
- Making history the second world war manual#
- Making history the second world war series#
Making history the second world war series#
Level Editor: One of the main features of the series is the inclusion of a scenario editor.
La Résistance: People who are unhappy with their nation may revolt and start a civil war. Invaded States of America: One of the more difficult things to achieve, but it happens sometimes. Government in Exile: Even if its mainland is captured, a country will continue to exist as long as it has land. Goddamned Bats: The enemy will sometimes send one-division suicide charges into your armies, which cause way more damage than they should, if it happens several times. They can cripple a nation, but are a one-shot deal. Glass Cannon: Nuclear missiles, and nukes in general. Friends with Benefits: Even if another nation isn't willing to accept an alliance, if relations are high enough they may allow you to use their ports and airfields, or move through their territory. Fanfic: The After Action Report pages for MHII and MHI/Gold, where players tell their stories in the form of these. Enemy Mine: Having a common enemy makes even nations that hate you much more likely to accept an alliance. Enemy Civil War: Can easily happen, especially if you fund political opposition against said enemy nation. You have to pay close attention to supply lines or risk running out of supplies. Defeat Means Friendship: It's often a good idea to create a new government in a conquered country, making an ally out of your former enemy. Death From Above: Bombers, in sufficient numbers, can be used to deadly affect. Artificial Stupidity: Many players complain that even on high difficulties, the AI makes some dumb decisions. Artificial Brilliance: Every so often, the AI does something genuinely unexpected and clever. Airstrike Impossible: Just how does a strategic bomber hit a target in the mountains?. The series contains examples of the following tropes: What if Those Wacky Nazis had acquired nuclear weapons? What if the Soviets had started the war? What if Cuba became a major empire? All of these and many more can be explored by the player. Of course, there's nothing stopping you from continuing a game for as long as you want past the usual end. While many nations will do what they historically did without your interference, timelines of games can range from very historical to Stupid Jetpack Hitler. While it does take place in that time frame (the earliest starting time on a scenario is early 1933, the latest is 1939), what actually happens in that time frame is largely up to you. While the main purpose of the game is to prepare your country and fight in WWII, the series is heavily open to Alternate History, and as such, each game can vary wildly.
These games allow you to take control of any of the nations of the era and rule as you see fit.
Making History: The Great War, which is currently in development, and is set around WWI. Making History II: The War of the World.
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