Posts by Eunos Balck

    Allow me to answer...

    Here is a list of differences between S1 and S1914:

    1. S1 has a tech tree, S1914 does not.

    2. S1 rounds have a time limit of 2 to 4 weeks, and thus faster paced.

    3. Multiple new buildings and units

    4. Terrain exists (for both land and sea), giving buffs and debuffs depending on unit.

    5. There are premium units you can unlock using collected (or purchased) blueprints.

    6. Fire control is a universal feature, and does not require HC to use.

    Here is a list of similarities:

    1. Several units are familiar, such as the balloon and armoured car.

    2. One kind of unit called conscripts is automatically created in provinces (akin to infantry in S1914).

    To put it simply, Supremacy 1 has characteristics of both S1914 (timeline, conscripts) and CoW (tech trees, fast paced)

    Hope this helps :D

    I have been playing Supremacy 1 for some time now, and the potential this game has for the RP community is obvious.

    The relatively straightforward tech tree is welcoming to Supremacy 1914 players who are either new to the tech tree system or shy away from complicated tech trees, while giving Call of War and Conflict of Nations players a sense of familiarity. The diversity of the units, with their distinct pros and cons, allow us roleplayers to experiment with technology doctrines and stratagems, and creates a more immersive gameplay for the players, e.g. banning gas artillery after a player-led Geneva Conference.

    Obviously, there are several things that us roleplayers would love to be added/changed to the game, such as the limited length of rounds, but I’m sure quite a number of these can be found in the Missing Features section, or is explainable to a degree, so I will not be touching them here.

    There has been interest by many roleplay alliances and organisations within the Bytro Games community to expand to Supremacy 1, and many have rounds planned.

    All in all, a good game, with interesting RP potential. Hopefully, with the rebranding and improvements promised to be added to the game, the game would realise this potential I see today, and from it a thriving roleplay community.

    Interestingly enough, fire control is available to all players; you don’t need High Command to access them (unless this is not true, then I have a problem), so the naval blockade strategy that Hastings suggested is very much doable:

    1. Place ships in ocean around nation

    2. Set fire control to aggressive

    3. ???

    4. Profit