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BLANK_1_28.gif (814 bytes) Some certain rules of WarEnsemble BLANK_80_5.gif (837 bytes)
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Below you find some information on how WarEnsemble works behind the scenes. You don't really have to read it, but you might want to know a little more about how the result of a battle is calculated to plan your actions more efficiently ...

 

BLANK_1_28.gif (814 bytes) Playing Simultaneously BLANK_80_5.gif (837 bytes)
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One of the most remarkable characteristics of WarEnsemble is that it is roundbased and yet all the players in a game can make their turn at the same time - they don't have to wait until all the others have finished moving their units to make their own moves, they all move their units at the same time, and the round is over when a defined time has elapsed or (optional) when all players have finished their turn. To make this possible it requires additional rules to be introduced...

x BLANK_13_9.gif (823 bytes) The different players moves have to be worked off in some order - we have decided to make it in the order they reached the server. This means players have a certain motivation to play fast, what keeps the game in motion, and players with fewer units have a little advantage against players with large forces.

You may ask yourself what advantage quick players do have over the slower ones ... a little example to show this: Two enemy units are facing each other on the battlefield. Player A decides to attack Player B's infantryman with his tank, Player B moves his man away from the superior opponent. When A ends his turn first, the tank attacks the weak infantryman (who might lose the fight), if B is faster the infantryman can flee.

(When the round is over, and you are not done with your moves yet, the server takes all the orders you have already made and executes them. So when time is getting short you don't have to concentrate on clicking EndTurn just in time ...)

x When you think further into this direction, you will get a premonition that it can become pretty unpredictable how the battlefield looks at the point of time when its up to your moves to be calculated by the server ... meanwhile other players might have moved their units on places where they block some of your desired orders!

So when your unit wants to move on a certain place (which was free when you made your turn), this place might be occupied by an enemy unit at the time the turn is really processed - obviously this other player was faster than you. If this happens your unit (which might be a transport that should not be involved into fights on no account...) does not unintentionally attack the enemy unit but tries to finish all its previous moves - in this case it moves to the place *before* the blocking unit and stops there.

BLANK_1_28.gif (814 bytes) Cities and capitols ... BLANK_80_5.gif (837 bytes)
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At the beginning of the game the server spreads a certain amount of neutral cities ... just to ensure that the map is covered well-balanced with strategically important places and because the player can't build cities by himself ... remember? this is a wargame, not civilization :)

Whenever there is a new player joining he gets one new city that already is in his property. This city is a capitol, marked with a (C). These capitols have no special qualities compared to the normal cities, except one thing: When a player leaves the game, all his "normal" cities become neutral again ... all capitols he occupies disappear.