Let's Play: Forge of Freedom!
Posted: 2009-04-18 11:56pm
Okay, based off the old thread HERE
I'm starting a new Let's Play, inspired by Starglider's EAW LP; and also due to the just released patch for Forge of Freedom that fixes some bugs, adds new features, etc etc.
What's Forge of Freedom
THIS Game
Some screenshots to show what it looks like:
Detailed Battles
City Development Screen
Research Selection Screen
So you want to be in the game
Please note I can't add generals after I start the game; so If you want in, say so within a day or so!
BTW, if you have a preference for a state; say so, because state governors play a very important part in the game; they can come to you with demands that such and such general be promoted (cause they're from their state); or if you promote someone from their state, their happiness goes up.
If you come in afterwards; I can find you a non game part, like admiral in charge of a ironclad (naval combat is abstract in this game), or in charge of the ironworks of pennsylvania; or West Point Commandant.
The Current General list sorted alphabetically by user name is:
Adrian Laguna = Adrian Laguna
Big Steve = Stephen T. Garrett
Civil War Man = Charles Washington Mann
Companion Cube = Eustachius V. Manley
Dark Silver = Obidiah Steele
DEATH = Derek A Thompson
Ford Prefect = Llewellyn Amadeus Thorn
Hawkwings = Daniel P. Hawke
Jason L. Miles = Jason L. Miles (from CA)
Lonestar = Baron Matthew Bulow von Bucher (from VA)
Mayabird = A.M. Colette (from GA)
Rawtooth = Charles Jonathan Hunt
The Dark = Johann Heinrich Tauber
Vehrec = Ernest William Fobes
Weemadando = William Mathers Anderson
White Haven = Arnold T. Pants
Yosemite Bear = Colin Brian Witz
How you're ranked in the game is like this:
The question marks represent unknown skills/attributes; which is a feature of the game, you can go with historic attributes or randomize them and hide them; so that in each game; you don't know who will turn out to be great or not -- which is historically accurate:
At the beginning of the war; some people who were highly regarded in the pre-war army turned out to be absolute zeroes; while some who were absolute zeroes pre-war -- US Grant -- turned out to be awesome.
The ratings are:
Initative: The Initiative rating of each general on both sides is multiplied by the rank of the general, and the results are then compared. The general with the highest result determines the base Initiative score for each side; and thus, who gets to go first, etc etc.
Leadership: The Leadership rating describes the chance that a general will be able to restore order to units under his command during battle.
Tactics: Each rank of Tactics is worth a 10% bonus to damage inflicted by units to which the general is directly attached
Command: The Command rating helps units change formation in detailed combat. Command also helps prevent units from becoming either Shaken or Disordered when being charged in detailed combat.
Cavalry Rating: Each rank of a general’s Cavalry rating is worth a 10% bonus to damage inflicted by cavalry when they charge.
The Special Attributes a general can get, and can in turn pass on to units under their command are:
Disciplined
Formation changes cost only two movement points.
Brave
Can charge with no chance that the charge degenerates into a fire-fight.
Wild
Automatically makes an opportunity charge after disordering an enemy in fire combat
Fast
+3 to unit’s movement rate
Hardy
-50% chance of suffering fatigue
Oblique Fire
Making a fire-attack does not end turn if unit had more than 6 movement points before firing
Diggers
2x normal chance to entrench. Allows unit to entrench without Hasty Entrenchment upgrade.
Night Owls
No penalty for night movement rates. Receives only half the normal damage penalty at night.
Independent
Only 10% chance to become disordered when issuing/recalling skirmishers. Changing skirmish order only costs 3 movement points.
Shooters
+10% to fire-attack damage
Flankers
Doubles flanking bonus damage this unit deals
Swampwise
If in swamp, -25% to damage taken. Movement penalty for swamps is halved. No penalty for charging out of mud/swamps.
Chargers
+25% additional damage when charging
Steady
Gets 50% chance to avoid becoming disordered as a result of fire combat
Blasted
+50% damage when charging artillery.
Obedient
Gets 50% chance to avoid going out-of-command.
Foragers
Gain +2 supply whenever this brigade successfully forages
Polar Bears
Takes no additional combat damage from fire-attacks in winter.
Woodsmen
33% bonus when firing or charging from Forest (instead of normal penalty)
Sustained Volley
Takes 25% fewer casualties from return-fire when firing on enemy infantry
Dreaded
Causes double Morale damage against adjacent enemy units while making a fire-attack.
Heroes
Restores 0.25 levels of Morale to all friendly units within two hexes every turn.
Resilient
100% chance to return to column formation if Morale is greater than zero.
New Attributes added in latest patch
Thrifty
Attacks use only 1 point of supply, infantry and artillery only)
Stalwart
(While unit is Fresh it takes only 1/10th normal morale loss from fire attacks, infantry and cavalry only)
Rangers
(Reduces cost to enter a hex by 1 if the terrain cost is 3 or more, infantry only)
Cautious
(Reduces damage this unit takes and causes in fire combat by 25%, infantry and artillery only)
Aggressive
(Increases damage this unit takes and causes in fire combat by 25%, infantry and artillery only)
Tenacious
(When in a pin-position with another unit, both units are automatically pinned, infantry only)
Hill Defenders
(retains good morale defending a hill, infantry only)
Uphill Charger
(what it sounds like, infantry only)
Efficient Fire
(artillery can take an extra shot, like dragoon tactics)
Anti-Battery
(artillery harms other artillery)
Anyway, here is the game map:
So guys, what do you want to do? Do you have any general ideas what you want your guy to do? Want to go out west and kill rebels in Kentucky? Want to stay, and ambitiously plot to murder the commanding general of the Army of the Potomac to rise to power?
The floor is open for suggestions.
I'm starting a new Let's Play, inspired by Starglider's EAW LP; and also due to the just released patch for Forge of Freedom that fixes some bugs, adds new features, etc etc.
What's Forge of Freedom
THIS Game
Some screenshots to show what it looks like:
Detailed Battles
City Development Screen
Research Selection Screen
So you want to be in the game
Please note I can't add generals after I start the game; so If you want in, say so within a day or so!
BTW, if you have a preference for a state; say so, because state governors play a very important part in the game; they can come to you with demands that such and such general be promoted (cause they're from their state); or if you promote someone from their state, their happiness goes up.
If you come in afterwards; I can find you a non game part, like admiral in charge of a ironclad (naval combat is abstract in this game), or in charge of the ironworks of pennsylvania; or West Point Commandant.
The Current General list sorted alphabetically by user name is:
Adrian Laguna = Adrian Laguna
Big Steve = Stephen T. Garrett
Civil War Man = Charles Washington Mann
Companion Cube = Eustachius V. Manley
Dark Silver = Obidiah Steele
DEATH = Derek A Thompson
Ford Prefect = Llewellyn Amadeus Thorn
Hawkwings = Daniel P. Hawke
Jason L. Miles = Jason L. Miles (from CA)
Lonestar = Baron Matthew Bulow von Bucher (from VA)
Mayabird = A.M. Colette (from GA)
Rawtooth = Charles Jonathan Hunt
The Dark = Johann Heinrich Tauber
Vehrec = Ernest William Fobes
Weemadando = William Mathers Anderson
White Haven = Arnold T. Pants
Yosemite Bear = Colin Brian Witz
How you're ranked in the game is like this:
The question marks represent unknown skills/attributes; which is a feature of the game, you can go with historic attributes or randomize them and hide them; so that in each game; you don't know who will turn out to be great or not -- which is historically accurate:
At the beginning of the war; some people who were highly regarded in the pre-war army turned out to be absolute zeroes; while some who were absolute zeroes pre-war -- US Grant -- turned out to be awesome.
The ratings are:
Initative: The Initiative rating of each general on both sides is multiplied by the rank of the general, and the results are then compared. The general with the highest result determines the base Initiative score for each side; and thus, who gets to go first, etc etc.
Leadership: The Leadership rating describes the chance that a general will be able to restore order to units under his command during battle.
Tactics: Each rank of Tactics is worth a 10% bonus to damage inflicted by units to which the general is directly attached
Command: The Command rating helps units change formation in detailed combat. Command also helps prevent units from becoming either Shaken or Disordered when being charged in detailed combat.
Cavalry Rating: Each rank of a general’s Cavalry rating is worth a 10% bonus to damage inflicted by cavalry when they charge.
The Special Attributes a general can get, and can in turn pass on to units under their command are:
Disciplined
Formation changes cost only two movement points.
Brave
Can charge with no chance that the charge degenerates into a fire-fight.
Wild
Automatically makes an opportunity charge after disordering an enemy in fire combat
Fast
+3 to unit’s movement rate
Hardy
-50% chance of suffering fatigue
Oblique Fire
Making a fire-attack does not end turn if unit had more than 6 movement points before firing
Diggers
2x normal chance to entrench. Allows unit to entrench without Hasty Entrenchment upgrade.
Night Owls
No penalty for night movement rates. Receives only half the normal damage penalty at night.
Independent
Only 10% chance to become disordered when issuing/recalling skirmishers. Changing skirmish order only costs 3 movement points.
Shooters
+10% to fire-attack damage
Flankers
Doubles flanking bonus damage this unit deals
Swampwise
If in swamp, -25% to damage taken. Movement penalty for swamps is halved. No penalty for charging out of mud/swamps.
Chargers
+25% additional damage when charging
Steady
Gets 50% chance to avoid becoming disordered as a result of fire combat
Blasted
+50% damage when charging artillery.
Obedient
Gets 50% chance to avoid going out-of-command.
Foragers
Gain +2 supply whenever this brigade successfully forages
Polar Bears
Takes no additional combat damage from fire-attacks in winter.
Woodsmen
33% bonus when firing or charging from Forest (instead of normal penalty)
Sustained Volley
Takes 25% fewer casualties from return-fire when firing on enemy infantry
Dreaded
Causes double Morale damage against adjacent enemy units while making a fire-attack.
Heroes
Restores 0.25 levels of Morale to all friendly units within two hexes every turn.
Resilient
100% chance to return to column formation if Morale is greater than zero.
New Attributes added in latest patch
Thrifty
Attacks use only 1 point of supply, infantry and artillery only)
Stalwart
(While unit is Fresh it takes only 1/10th normal morale loss from fire attacks, infantry and cavalry only)
Rangers
(Reduces cost to enter a hex by 1 if the terrain cost is 3 or more, infantry only)
Cautious
(Reduces damage this unit takes and causes in fire combat by 25%, infantry and artillery only)
Aggressive
(Increases damage this unit takes and causes in fire combat by 25%, infantry and artillery only)
Tenacious
(When in a pin-position with another unit, both units are automatically pinned, infantry only)
Hill Defenders
(retains good morale defending a hill, infantry only)
Uphill Charger
(what it sounds like, infantry only)
Efficient Fire
(artillery can take an extra shot, like dragoon tactics)
Anti-Battery
(artillery harms other artillery)
Anyway, here is the game map:
So guys, what do you want to do? Do you have any general ideas what you want your guy to do? Want to go out west and kill rebels in Kentucky? Want to stay, and ambitiously plot to murder the commanding general of the Army of the Potomac to rise to power?
The floor is open for suggestions.