wait until the new game version is rolled out, because quite some stuff will change.