Supremacy 1914 is a free online multi-player real-time strategy RPG. Up to 30 competitors battle for several weeks for control of Europe. Both, military and diplomatic skills will be essential on your road to victory!
This is a player created guide for newbie of Supremacy1914. It covers most of the aspects of the game and well explains the strategies, from the basic elements to the 3 most important factors of the game: trade, military and diplomacy. New players that decide to join the war should read this.
Here is a player created guide to new players, I hope it helps.
1. Supremacy1914 is a grand strategy game, as such it is not a micromanaged tactical war game. This is actually a very important distinction. You will not be setting taxes, building highly detailed infrastructures, or determining who is a worker and who is a soldier. You will however be using generalized quotions to your benefit or detriment.
2. Of the several facets of game play, the most valuable to all players is morale. Ever player can benefit from becoming intimately acquanted with what morale is and how it works. Without morale you won't get very far, you will however discover the limitations of a military without an infrastructure, it won't be pleasant.
So, what is morale, beyond the simple technical measurement? It is the measure of how well you provide your citizens with what they want. Quite simply if you don't feed, house, or otherwise take care of your people they won't like you, as their leader, very much. Look in the 'Manuel' to find out what they will want, and how much of it. Read on for how to prevent problems with it.
3. Another important factor in Supremacy is trade. Most new players have the mistaken idea that since you have such a great military to start with your set to relieve your supply problems (see all the red numbers in your status box in the game?) by conquest alone. Nothing can be further from the truth, in fact there is more then one problem with this idea. No conquest, especially without forethought, will only dig you deeper in the hole of bad morale and lack of supplies.
The fact is there is only one answer to your supply problems that doesn't risk your morale, or worse your whole country, that answer is trade. Trade is easy to accomplish, costs you nothing in morale, and can make you friends that can help in other situations later on. It's simply a win-win proposition. You have surplus' (see the green commodities) and so does everyone else. You have deficits and, likewise, so does everyone else. The favorable thing about it is every one has different surpluses and deficits, you simply need to do your homework and figure out who has what you want, and who wants what you got.
How hard is it to figure those things out? Let's take one example; France produces one thing very well - Grain, but needs quite a bit in coal, wood, and mining. How do we know what to do with our grain, but still get what we need. Let's take a look at the 'strategic map', we see that Sweden and Austria have all kinds of wood. We can see that Germany and Greece are star producers of coal, and England and Austria have abundant mining resources. That's all you need to start approaching other players with trade offers, an idea of who can benefit while also benefitting you.
Remember how I pointed out this could benefit you in other ways? Keep reading and you will see how.
4. Another factor of the game that directly effects morale, and therefore your overall probabilities of success, is provincial improvements. It is a serious matter to be sure, because it does so greatly effect your morale and your production numbers. You should consider that not every improvement is going to benefit every province in every country the same. No, there is a strategy to building them that you must relearn for every different country you play.
Here's a good rule of thumb that may help. If your low in a resource (red) that your country produces, provinces that have that resource really need some improvement. On the other hand if an improvement requires a resource you don't have or won't have enough of it won't be much of an improvement to build it.
Clearly this is another area of strategic desicion, not just a matter of expediance. What good will a railroad do you if you have no coal to run it? Or a factory if you have no oil/mining/wood to use it. Again a good cause for trade in the long run.
Here is Supremacy 1914 Review
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