Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on December 04, 2015, 05:33:51 PM

Title: The Seven Years War
Post by: Asid on December 04, 2015, 05:33:51 PM
(http://cdn.akamai.steamstatic.com/steam/apps/400470/header.jpg?t=1447428667)

Lead your nation through the trials of the first world war in history! Play huge campaigns with 5 playable nations or fight historic realtime battles. Beside of beating the enemy on the battlefield you now have to set up a working economy to supply your troops and your people!

Official site: http://thesevenyearswar.com/
Steam: http://store.steampowered.com/app/400470/
Tutorials: http://thesevenyearswar.com/tutorials.htm

(http://thesevenyearswar.com/index_htm_files/1092.jpg)

About This Game
LEAD YOUR NATION THROUGH THE TRIALS OF THE FIRST WORLD WAR IN HISTORY AND LAY THE FOUNDATION FOR A NEW WORLD ORDER!

(http://thesevenyearswar.com/index_htm_files/1095.jpg)

In the mid 18th century the mighty armies of the great European empires are led into the first global world war, the Seven Years War. While Prussia struggles for existence against a superior alliance in Europe the fight for the colonies between Great Britain and France arises to gather dominance over the North American continent.

Features:

• Play 20 realtime campaigns ranging from the year 1750 to 1762, each with individual goals
• Coverage of the complete European and North american theatre with more than 110 cities and provinces including 13 nations
• Build up a huge economy with complex product chains to supply your people, armies and fleets
• Develop your cities and provinces to gain wealth and recruits and manage economic factors like jobless rates and people's wealth
• Establish trade on more than 20 goods with local markets, foreign nations and fight for control of narrow map resources
• Use a wide range of diplomatic measures like prisoner exchanges or joint military actions
• Build up your armies from a single named regiment to a complex division hierarchy and allocate a huge set of weapons
• Trade with natives like Huron or Irokese nations and take influence to gain valuable allies or native units
• Manage your officer corps with individual expertise depending on the type of arms and battle experience
• Set 10 different politics to change the direction of your economy ranging from trade liberalisation to food rations
• Research more than 90 technologies to increase your production efficiency or gain access to new buildings and units
• Take control of naval routes to gain access to luxory goods or cut supply to your enemy's colonies
• Play city or fort sieges by digging trenches and artillery fortifications
• Issue war loans or order coin debasements to improve your financials
• Lead your armies to epic real time battles with thousands of soldiers and more than 100 individual unit types
• Use the advantages of terrains like increased fire range on hills or reduced cavalry charge in woods
• Conquer strategic goals like hills, bridges, cities and buildings to gain victory points
• Take the place of the famous generals in huge historic battles like the Battle of Kolin or Leuthen

(http://thesevenyearswar.com/index_htm_files/2650.jpg)
Title: Re: The Seven Years War
Post by: Asid on December 04, 2015, 05:34:48 PM
Review

(http://2.bp.blogspot.com/_CjFQem7UIVI/SmZ5ezk2JAI/AAAAAAAAAc0/0lmBgSiYSNg/S1600-R/Real+and+Simulated+Wars+1Reducido.jpg)
http://kriegsimulation.blogspot.co.at/2015/11/the-seven-years-war.html
Title: Re: The Seven Years War
Post by: Asid on December 04, 2015, 05:41:45 PM
Updates

Hotfix 1.081 issued 30 Oct
- sets screen resolution to a minimum of 1920x1080 (game does not support higher)
- fixed crash when divisions surrender after manual battle

Update to version 1.082 31 Oct
- balanced battle duration (high fps led to too early battle end)
- fixed problem that researched weapons were not saved and lost when reloading game
- removed date for highscore historic battles to expand the players name
- increased font size slightly
- fixed overlapping mouseinformation text over buildings in city menu
- tooltip menu is automatically activated now when starting a new campaign

Update to version 1.083 1 Nov
- implemented technology trees -> if you click on a not researched technology icon you can see the whole tech tree leading to this technology
- reduced sensitivity of setting waypoints on regimental level in battle (you may now turn the regiments easier by holding rmc on the regiment and moving mouse around)
- balancing: increased priority of delivering production material to building sites
- technologies for the basic buildings (like small mine) are now set to researched from the beginning
- diagonal scroll in campaign mode implemented (just move mouse in one of the corners)
- game may now be run in windowed mode (to be activated/deactivated in options menu)
- drag and drop regiments over brigades is now highlighted correctly
- removed overlapping text of building information in city menu while hierarchy menu is open

Update to version 1.084 8 Nov
Game enhancements:
- campaign tutorial added (playable as first scenario with Britain)
- optimized fps performance when searching building sites or setting waypoints for armies/fleets
- changed font contrast

Game balance:
- increased delivery priorities for building sites
- changed necessary building resources for mines (skipped ari)
- reduced effect of corruption (be aware that corruption leads to losses in tax revenue and trade income)
- increased resource range of provincial buildings

Fixed bugs:
- fixed problem with multiple arranged regiments if drag and drop to a new div
- fixed embarking/debarking problems: shipped units now can debark if fleet is selected and rmc on land with wayrights (or enemy or own)
- fixed not chooseable buildings while upgrading
- fixed disappearing buildings while upgrading and seasonal change
- fixed problem with hanging armies after reloading an autosave game which was saved shortly before battle
- fixed problem with not chooseable policies shortly after a new game was started
- showing staff experience 0 if personal utilization is at 0
- fixed multiple division references after deleting buildings
- adjusted sensitivity with diagonal scroll
- corrected wrong campaign scenario ending display

Next Version:
- scaling UI
- implementation keyboard controls

Hotfix 1.0841 issued 13 Nov
Game enhancements:
- added possibility to adjust minimum stock per product and per province in goods overview -> if stock falls below the traders will carry only this product no matter if they make profit or loss

Game balance:
- balanced out priority of delivery between cities -> goods priority of both cities is now relevant for delivery
- adjusted product priority from game start -> priorities for high priced goods reduced to grant delivery of low priced goods (afterwards manually adjustable)
- balanced supply of divisions -> supply trains deliver nearby divisions first & earlier supply
- reduced army radius so that hostile divisions are starting closer together in battle
- reduced influence of corruption on distance to capital
- increased fleet maintainance costs as counterbalance to high trading income of maritime nations

Fixed bugs:
- fixed bug where newly formed divisions could not move
- fixed crashes related to non existent fleets and embarking
- fixed crashes related to unit moving operations
- fixed problem that production in own companies is changed automatically
- fixed bug with setting priorities in city menu
- nations now do not declare war soon again if peace was negotiated
- added baracks upgrade technologies
- fixed fleet moving over land in second waypoint
- loss of corruption is now shown correct in financial statements
- fixed wrong position of tutorial information in city and harbor menues
- fixed missing resources and trading fields after reloading the same scenario

Update to version 1.085 - hotkeys scaled ui 21 Nov
Game enhancements:
- added hotkeys for scrolling, rotating, menu and clearing of orders -> can be set in options menu (for english and german keyboards, others work also but may see other characters in options menu although it works without problems with the pressed keys)
- ui (menues, information, buttons and text) are now scaled automatically based on your screen resolution

Game balance:
- changed view of trade income in nation comparison menu to per annum from all-time accumulated

Fixed bugs:
- fixed crashes related to surrender of divisions after manually played battles
- traders now pick up more than one resource of the same type if supplying building sites
- fixed too tight radius of provincial buildings regarding resources (some resources placed on the edge of the radius could not be harvested)
- effect of research initiative now included in research duration calculation
- fixed crash due to manual saving with long file names
- fixed bug where fleets were not supplied or did not reach supply harbor after loading a saved game
- fixed problem with production, building maintainance, supply of divisions/fleets and loaded goods of traders occuring if a game was newly started after an old one
- resetted data in nation comparison menu after restart
- fixed wrong reference to garrison units after regiments were deleted

Update to version 1.086 28 Nov
Game enhancements:
- added possibility to change your graphics device in options menu (if you have more than one graphic card)

Game balance:
- added additional AI-features with finances (default and coin debasement) which was not used by AI before
- fleets now also cost maintainance if in harbor
- enemy fleets now attack hostile trade ships more often
- positive victory points are now added to diplomacy points after peace was declared (can be spend for further diplomatic actions)
- victory and diplomacy points are now capped (+100) and floored (-100/0)
- added starting resources for native villages for better trading margins

Fixed bugs:
- removed beige unit strength bars, they should now show correct in green, yellow and red (active, wounded, dead/deserted)
- corrected wrong recruit numbers, already recruited soldiers are now included
- fixed crashes which occured when seasonal changes and historic events were shown at the same time
- removed rounding bugs which led to small negative product stocks
- now resetting pathpoint if trader loose their way
- fixed too low tax revenues at the game start if a campaign was restarted
- resetted chart points after reloading game
- fixed France declaring war on its own in June 1756 :-)
- demanding foreign provinces in diplomatic actions now work

Others:
- improved contrast of fonts further

Update to version 1.087 4 Dec
Game enhancements:

    added 3x faster battle game speed on the highest game speed button

Fixed bugs:

    fixed crashes related to existing train attack information after battles
    improved game stability while reloading campaign screen (after finishing battles or seasonal changes)
    corrected wrong display of thousand-seperation in positive figures
    corrected wrong references between army objects and divisions after deleting divisions (has led to unusable divisions in terms of unit transfer and dispersion, sometimes to crashes if deleted twice)
    fixed problem that ai fleets did not sail back to harbor to resupply
Title: Re: The Seven Years War
Post by: thesevenyearswar on December 12, 2015, 05:08:49 PM
New update to version 1.088 - Authentic Fife & Drum Music Pack added

Game enhancements:

    added
        new main menu music compilation
        6 nation specific fife and drum marches for menu and battlefield
        authentic drum signals for infantry orders

Game balance:

    rebalanced needed construction material for provincial buildings to prevent lack of construction material
    change of alliances with country Britain from Austria to Prussia now leads to gain in diplomacy points and thus increases the chance of being allied with Prussia after declaration of war
    Austrian infantry can now play fife and drum music
    reduced influence of unemployment and income level on happiness

Fixed bugs:

    added algorythm to recalculate waypoints if objects have suddenly lost their way
    added further game stability when reloading campaign map (after battles and seasonal changes)
    fixed crash after switching the nation in campaign menu several times
    regiments in garrison can now be moved to a new brigade (not only to existing ones), double unit appearances cleared
    fixed stuck campaign map objects which occured after a fleet finished patrol mode and the patrol points were set to narrow
    influence of health, language and religion now implemented properly
    added overrides for 0/0 waypoint settings or double waypoint settings in campaign mode
    fixed bug where only Britain could default on debt
    quarterly balance description now turns correctly at the end of each quarter
    transactions between traders and companies are now cleared correctly (led to a small continous loss of money)
    fixed scale of black background on high resolutions for battle statistics after battle end

Others:

    supply, ammunition and repair buttons of fleets now deactivated if new waypoint is set or harbor was reached
    restricted ingame resolution changes to a max of 1920x1080 as there were crashes on some graphic cards using higher resolutions
Title: Re: The Seven Years War
Post by: Asid on December 12, 2015, 05:10:32 PM
Thanks  thesevenyearswar

I was just about to post this :)

Nice to have you here. Welcome.
Title: Re: The Seven Years War
Post by: Asid on December 12, 2015, 05:17:39 PM
(http://thesevenyearswar.com/index_htm_files/3473.png)

Authentic Fife & Drum Music Pack played by Anthony Heyde

- British grenadiers (GB)
- Over the hills and far away (GB)
- Auprés de ma blonde (FR)
- Zum Ausmarsch (AT)
- Hohenfriedberger Marsch (PR)
- Preobrazhensky march (RUS)
- Main menu compilation
- 6 authentic drum signals for orders on the battlefield
Title: Re: The Seven Years War
Post by: thesevenyearswar on December 18, 2015, 06:27:41 PM
Update to version 1.089

Game enhancements:
- battle time limit can now be disabled in options menu

Game balance:
- added algorythm to improve goods pickup from companies
- increased battle duration
- improved starting conditions in terms of supply when starting later campaigns
- increased army action range by 25% in campaign mode

Fixed bugs:
- fixed delay in keyboard hits

Others:
- reduced depth of line and skirmish formation
- placed siege casualties reports closer to mouse cursor
- improved contrast of angle-platforms in battle mode
Title: Re: The Seven Years War
Post by: Asid on December 18, 2015, 07:11:47 PM
Thanks for posting thesevenyearswar

I am really looking forward to the font/UI update coming soon. This will make reading a lot easier.

Regards
Title: Re: The Seven Years War
Post by: Asid on December 22, 2015, 07:16:06 PM
On Sale

15% off = £12.74

http://store.steampowered.com/app/400470/
Title: Re: The Seven Years War
Post by: Asid on December 23, 2015, 03:54:58 PM
Update to version 1.090

Game enhancements:
- added arrows to switch in army hierarchy menu between all the close divisions

Fixed bugs:
- added workaround for fps at 0 and therefore too high battle speed
- fixed disappearing divisions after embarking/debarking related to deloading goods near harbors

Layout:
- polished campaign selection menu
- increased font and menu size of historical battle menu by 30%
- increased font and menu size of campaign menu by 30%
- increased font and menu size of tutorial menu by 30%
- increased font and menu size of tooltip menu by 30%
- increased font and menu size of financial balance menu by 30%
[other menues to follow...]
Title: Re: The Seven Years War
Post by: Asid on December 25, 2015, 06:21:20 PM
Update to version 1.091
25 December

Game enhancements:
- at close distance to enemy the regimental commander takes over command (faster order execution but higher chance of uncoordinated orders)

Game balance:
- limited diplomatic payments (claims) to the maximum available diplomacy points
- increased cost/earnings of subsidy payments

Fixed bugs:
- fixed incorrect display of unit icon infos in battles (sometimes shown as pixel boxes)
- fixed crash when opening unit hierarchy of divisions in city view

Layout:
- updated font type and sharpness
Title: Re: The Seven Years War
Post by: Asid on December 29, 2015, 06:42:54 PM
Manual (version 1.092)

http://downloads.thesevenyearswar.com/THE%20SEVEN%20YEARS%20WAR%20%281756-1763%29%20-%20Manual%20ENG%201.092.pdf
Title: Re: The Seven Years War
Post by: Asid on January 02, 2016, 08:52:01 PM
Update to version 1.092

Game enhancements:
- added english game manual in root directory (steamapps\the seven years war (1756-1763)\)
- added hotkey for pause
- campaign game can now be continued after reaching all scenario goals or time out
- added arrows to fast switch between own cities in city menu (shown at the bottom of the city menu)
- added mouseover information if a building is fully upgraded

Game balance:
- increased chances of native trades
- reduced influence of alcohol deliveries on native clans
- increased speed of fast marches in campaign
- increased duration of battles by 25%

Fixed bugs:
- fixed wrong allocated fleets and traders (false references and numbers in cities) which led also to crashes when loading saved games
- effects of Rousseau historic event of country France now set correctly
- limber/unlimber order with group selection now is only executed for artillery units and rest of formations vice versa
- removed german phrase of historic event Russia protecting Northern Germany
- added workaround for divisions not accepting battle due to a prior retreat
- fixed problems with cities still beeing besieged although siege was broken off earlier
- fixed option where every city building could be built although tech was not researched

Layout:
- increased menu and font size of load/save menu by 30%
- improved font sharpness for low resolutions (below 1600x900)
- updated ground texture quality in battles
- updated tree sprite quality in battles

Others:
- removed citadel research from stationary artillery (also researchable with trench constructions)
- allocated lumber mill (2) to tech large capacity buildings
- allocated lumber mill (3) to tech industry buildings
- further zoom in on battlefield possible
Share:                
Title: Re: The Seven Years War
Post by: Asid on January 04, 2016, 02:44:34 PM
Not All Cavalry Are Borne The Same - The Seven Years War, Battle of Kolin

Interesting AAR by JC
(http://2.bp.blogspot.com/_CjFQem7UIVI/SmZ5ezk2JAI/AAAAAAAAAc0/0lmBgSiYSNg/S1600-R/Real+and+Simulated+Wars+1Reducido.jpg)

http://kriegsimulation.blogspot.co.uk/2016/01/not-all-cavalry-is-same-seven-years-war.html
Title: Re: The Seven Years War
Post by: Asid on January 04, 2016, 06:32:05 PM
Patch 1.0921 today with smaller updates:

- fixed technology bug where loading a game led to loss of technologies and research time
- balancing: slowed research by about 20%
- corrected "city switch", now the last city can be viewed too using this arrows
- removed irrational numbers of diplomatic tech trade with HRE
Title: Re: The Seven Years War
Post by: Asid on January 10, 2016, 05:30:07 PM
Update to version 1.093
10 January

Game enhancements:
- added Spanish version
- added French version
- added mouseover tooltips for harbor buttons

Game balance:
- improved pre-good utilization calculation of companies with influence on the output numbers

Fixed bugs:
- fixed stuck campaign objects due to bad balancing of waypoint finding
- removed possibility to move out troops of occupied enemy forts on own terrain
- added workaround for non embarkable divisions due to earlier canceled sea transport
- fixed problem that new ship type technology did not lead to activation of relevant ship type
- fixed peak weapon supply of new recruited units and garrisons
- fixed problems with loam mines losing production efficiency after seasonal change, battle or reload [not effective for old savegames]
- fixed bug where mines could not find a resource if constructed directly in the middle of the resource
- influence of increased production of new technologies now implemented correctly

Layout:
- switched farm ground texture cotton <-> tobacco

interim patches: 1.921
- fixed technology bug where loading a game led to loss of technologies and research time
- balancing: slowed research by about 20%
- corrected "city switch", now the last city can be viewed too using this arrows
- removed irrational numbers of diplomatic tech trade with HRE
Title: Re: The Seven Years War
Post by: Asid on January 13, 2016, 05:13:53 PM
Gameplay Videos by Hofstadter

 https://youtu.be/e89BChx-c14

 http://www.youtube.com/watch?v=ioKdZFB7cCE

 http://www.youtube.com/watch?v=AJyhzjUselY&feature=youtu.be

Title: Re: The Seven Years War
Post by: Asid on January 16, 2016, 06:40:45 PM
Update to version 1.094
16 January

Game enhancements:
- added annexion of cities (occupied cities now have higher corruption and recruiting is disabled, ownership can be claimed after peace negotiations) - added details to manual
- added victory points for auto-calc battles (can be seen now in battle result menu, top right)

Game balance:
- now preventing armies with relative low strength from taking offensive actions
- increased cost for exchange of provinces

Fixed bugs:
- cost of peace negotiations now deducted correctly from existing victory points
- now preventing background actions and mouseinformation if below open menues
- file menu in campaign mode deactivated if battle start screen shows to prevent stuck situations when reloading
- suppressed high goods demand (e.g. for food) on the first day of a new scenario
- fixed crashes related to new gamestart after deleting buildings in an older game
- added workaround preventing too high goods demand in the first minutes of play
- fixed problem enemy units did not engage in battle if they have fought against AI before
- beaten armies now retreat promptly after battle (sometimes they went for a second engagement)

Layout:
- added complete black background in red/black tutorial informations
- added multiple smoke color and slightly more smokey battlefields
- added possibility to lighten then background of the menues (adjustable in options menu)
- increased side of unit icon information in battle

Others:
- now indicating if diplomacy partner has researched tech to exchange or not (until now only the own research was signaled by checkmark)
- added small moving delays for soldier sprites in battles to simulate unorderly movement
- added single click attack (with normal speed) when rmc on enemy unit and ceasefire is activated or unit has no range weapon
- armys on enemy terrain which have too low moral (currently <20%) or too low relative strength (currently <40%) are routed and moved to the nearest friendly city to rally
- army on enemy terrain moved back to nearest city if peace is declared

Title: Re: The Seven Years War
Post by: thesevenyearswar on January 24, 2016, 10:20:41 AM
New screenshots with polished terrain textures (version 1.095 - coming next days):
(http://downloads.thesevenyearswar.com/the_seven_years_war_30.jpg)
(http://downloads.thesevenyearswar.com/the_seven_years_war_31.jpg)
(http://downloads.thesevenyearswar.com/the_seven_years_war_32.jpg)
(http://downloads.thesevenyearswar.com/the_seven_years_war_33.jpg)
(http://downloads.thesevenyearswar.com/the_seven_years_war_34.jpg)
(http://downloads.thesevenyearswar.com/the_seven_years_war_35.jpg)
Title: Re: The Seven Years War
Post by: Asid on January 24, 2016, 04:59:18 PM
New screenshots with polished terrain textures (version 1.095 - coming next days):
This looks great. Nice to have a dev that listens :)

Regards
Title: Re: The Seven Years War
Post by: Asid on January 26, 2016, 04:39:12 PM
Update to version 1.095
26 January

Game enhancements:
- added abortion of recruiting by clicking on the progress ring
- occupied provinces are now automatically annexed if prior owner was defeated (no provinces left)
- diplomatic actions with defeated nations now not possible any more
- added option to deactivate mouseover-infos (although you won't like to do this)
- added information about highest demand or offer of own and foreign provinces if mouse cursor is placed over city short info
- provincial forts now constructable

Game balance:
- increased probability of AI constructing defense buildings and holding garrisons

Fixed bugs:
- corrected weapons of dragoons in the historic battle of Torgau
- fixed some not applicable weapons after tech was researched
- fixed payment of fleet supply costs while not having fleets
- added stability for campaign battles (fixed some crashes related to high memory usage)
- fixed wrong resource demand for building repairs
- corrected negative building or repair duration

Layout:
- smoothed battle ground texture on greater distances
- polished vegetation for battle & campaign mode
- polished winter tree textures
- added autumn landscape for battles
- polished ground textures in campaign mode
- polished water animation in campaign mode
- added light font for scales

Others:
- reduced smoke effect of canister shots
- removed plain mouse cursor in windowed mode (but not the specials like target cursors and mouseinfos)
- added mouseover-information for ammo options in battles

Title: Re: The Seven Years War
Post by: Asid on January 29, 2016, 08:51:33 PM
Official short video about the economy in The Seven Years War

https://youtu.be/UnZVp1PMWKY
Title: Re: The Seven Years War
Post by: Asid on February 03, 2016, 10:49:08 AM
Upcoming Updates

Battle User Interface  = Feb

Unit sprites = in March
Title: Re: The Seven Years War
Post by: Asid on February 06, 2016, 02:39:54 PM
Update to version 1.096
6 February

Game enhancements:
- added intelligent fire range radius for artillery and infantry in battles, now showing real fire distance for each angle

Fixed bugs:
- two high weapon technologies set to not researched (was set to researched for debugging purposes)
- regiments placed on water at the start of the game are replaced now
- added workaround for sometimes happening "sailing over land" fleets and "moving over water" divisions
- removed dark lines on campaign map when showing posession colors
- lost graphics due to alt+tab are now reloaded in campaign mode (battle mode to follow)

Layout:
- increased width of barricades
- national borders now colored darker than provincial borders
- updated unit GUI for battles

Others:
- prices for products can now be adjusted into negative
- renamed provinces with capitals Dublin and Cork to Leinster and Munster
- regiments which have lost all of their strength are now removed from battlemap

(http://downloads.thesevenyearswar.com/2016-02-06_00002.jpg)
Title: Re: The Seven Years War
Post by: Asid on February 14, 2016, 06:24:18 PM
Version 1.097 presenting new unit animation and better 3D Models

13 February

https://youtu.be/jjMGdZaeIR0

Game enhancements:
- now multiple menus of battle GUI can stay opened
- animation of regimental casualties and replacements
- implemented intelligent memory sprite quality: in battles with a lot of different unit types the memory utilization is reduced by loading less smooth unit sprites to prevent too high memory utilization and crashes
- implemented intelligent pathfinding in battles to increase waypoint searches (now balancing depending on the pc speed)

Fixed bugs:
- fixed crash exiting from battles by clicking retreat button
- solved scenarios ending one month too early
- fixed not passable bridges in battles
- fixed traders and supply trains stuck in campaign map near rivers

Layout:
- improved house and church models on battlefields
- improved unit sprite quality in battles
- improved 3d artillery models

Others:
- smoothed sprite positions when regiment turns
Title: Re: The Seven Years War
Post by: Asid on February 22, 2016, 06:10:19 PM
Update to version 1.098
20 February -

Layout:
- new commander pictures by Peter Lebek
- improved winter campaign textures and vegetation
- replaced campaign division sprites

Fixed bugs:
- improved campaign game stability regarding crashes due to VRAM usage
- regimental commander now can use his rally orders
- removed floor of zero victory points, can now go negative
- fixed disappearing GUI or crashes after besieging divisions had to retreat due to low moral
- corrected church elevations in battles
- fixed never ending repairs

Others:
- enemy armies are now surrendering if they are beaten and no home provinces are left
Title: Re: The Seven Years War
Post by: Asid on February 29, 2016, 11:14:14 PM
Update to version 1.099
28 February

Game enhancements:
- added more smoke animation to the battle
- implemented first parts of new battle GUI part 2 (minimap and battle information comes with 1.100)

Game balance:
- improved pathfinding near coasts, should result in less stuck traders and fleets

Fixed bugs:
- fixed not coming to the siege menu if a city with upgraded fort is besieged
- fixed preset ship constructions without orders at the beginning of a new scenario
- fixed damaged buildings at the beginning of a new scenario
- fixed occupied fleet storage by earlier loaded divisions when restarting game
- fixed problems with embarking/debarking related to the transported fleet not finding accurate waypoints
- fixed diplomatic technology transfers having no effect
- unit sprites are now reduced when suffering losses
- fixed crash at the beginning of second battle related to loss animations
- fixed colonels could not be replaced on regimental level

Title: Re: The Seven Years War
Post by: Asid on March 05, 2016, 05:11:22 PM
Update to version 1.100
5 March

Game enhancements:
- added minimap for battles
- added battle event information
- added optional automatic price adjustment for companies (button next to product price in company menu)
- added mouseover tooltips for campaign mode for further ingame descriptions (may be disabled in options menu -> tooltips on/off); French & Spanish version to follow in next version

Fixed bugs:
- removed retreat question at the beginning of second battle if retreated in the first one
- deactive regiments (with 0 men) cannot be chosen and are now hidden on battle map
- terrain information of single chosen unit in battle can now be turned off
- fastmarch orders for whole brigades and divisions now work properly
- fixed bug where defending garrison sometimes did not suffer from attacker's artillery fire in sieges
- fixed not selectable armies and forts in sieges (unfortunately works not for older savegames)

Others:
- synchronized fatigue information in mouseover information: now a full green bar goes down when moving and shows red color if fatigue is critical

Title: Re: The Seven Years War
Post by: Asid on March 07, 2016, 12:41:47 AM
Update to version 1.101
5 March

- enabled permanent windowed mode (1.101) - fixes some incompatibility issues with windows 10 resolutions and you can now alt+tab without loss of textures
Title: Re: The Seven Years War
Post by: Asid on March 08, 2016, 05:33:50 PM
Updated Manual

Work is underway on an expanded/improved manual. More details to follow.
Title: Re: The Seven Years War
Post by: Asid on March 14, 2016, 04:15:01 PM
Battle Pack DLC announced!
13 March


This should include:

- 6 additional historical battles
- custom made battles.

The DLC is scheduled for Q3. To vote for your favorite historical battle visit the following thread:

http://steamcommunity.com/app/400470/discussions/0/412449508285925363/   
Title: Re: The Seven Years War
Post by: Asid on March 14, 2016, 04:17:50 PM
Update to version 1.102
13 March

Game enhancements:
- added scaleable windows (options menu), should be used if borders are cut off
- divisions in battle can now switched through in the hierarchy overview
- added information about necessary building and technology for activating recruiting of higher units (lmc on technology symbol next to unit jumps to the relevant tech category)
- added information about necessary technology for upgrading buildings (move mouse over disabled upgrade button)
- added building chain mouse over information (move mouse over top left corner of the building picture -> you will see the complete building chain)

Game balance:
- AI forms lines more properly in campaign battles

Fixed bugs:
- changed menu title "Reinforcements" to "News" for battle event information
- fixed wrong brigade and division reference when clicking on flags
- removed blue mouseover tooltips information buttons when recruiting menu is opened due to overlay
- fixed wrong bridge rotations on the battlefield
- removed possibility for foreign traders (& fleets) to pick up goods when returning to home city despite one sided trade treaty
- tech "improved loading ramp" now leads to medium supply depot (instead of small supply depot)

Layout:
- hiding windows mouse cursor when game is shown in windowed mode
- removed black borders around the campaign unit sprites
- improved water quality in campaign mode

Others:
- reenabled fullscreen mode although I recommend using windowed mode (if you have troubles setting fullscreen mode with steam overlay try to start the game directly from the game folder, steam is already working on this issue)
- polished German version of the game - many thanks to Michael Höhndorf!

Title: Re: The Seven Years War
Post by: Asid on March 26, 2016, 06:30:13 PM
Update to version 1.103
26 March


Game enhancements:
- polished battle statistics menu including best regiment and regiment with highest casualties
- adding side information if treasury is empty
- adding side information if allied meeting point is set and troops are within

Game balance:
- AI divisions now combine strength more often against enemy armies
- AI positions more garrison units in towns
- every city now has garrison quarters and one placed garrison unit from the start on
- reduced received/payed diplomacy points for prisoners exchanges

Fixed bugs:
- fixed memory access violation crashes in battles -> if you experience further crashes: right click on thesevenyearswar.exe and choose compatibility mode: start as administrator
- artillery units now not starting in line formation but limbered up
- fixed crashes when opening options menu in game
- fixed occasional drop to main menu during campaign game
- fixed not playing sound when ordering fife and drum music
- melee buttons now automatically deactivated at the start of each battle
- fixed additional attached unit when selecting brigades in battle

Layout:
- now auto scaling menus if resolution is smaller than 16:9 aspect ratio
- added more characters in battle unit hierarchy for brigades to see the brigade number
- production information of the building paths now is shown completely within the box

Others:
- added French and Spanish version of blue mouse over tooltips
- empty forts which are located on own terrain can now be chosen (to upgrade etc.)
- updated manual to version 1.103

Title: Re: The Seven Years War
Post by: Asid on March 26, 2016, 06:34:54 PM
Updated manual:

Manual (version 1.103): Click Here (http://cdn.akamai.steamstatic.com/steam/apps/400470/manuals/THE_SEVEN_YEARS_WAR_-_Game_manual.pdf?t=1458983757)



Title: Re: The Seven Years War
Post by: Asid on April 04, 2016, 12:07:34 AM
Update to version 1.104(2)
2 April

Game enhancements:
- native clans now "spend" fireweapons and horses if they attack enemy trains (1.1034)
- added native range if a clan is selected (1.1036)
- reduced information about enemy units in battle if fog of war is active (1.104)

Game balance:
- increased necessary relations for native alliances (1.1036)
- increased damage for naval battles (1.104)
- reduced influence of distance on the goods pickup by merchants to support pickup of low cost products along a larger distance (1.104)
- AI now does not cancel player's trade agreements unless war erupts (1.1041)
- reduced influence of educational buildings on research (1.1041)
- reduced cost/earnings of technology trades (1.1041)

Fixed bugs:
- fixed crashes related to choosing empty forts (1.1031)
- fixed crashes related to multiple start of battles or campaigns in one session (1.1031)
- fixed overlay in campaigns after starting second campaign in same session (1.1031)
- fixed units with no platform which led to hardly attackable enemy units after first campaign battle (1.1031)
- fixed non intentional start of a siege if a unit ends its final waypoint near the city but reaches interim waypoint (1.1031)
- fixed native ally ranking (1.1033)
- fixed traders not delivering fireweapons and horses to natives (1.1033)
- fixed enemy regiments not attackable if they have not moved since the start of the battle (1.1034)
- allied divisions in range can now participate in battles (1.1034)
- improved line of fire in battles (1.1034)
- game gui is now visible if autosave was reloaded which was saved when a menu was open (1.1037)
- fixed starting position of French 9th Division in North America, starting in British terrain in "On the eve of war" scenario (1.1038)
- fixed crash when deleting a division while fort overview is open (1.1039)
- fixed not recognized forts for unit transfers if buildings were earlier deleted (1.1039)

Layout:
- maximum game resolution is now limited by the desktop resolution (max 1920x1080), this led to larger menus (1.1032)

Others:
- implemented ok button to quit final battle statistics of campaign battles to prevent quitting due to accidental clicks (1.1031)
- keyboard scrolls in campaign now also possible if armies and fleets are selected (1.104)
- rivers are now (very slowly) passable (1.1041)
- updated manual to 1.104 (more details on natives)

Title: Re: The Seven Years War
Post by: Asid on April 17, 2016, 11:31:28 PM
Update to version 1.105(3)
17 April

Game enhancements:
- added new mountain models for campaign mode
- added fallback of skirmishers

Fixed bugs:
- fixed crashes related to high casualty animations in battles
- fixed disappearing unit sprites in battles
- units search their retreat path better now, preventing rush into enemy units
- improved aiming at enemy units in battles, sometimes enemies in range could not be fired at
- fixed cavalry units moving constantly with uncoordinated orders on
- advance/fallback orders now stop barricade building
- ammo range is now used correctly depending on the chosen ammunition type
- fixed freezing of dying sprites
- Louisbourg loam resource has been replaced to gain access
- fleets now move back to resupply correctly

Balance:
- improvement of performance of battles
- rebalanced uncoordinated orders for sudden artillery morale drop if enemy advances
- reduced experience growth in battles by approx. 30%
- barricade building is now stopped if unit is under musket fire or in melee
- increased losses of artillery units in close combat
- formations cannot be changed if unit is in close combat
- increased realism of square formations: forming squares take more time, if cavalry reaches before finished -> square is broken up, cavalry retreats automatically if hitting a square
- reduced native village growth
- reduced starting quantities of products depending on the city size

Others:
- melee unit scattering is reduced
- improved regimental unit selection -> move mouse over flag to watch mouseover-information, click on each sprite and flag to select
- both first divisions (own and enemy) now reach the battlefield at the same time, no waiting for the own troops or opponent
- if clicked on a news entry, mentioned units are now selected
- barricade building can now be stopped by pressing the barricade button again
- AI uses skirmish and column formation more often
- when war is declared victory points are starting with -15 to prevent immediate peace negotiations
- increased population contrast of the bigger nations to the smaller ones for more historical accuracy
- armies of Austria, France and Russia have been increased at the start of a new campaign
- experience of Prussian units has been increased at the start of a new campaign
- added minimum levels for diplomatic actions (technology transfer)
- AI behavior of natives is used more against the player

Layout:
- replaced shrapnel and bullet animation in battles
- reduced casualty sprites in battles
- reduced size of battle provincial buildings

Title: Re: The Seven Years War
Post by: Asid on April 24, 2016, 09:36:08 PM
Update 1.106 - MAJOR BATTLE IMPROVEMENTS
24 April

Game enhancements:
- adopted new fatigue balancing system

    added fatigue for different terrains
    standard formations now cost only 10% fatigue
    marching column reduces fatigue
    building barricades increases fatigue
    increased fatigue effects when running
    implemented fatigue for close combat and firing
    if fatigue is high then melee casualties are also higher
    high fatigue now leads to loss of morale

Fixed bugs:
- fleets attacking trading fleets got stuck in a “naval battle” and could not disengage
- conquered trading fleets were reappearing but were invisible
- recruiting mercenaries from neighbouring provinces caused too high negative relations
- attaching regiments to mother regiment now works
- fixed wrong sprite appearance after cannons are captured
- removed duplicated regiments in hierarchy which were detached earlier
- fixed crash related to detached regiments after battle ends
- unit marks now move when attacking enemy regiments (targets, waypoint destinations)
- improved regiment to object facing (barricades, captured cannons)
- artillery targets could not be set manually
- sensitivity and numbers of close combat information windows improved
- barricade building timer was shown on top of GUI

Balance:
- naval combat experience gain reduced and limited
- new morale balance in general, heavy salves lead to high morale loss, small casualties from the distance have low effect
- removed AI fastmarch for artillery
- improved retreat behavior due to routs
- melee now stops regiments movements to prevent better combat lines, fallback orders units in melee to retreat

Others:
- improved click sensitivity on enemy units
- when ordering a new target for close combat action a sabre sound is played
- repressing the barricade button stops barricade building or renews building if nearby
- brigade and division flags now change size with the zoom mode
Title: Re: The Seven Years War
Post by: Asid on May 01, 2016, 01:35:04 AM
Update 1.107 released
30 April - keppelmueller

Game enhancements:
- implemented automanage tax-option in city menu (lmc for single management, rmc for all of your cities)
- added drum signals for brigade and division movements (if infantry regiments attached)

Balancing:
- general improvements of FPS in battles
- improved unit selections (now switching when units are overlapping) and attacking (stick to target)
- improved routing and retreat behavior of units

Fixed Bugs:
- solved issues with detaching/attaching regiments (brigade selections and crashes at the end of battles)
- new mountain models disappeared after seasonal change or battles
- fixed fallback order moving into wrong directions
- fixed stuck regiments in battles
- fixed non producing (AI) companies at campaign start

Others:
- allies now automatically have and grant wayrights
- the speed of autorally now depends on the unit experience
Title: Re: The Seven Years War
Post by: Asid on May 16, 2016, 03:46:24 PM
Update 1.108
16 May - keppelmueller

Balancing:
- improved AI switching from line to skirmish formation
- forming squares and unlimber/limber delays now go slower
- melee adjusted for better lethality (except artillery reduced a bit)
- routing and morale gain readjusted to make units flee for longer time
- reduced demand of cities with higher population
- readjusted population of nations for better balancing
- better working economy progression when starting later campaigns
- improved waypoint accuracy (e.g. reduced stuck armies near foreign borders)
- capped diplomatic relationship with 100 when earning points through ally meeting points
- increased diplomatic cost for subsidy payments
- diplomatic costs of claming non occupied provinces increased
- diplomatic costs and minimum requirements adjusted (alliances, wayrights)

Bug fixings:
- regimental flags are now centered properly for all unit formations
- fixed influence of fatigue errors in different game speeds
- regiments may now not shoot through own units in front, but may shoot over if terrain behind is slightly higher or artillery shots on high distance due to higher fire angle
- fixed bug where units sometimes moved off from their given waypoints and sometimes crossed impassable terrain
- removed footprints of embarked troops in the embarking region (sometimes enemy divisions could engage there already embarked troops)

Others:
- sea terrain may now not be moved on, new terrain coast added
- routed units may now not be given orders or moved (buttons greyed out)
- added historical event of Prussian invasion of Saxony 1756 for Austria and Russia for more historical accuracy

Note: huge download volume (~1 GB) due to redrawing of battlefield skins to add coast terrain.

Title: Re: The Seven Years War
Post by: Asid on May 16, 2016, 10:07:06 PM
Steam Sale

WEEK LONG DEAL! Offer ends 23 May

15% off = £12.74

http://store.steampowered.com/app/400470/
Title: Re: The Seven Years War
Post by: Asid on June 17, 2016, 04:51:26 PM
Update 1.109
17 JUNE - KEPPELMUELLER

Game enhancements:
- implemented zoom mode for campaign mode
- added optional historical features (historical units, artillery ammo and formations only)
- added additional 18th century background music for campaign
- city overview implemented in statistics bar on top of campaign page; army and fleet statistics now combined in the right army & fleet statistics button
- Added UI enhancements access via tooltip (top right “i”): information about city macro economic troubles, information about supply shortages
- detailed trade reports for each province and the whole nation -> can be accessed via the goods overview menu
- new research functionality: the more nations a tech have researched, the faster it goes for the remaining nations
- information about new construction possibilities for sieges shown in the side information (hammer)
- added F-key support for statistics menus in campaign mode

Balancing:
- Research speed increased
- improved AI forming of battle lines in micro combat to reduce overlapping when firing
- enemy cavalry units now not attack headless the enemy lines but wait for opportunities or flank movements
- improved retreat paths to avoid retreating through enemy lines
- improvement of fatigue influences
- improved economy progression model for later scenarios
- corruption now depending on the city size -> larger cities have more base corruption
- increased negative effect of unemployment
- reduced available supplies for defending towns
- improved diplomatic tech trading
- balanced garrison and defense building settings
- reduced fort damage during sieges
- rebalanced naval battle damages
- improved scroll (decrease) speed in campaign map so that time for scroll-finishing is reduced

Others:
- now distinguishing between conquering and occupying provinces in the campaign goals (depending on the scenario length)
- units do not rally if suffering more than 50% casualties (automatic or manual rally)
- increased update cycle of melees
- reduced melee scattering to prevent better front lines
- improved corruption information
- empty fleets are now returning to harbor automatically and have to stay there or be disbanded
- building upgrades: level 2 farm now not requiring 1 artillery any more
- setting Russia as ally of Saxony in the 1756 campaign
- next/previous town buttons now “loop”
- normal size cursor in battle preview screen
- fixed several typos in English version
- in battle start screen (campaign battle), OK button is enabled after loading (similar to battle results) so accidentally clicking somewhere will not take you to battlefield
- sieges: weapon symbol next to unit symbol in hierarchy menu now indicates it is placed in a trench

Bugs fixed:
- ships that go back to harbor are automatically getting new crews
- fixed: sieges of towns near the sea start if fleet is moved close to the enemy town, although division is still on board
- fixed: battles start if enemy divisions are on the coast and a fleet with carrying divisions is moved close by
- officer recruiting and recruits growth now work properly
- fixed: when loading a game or fighting a battle, sometimes the units taking part in sieges are forgotten (and moved out of trenches)
- fixed time cycles at the start of a new game (not updating charts, not updating sieges)
- fixed: unit stopping in range of enemy town starts a siege still sometimes
- fixed: sometimes if battles happen during sieges, player loses control of the defending units in siege
- fixed: AI divisions not engaging in combat sometimes
- fixed: sometimes border colours are not updated promptly
- fixed: order buttons (double time, advance, fall back) sometimes remain looking like they were pressed down after use
- fixed: death animations are slow on normal speed: the animation frames are shown a few seconds each
- fixed: build industry menu: clicking industry, if something under it, it's selected instead
- fixed: when saving a game, Pressing ”P” when writing the name of the save, functions as PAUSE
- fixed: when a unit is selected in campaign and player RMC left side info icon (to make it go away) instead a movement order is given to the unit.
- fixed: battle ground textures near buildings are sometimes drawn in the air
- native firewater actions now have the shown amount as relations effect
- fixed: 25 OCT 1760 - a message about Hannover (crown icon) appears, but it has no text.

Title: Re: The Seven Years War
Post by: Asid on July 26, 2016, 06:51:26 PM
Update 1.220
25 JULY   - KEPPELMUELLER

Update 1.220 balancing updates & fixing smaller issues:

- added information in the terrain info: if unit has advantage from barricades
- added information in the terrain info: terrain elevation
- added information about coming DLC features
- fixed: if player constructs buildings the jobless rate rises instead of falling
- correcting wrong experience effect on loading speed (only to be seen in
- rebalanced fog of war distances & terrain influences
Title: Re: The Seven Years War
Post by: Asid on July 28, 2016, 04:34:01 PM
Announcing: The Battle Pack DLC
28 JULY - KEPPELMUELLER
Heading for release in September 2016:

http://store.steampowered.com/app/485840/?snr=1_5_1100__1100

(http://cdn.akamai.steamstatic.com/steam/apps/485840/header.jpg?t=1469680695)

The Seven Years War (1756-1763) Battle Pack
- 6 Additional historic battles
- Build your own custom battles
- Weather effects with influence on the troops' conditions
- Order your commanders to take initiative on the battlefield
- New unit: horse artillery
- Additional unit statistics during and at the end of battles
- New quick attack and retreat orders
- Polished battle goals

Based on the community votes, the new historic battles include:
- Abraham Plains (1757)
- Sainte Foy (1760)
- Zorndorf (1758)
- Carillon (1758)
- Prague (1757)
- Lovositz (1756)

Title: Re: The Seven Years War
Post by: Asid on September 08, 2016, 07:41:26 PM
Update 1.224 released
Community Announcements - keppelmueller

Balancing
- increased battle time scale
- added higher speed for cavalry when in fastmarch
- adjusted artillery unit speed
- renewed melee actions (better sticking, more updates)
- readjusted melee casualties when fatigue is high
- AI retreating units do not start barricade building if on retreat
- increased aggressiveness of AI cavalry
- improved AI wheeling to concentrate more on one target
- improved fallback of skirmishers
- increased speed of land traders
- land traders now return immediately to their hometown if no cargo was loaded for way back
- automatic trigger of historic AI events
- improved financial behavior of AI to prevent bancruptcy of AI

Others:
- improved FPS in battles
- increased RMC sensitivity in battles to trigger better fastmarch orders and exact attack orders
- added additional campaign battle tooltips (english version)
- greater distances for single regiment movements to allow better wheeling
- garrisons in occupied provinces are now dispersed

Bugs:
- fixed sometimes flickering campaign map (green, white, red)
- fixed: campaign fog of war: if an alliance is cancelled by player, the fog of war does not return to cover ex-ally lands
- town fires now fit to terrain level
- fixed huge mountain in baltics map
- unit states and routes from former (historical) battles fixed
- fixed: when buying/selling provinces via diplomacy, they are not fully given, but only half and need to be annexed via town menu
- fixed: if player has units inside another country and cancels alliance, the wayrights automatically are lost, but the units in foreign lands remain and cannot be moved (no wayrights).

Title: Re: The Seven Years War
Post by: Asid on September 24, 2016, 03:32:44 PM
Update 1.226 released
Community Announcements - keppelmueller

Fixing some smaller issues:

- fixed occasional crashes or low FPS caused by minimap in campaigns
- fixed double information of war declarations
- siege attacks now work properly when multiple sieges active
- remaining food calculation in sieges improved
- fixed: lumber mills do not find resources if number of trees is reduced in options menu
- loan interest costs now shown properly in finance menu
- fixed: building upgrades now replace building model instantly on campaign map
- newsfeed tabs: information now fit into tabs
- fixed overlapping tooltips in city menu
- confirmation of renaming regiments now does not switch to next city
- fixed overlapping windows if historical events are triggered
- text now fits into mercenary tooltip
- population effect on corruption now shown as positive
- preventing running through of opposing regiments in melees
- red barricade timers now hidden if fog of war is activated

Title: Re: The Seven Years War
Post by: Asid on September 30, 2016, 06:48:13 PM
The Battle Pack DLC Released

£3.99
http://store.steampowered.com/app/485840/?snr=1_5_1100__1100

(http://cdn.akamai.steamstatic.com/steam/apps/485840/header.jpg?t=1469680695)

The Seven Years War (1756-1763) Battle Pack
- 6 Additional historic battles
- Build your own custom battles
- Weather effects with influence on the troops' conditions
- Order your commanders to take initiative on the battlefield
- New unit: horse artillery
- Additional unit statistics during and at the end of battles
- New quick attack and retreat orders
- Polished battle goals

Based on the community votes, the new historic battles include:
- Abraham Plains (1757)
- Sainte Foy (1760)
- Zorndorf (1758)
- Carillon (1758)
- Prague (1757)
- Lovositz (1756)
Title: Re: The Seven Years War
Post by: Asid on October 18, 2016, 01:09:42 PM
Game improvements
Currently in development queue:

•   Improve way-pointing in campaigns
•   A load/save function for battles (resume game).

But could be November until update...
Title: Re: The Seven Years War
Post by: Asid on October 18, 2016, 06:41:50 PM
Pomeranian War - DLC announced!
18 OCTOBER - KEPPELMUELLER

Available: 25 November

(http://cdn.akamai.steamstatic.com/steam/apps/538430/header.jpg?t=1476765797)


ONCE A GREAT NORTHERN EMPIRE, NOW DEGRADED. A FLEETING MOMENT IN HISTORY. A CHANCE TO RESTORE WHAT WAS LOST?

In 1757, with the Seven Years' War raging in Europe and the colonies, the so far neutral Sweden under the political leadership of the hard line Hats -party decides to take advantage of the situation by allying once again with France, joining the anti-Prussian coalition.

https://youtu.be/sm74iVQFJjM


Features:
- new playable nation: Sweden
- 5 new campaign scenarios for Sweden, where you may attempt to lead the nation from 1750 all the way through the war, or go for historical goals in the two major operations of the war. Or maybe even restore the empire of the era of great power, ”stormaktstiden”, lost in the Great Northern War...
- two new national policies: Naval invasion preparations and mercantilism
- new nation specific historic events and march music for Sweden
- revised and expanded roster of Swedish military units
- bonus scenario for the French, with historical strategic goal of invading Britain in 1759

Title: Re: The Seven Years War
Post by: Asid on November 06, 2016, 02:50:25 PM
Today is Gustavus Adolphus Day!

My name is Ilja Varha, and I am the designer of the upcoming Pomeranian War DLC for Oliver Keppelmüller’s strategy game The Seven Years War (1756-1763). During this November, prior to release, I will introduce you to the DLC and the history behind it.

On this date (according to Julian calendar used in Sweden at the time) Gustavus Adolphus day is celebrated in Sweden and Finland, commemorating the death of the king in battle of Lützen 1632, and all things Swedish.

Stormaktstiden - the era of great power

Sweden emerged as a great European power and forerunner of Protestantism in the 17th century. The battles fought against Russia and Polish-Lithuanian Commonwealth, and the intervention during the Thirty Years War marked the rise of the small nation into a Nordic empire, a rise that was accomplished mainly militarily.

The reformed Swedish army under Gustavus Adolphus was said to be the most modern and best trained in Europe, when the Swedes crushed the Catholic league army in Battle of Breitenfeld, September 1631. For the use of shock tactics, large scale deployment of regimental cannons, drilling the troops to fire close range musket salvos, and fierce charges by the Hakkapeliitta cavalry, Gustavus is commonly acknowledged as one of the fathers of modern combat. He was deeply admired by later great commanders like Napoléon Bonaparte.

(http://downloads.thesevenyearswar.com/Pomerania/1.gif)
King Gustavus Adolphus and his troops after Breitenfeld (1631).

With such a small population, Sweden used an allotment system to fill the ranks in its army. This way of early conscription provided the needed numbers during war without having to pay for a large standing army. But it had its downside as well: for example as much as one third of Finnish male population died in military service during the 17th century. During wars Sweden also employed local mercenaries, as was the common practice.

The warrior king Adolphus defeated the Catholics also in the daring crossing of river Lech in April 1632, his masterpiece as commander-in-chief. He died in the bloody battle of Lützen, leading a cavalry charge against the Imperial left wing. After the costly victory Swedes were decisively defeated in Nördlingen in 1634, but recovered and went as far as to siege Vienna. When the Thirty Years War ended in the peace of Westphalia 1648, Sweden was among the victors. These peace terms were later to be used as casus belli when Sweden entered the Seven Years War.

Sweden’s momentum was maintained in following wars. By 1660s Sweden was at the height of its size and power. During these times Sweden also possessed small colonies in Africa and North America! But by then Sweden had also made a lot of enemies. The end of the era of great power came with the Great Northern War, lasting 21 years in 1700-21. The elite Swedish carolean army, named such for serving kings Charles XI and XII, gained many great victories, like that at Battle of Narva in November 1700, but in the end the opposition was too great. Charles XII died in combat in 1718 and in the end Sweden lost much of its dominions to Prussia, Russia, Hanover, etc. The war saw the rise of Russia as a new great power under Tsar Peter I the Great, while Sweden was diminished into a mere regional power.

(http://downloads.thesevenyearswar.com/Pomerania/2.png)
Caroleans assaulting the Saxons in the battle of Düna in 1701, during the Great Northern War.

The Age of Liberty

After the death of Charles XII, power was taken by the Swedish parliament of estates, the Riksdag, and the monarchs were reduced to mere figureheads. As Sweden had been an absolute monarchy since 1680, the new era was called the age of liberty. During this time two main parties were competing for power. At first power was with the Caps party and a general of the Great Northern War, Arvid Horn. The hard line Hats party was in favor of alliance with France, as it had been in the Thirty Years War. The Hats seized power in 1738 and immediately started a campaign to regain Swedish greatness.

Their first campaign was the Hats’ Russian War 1741-43 fought in Finland to regain lost territory. During this war it became obvious that the Swedish army was no longer the invincible force of Gustavus Adolphus or Charles XII that struck fear all over Europe. Instead the demoralized and poorly lead army was driven back and Finland was briefly occupied by Russia, a period known as Small Wrath in Finland. When the costly war ended in treaty of Åbo (Finnish Turku), Sweden had to cede eastern part of Finland to Russia, and also promised to elect the next king according to Russian will. But if the Hats were not good at making war, their political cunning would allow them to maintain power even after this catastrophe.

The ceded part of Finland also included all the border fortifications, and work to fortify the new border began. The line of forts running from Sveaborg (Finnish Viapori, later Suomenlinna) in the Gulf of Finland, up the Kymijoki -river was never completed due to lack of funds. This along with the strong Swedish navy was taking biggest part of military spending, and the army was again neglected. At the time Swedish army had so called seniority system in use. Also titles could be sold to highest bidder. These combined meant the average Swedish officer was not the most competent one for the task, but rather the one with the money and service years.

(http://downloads.thesevenyearswar.com/Pomerania/3.jpg)
The fortification of Sveaborg was built to protect the new border of the treaty of Åbo.

Economically Sweden was following policy of mercantilism, a financial protectionism. Some extra revenue was gained by the Swedish East India Company (SOIC), but the domestic production in Sweden and Finland suffered from small population. Increased profits were made selling tar produced in Finland.

Entering mid-18th century, the Hats held power and prepared the country for another war. The past glory of stormaktstiden was still theirs to grasp, or so they believed…

(http://downloads.thesevenyearswar.com/Pomerania/4.jpg)
Mercantilism is one of the 2 new national policies available in Pomeranian War DLC.

The Road to War

Starting the Swedish campaign in 1750 in the Pomeranian War DLC, you can choose whether to follow the historic path into the Pomeranian War, or to try to restore the Swedish holdings in Europe. Either way, there is plenty to do to achieve the goals, and a long and difficult war ahead.

(http://downloads.thesevenyearswar.com/Pomerania/5.jpg)
Swedish Road to War campaign scenario requires occupation of Prussian territory in Pomerania and Brandenburg. This was the historic objective for the Swedes in the war.

(http://downloads.thesevenyearswar.com/Pomerania/6.jpg)
Sweden had lost majority of their mainland holdings in the Great Northern War. Restoring Past Glory -scenario allows you to right this wrong, but do notice the difficulty level!

As The Seven Years’ War (1756-1763) has a deep and complex economic system built in it, along with population management, you will be facing the same challenges as Sweden did historically. The population will not be enough to maintain strong industry and a large military at the same time. Your armies are degraded and but a few officers up to task. You can count on the Swedish fleet though, but the coming war will be won or lost on the ground.

The army of Sweden has only a few standing units when the scenario starts, but thanks to the revised allotment (Swedish “Indelta-“) system your nation’s recruiting potential is high. The Swedish infantry of the time is of mediocre quality, but cavalry has maintained good competence over their foes, and the artillery has good quality cannons. But the main problem will not be the quality of your army, but rather your ability to maintain it in fighting condition! Replenishments are hard to come by, and upkeep and supply costs may prove to be hard to bear, especially so if you choose to engage your arch-enemy Russia in its territory!

(http://downloads.thesevenyearswar.com/Pomerania/7.jpg)
The revised Swedish roster in Pomeranian War DLC.

You have time to prepare your nation to the coming war, so make it count! Along the way you may use the Swedish research potential to gain some leverage. There are also a number of historic dilemmas for you to consider, that may help in the war preparations. But remember, for the Hats only military gains will do!

(http://downloads.thesevenyearswar.com/Pomerania/8.jpg)
Tar is needed to keep the fleets afloat, and demand in Europe is high. Nationalizing the profits will not please the producers in Finland, but they’ll get over it, right?

Unleash the Swedes! Pomeranian War DLC will be released November 25th. In the meantime, why not write up a review if you enjoy the game!

(http://downloads.thesevenyearswar.com/Pomerania/9.jpg)
Make Sweden great again! Do you have what it takes?

(http://downloads.thesevenyearswar.com/Pomerania/10.jpg)
PS. Notice anything new in the main menu? Resume -function allows continuing battles too! The game will receive a major free patch prior to release of the Pomeranian War DLC.


On Steam: Click here (http://store.steampowered.com/app/538430/)

Title: Re: The Seven Years War
Post by: Rinix on November 06, 2016, 03:03:07 PM
Ilja Varha is known to us Steel Beasts players as Zipuli. ;)
Title: Re: The Seven Years War
Post by: Zipuli on November 06, 2016, 04:36:52 PM
Ilja Varha is known to us Steel Beasts players as Zipuli. ;)

Nice to see our project covered here as well! Stand by for more information later this month. And yes, because I have been busy with the Swedes, I have not been able to get much turret time lately. Cheers! =)
Title: Re: The Seven Years War
Post by: Asid on November 06, 2016, 04:44:09 PM
Good to see you here Zipuli. Welcome to our group.

I do try and keep people up-to date with Seven Years War. Feel free to give us as much info as you can...Don't forget the details... We love details :)

Again welcome.

Regards
Title: Re: The Seven Years War
Post by: Zipuli on November 06, 2016, 05:14:52 PM
Will do, stand by ;)
Title: Re: The Seven Years War
Post by: Asid on November 13, 2016, 05:42:02 PM
Update 1.334 released
13 NOVEMBER


Game enhancements:

- added resume game function to continue campaign games and battles
- improved pathfinding in campaigns
- polished: Changing of Fredrik Axel Fersen image to better quality one
- enhanced manual (adding features of DLCs)

Game balance:

- rebalanced: Native relations now lose value continuously
- rebalanced: AI repairing industries after looting or upgrading industries during game.
- rebalanced: Cavalry get huge amount of experience in autoresolved battles most of the time
- rebalanced: Sweden has no loam mines in start of game (the road to war)
- rebalanced: Autocalculated battle results are not considered as victories in campaign goal accomplishment.
- rebalanced: Swedish commander training level from 0,35 → 0,5
- rebalanced: fleet size and positions
- rescaled some ingame images to add game stability

Fixed bugs:

- fixed: Campaign start: Sweden has a mine that is not near a resource
- fixed: A coal resource in Stockholm is so close to map edge, that it cannot be utilized
- fixed: The west Stockholm iron and coal resources are partially so close to map edge, that mines built in the campaign economic progression (automatic) can be left outside the map
- fixed: Stockholm is so close to map edge, that when you zoom in, the city will not fit in screen.
- fixed: embarking and debarking topics
- fixed: Forced recruits show wrong info (tooltip when cursor over button)
- fixed: Recruiting growth now better linked to population growth
- fixed: Harbor window: “minimum crew missing”, even when there are a lot of recruits available. Also if ship is moved from fleet to harbor, it cannot be moved back!
- fixed: Native qualities (population, trade, strength (number of guns), range (horses)… (but not relations!)) carry over from previous game, if a new game is started during same session.
- fixed: Enemy army surrendered (message shown, prisoners shown in diplomacy), but the army still remains in field.
- fixed: Prisoners carry over from previous game, when a new scenario is loaded during same session.
- fixed: GUI: When saving game, using a hotkey like “5” will open up the tab and mess up the save menu.
- fixed: although wayrights of Poland are active, crossing Russian division is automatically repulsed to own terrain
- fixed: Fleets not always penetrating fog-of-war, but are hidden in it, only accessible via fleet overview window.
- fixed: carry over of building variables of old games in same session (concerning mostly build progress)
- fixed: carry over of recruiting times of old games in same session
- fixed: BUG: Loading more than 1 division into same fleet causes does not work
- fixed: Units in forts/garrisoned in towns don’t recover morale
- fixed: Disperse fleet -function does not work at harbours at all times.
- fixed: Carryover of siege information in ongoing game session.
- fixed: Disbanding army with units with 0 men leads to memory access violation
- fixed: If campaign fog-of-war is OFF, units embarked into fleets will get bugged
- fixed: Custom battle: Artillery weapons in 1760 may get wrong weapons
- fixed: All forts’ garrisons disappear when trading or losing provinces
- fixed: sieges are now broken up if peacy trady is negotiated

Title: Re: The Seven Years War
Post by: Zipuli on November 13, 2016, 07:13:32 PM
Beat me to it :)

But here's Oliver's response to a popular request, which is how to save and resume battles later, see images!

And please, if you enjoy the game, why not drop a review @Steam to spread the word! =)
Title: Re: The Seven Years War
Post by: Zipuli on November 18, 2016, 04:10:25 PM
More info on the upcoming DLC, ahoy:

This date in 1758 saw another small scale combat of the Pomeranian War, in town of Güstow, between Swedish forces under general von Lingen and Prussian detachment from the army of general von Manteuffel. By then the Swedish campaign, started in spring 1757, was already showing signs of turning into another disappointment.

The Invasion of Prussian Pomerania

During mid-1750s, The power of the Riksdag (Swedish parliament of estates) was being undermined by the Queen of Sweden, Louisa Ulrika. The new king Adolf Frederick was kept under control by the Hats party, but the cunning queen had plans to restore absolute monarchy in Sweden. The attempted coup was revealed in June 22nd 1756 and this tightened the political grip of the Hats party, now under Axel von Fersen. With the gained momentum, the Hats were free to steer Sweden to their liking, even more than ever.

When the Seven Years’ War broke out in August 1756, Sweden remained neutral. But as the great alliance against Frederick II seemed to inevitably win, the Swedish ambition to regain the territories lost to Prussia in the Great Northern War was growing in the Hats party. Early 1757 Sweden mobilized the field army and started hastily transporting them to Stralsund, the Swedish outpost in Pomerania. The plan was to gather an army 20.000 strong, and with the backing of French coin attack Prussia while their focus was still in Austria.

(http://downloads.thesevenyearswar.com/Pomerania/nov18_1.JPG)
Internal fight for power before the Pomeranian War: Queen Louisa Ulrika, sister of Frederick II of Prussia, and Axel von Fersen the elder, in command of the Hats party. Louisa is said to have been portrayed masculine in the paintings of the time to discredit her.

The army was in no way ready for an operation such as this, and the movement to Pomerania was shadowed by confusion. Regiments from Finland and Sweden reinforced the mainly German garrison army of Pomerania, and the created force was placed under command of marshal Mattias Alexander von Ungern-Sternberg. At the time the army had no magazine, commissariat, pontoon, or light troops, all which would have been needed for a proper military operation to succeed…

The initial invasion of Prussian Pomerania in 1757 was aborted by von Ungern-Sternberg and he returned with his army to Stralsund and Rügen, where Prussians laid siege on them. Only an intervention by the Swedish arch-enemy Russia in June 1758 saved the campaign. After this the Swedish commander-in-chief was replaced by Gustaf von Rosen and soon after by general Hamilton. The command would change two more times during the war; such was the crisis in leadership.

The first real success in the war was the capture of fort Peenemünde, guarding the mouth of river Oder, by Augustin Ehrensvärd in July 1758. Later this commander of fortification works in Finland was to become the commander-in-chief in Pomerania. After the limited success, Swedish army tried to march out to support first their Russian, then Austrian allies, but were stopped by Prussians in Brandenburg. After losing battle of Tornow and stopping Prussian advance in Fehrbellin, Hamilton marched back to Stralsund, suffering increasing number of losses to attrition and disease.

(http://downloads.thesevenyearswar.com/Pomerania/nov18_2.jpg)
The siege of fort Peenemünde. The fortification was seized by Ehrensvärd in July 27th 1758, after which Hamilton with 16.000 men attempted to march to support the Russians at Küstrin. The same Russians were soon defeated in the battle of Zorndorf.

On November 18th Hamilton was eager to revenge the setbacks. He ordered general von Lingen to attack town of Güstow. The assault was repulsed by a small force of Prussian grenadiers, taking cover behind a stone wall, and the Swedes were forced to withdraw. The Prussian commander general Heinrich von Manteuffel had reserves available in a camp close by and an attack by Prussian dragoons and hussars almost routed the Swedes, before the situation was stabilized with use of canister by Swedish cannons. The battle itself saw no more than a few thousand participants, and the Pomeranian War became increasingly characterized by lot of back and forth movement, sieges, attrition and indecisive engagements. Returning to Swedish Pomerania, Hamilton was forced to resign.

The Final Attempt

Year 1759 started again with the Swedish army retreating back to Stralsund, losing garrisons on the way. Only another intervention by Russia freed Swedish Pomerania, but the Swedes were unable to continue campaigning until fall. The army moved out again towards the main goal, Stettin. Covered by this move, the Swedish coastal fleet Skärgårdsflottan moved up to Oder lagoon and defeated the small Prussian fleet in the battle of Frisches Haff. The Swedish navy once again proved its worth, but the Swedish army was unable to siege Stettin and returned to winter quarters, followed by Manteuffel’s Prussians.

(http://downloads.thesevenyearswar.com/Pomerania/nov18_3.jpg)
The battle of Frisches Haff in Oder lagoon September 1759. Swedish archipelago fleet (Skärgårdsflottan), specialized in coastal combat in the Gulf of Finland against Russians, defeated the small Prussian fleet.

In January 1760 Manteuffel attacked Swedish Pomerania, but got repulsed and was himself captured. The Swedes saw a chance to exploit the situation, as Prussian attention was elsewhere. But the final attempts to realize the war goals during 1760-62 were to prove unsuccessful, even when the leadership problems started to get solved under Augustin Ehrensvärd, and light troops under Jacob Magnus Sprengtporten, the so called “Sprengtporterna”, gained small victories against the Prussians.

When Elizabeth of Russia died and the new Tsar allied himself with Prussia, the Swedish leaders realized all was lost. The war ended in the peace of Hamburg 22nd May 1762, where status quo between Sweden and Prussia was restored: Sweden gained nothing from the war. The combat losses may have been low, only a few thousand, but the total loss of life due to sickness and attrition was far greater. And even more so was the popularity hit on the Hats party, who eventually lost their power in 1765. Swedish Pomerania was later lost during the Napoleonic Wars, along with Finland.

The Pomeranian War

These are the conditions and realities you will find yourself in the later scenarios as Sweden in the Pomeranian War DLC. The 1757 campaign starts with transporting the army to Stralsund, numbering 20.000, and opening the hostilities with Prussia. If you are slow, the Prussians may strike the first blow!

(http://downloads.thesevenyearswar.com/Pomerania/nov18_5.jpg)
In March 21st 1757, Sweden enters the Seven Years War, attacking Prussia without a declaration of war. Maintaining army of 20.000 in mainland Europe may seem like an easy task, but with battles and attrition eating away and insufficient replacements available, you need to choose your battles carefully!

Defeating the Prussians in field battle is possible, and you have the numbers to engage in prolonged sieges, but the state of the army and quality of leadership is alarming. This leads to high desertion, especially so if losing battles. The real challenge is resupplying and replacing losses. Go in too aggressively in the beginning and you may find yourself with a combat ineffective skeleton of an army, with the hopes of victory fading. There simply are not enough people to press into service, to fill up gaps left by poor generalship. On the other hand, time is working against you…

But the situation may not be as dire as it may sound. Even though diplomatic relations are not great with the allies, you may gain support from them in coin and military involvement. Being able to draw away the strongest Prussian armies elsewhere may open up a possibility for a surprise strike. The Prussians are dependent on their economy and allies, so using the navy to blockade naval trade and armies to devastate the Prussian countryside may provide leverage in the long term!

(http://downloads.thesevenyearswar.com/Pomerania/nov18_4.jpg)

(http://downloads.thesevenyearswar.com/Pomerania/nov18_6.jpg)
In spring 1760 the Swedish army in Pomerania is in bad shape, thanks to poor management of the war. Can you turn the situation into your advantage?

Remember that tactical victories need to be expanded into strategic advantage, and this will require skill in both combat and management of your nation: The Seven Years War (1756-1763) takes into account supplies, recruitment base and morale, as well as attrition, desertion and upkeep of soldiers. A successful commander will need to harness the nation’s economy too to support the war effort. There is no tactics without proper logistics!
(http://downloads.thesevenyearswar.com/Pomerania/Nov18_7.jpg)
Some of the 14 new historic events in Pomeranian War DLC will provide relief in the appalling state of the army, but in the end it’s up to you to manage the war and prevent history from repeating itself.


Pomeranian War DLC will be released in just a week, on November 25th!

On Steam: Click here (http://store.steampowered.com/app/538430/)
Title: Re: The Seven Years War
Post by: Asid on November 18, 2016, 04:15:47 PM
lol...I was just about to publish this post when I got the message you posted :)

Thanks for posting. This title just gets better and better.
Title: Re: The Seven Years War
Post by: Zipuli on November 18, 2016, 04:19:43 PM
lol...I was just about to publish this post when I got the message you posted :)

Thanks for posting. This title just gets better and better.

My turn to beat you to it  8)

Also check out the new guide about army management in the game.

http://steamcommunity.com/sharedfiles/filedetails/?id=801641925
Title: Re: The Seven Years War
Post by: Asid on November 18, 2016, 04:30:58 PM
Great guide Zipuli. This should help quite a few people.

Thanks for taking the time to make it.

Regards
Title: Re: The Seven Years War
Post by: Asid on November 18, 2016, 07:08:58 PM
Battle of Prague by Zipuli

(http://images.akamai.steamusercontent.com/ugc/267231170573863195/4E8866D7991F4FC203B4BABB29AA7F6C401A7AE8/)
Title: Re: The Seven Years War
Post by: Zipuli on November 19, 2016, 04:57:05 PM
Same battle, different side... and unit size =)
Title: Re: The Seven Years War
Post by: Zipuli on November 20, 2016, 10:50:17 AM
Year 1759 became known in Britain as “annus mirabilis”, the year of miracle. The miracle itself was man made, achieved by the British navy on this date!

Britannia Rule the Waves!

Fighting between the British and the French had been ongoing since 1754, and war was officially declared in 1756 when French went to war against their old ally, Prussia, now allied with Great Britain and Hanover. For the British, the Seven Years War main effort was in the colonies, but the French focus was continental.

As the war went on, the British used their naval superiority, capturing Louisbourg and raiding the French coast in 1758. This was a disgrace to the French, and to turn the tide, French foreign minister Duc de Choiseul created a grand plan to knock the British out of the war by invading the British Isles themselves, with a force of no less than 100.000 soldiers! The French navy was to overcome or at least outmaneuver their British counterpart, after which the amphibious force would be landed. It was believed, that the small British army in their homelands would be easily defeated.

(http://downloads.thesevenyearswar.com/Pomerania/nov20_1.JPG)
Duc de Choiseul, french minister, and Sir Edward Hawke, commander of the British fleet in battle of Quiberon Bay.

Invading Britain was no new concept in itself. The previous French attempt in 1744, during the War of Austrian Succession, had to be abandoned when a violent storm hit the invasion fleet that sailed out of Dunkirk. And the Spanish attempt in 1588 with the ill-fated Spanish Armada was also still in fresh memory.

Thanks to effective network of spies, the British were aware of these French plans, countering them with a militia act among other things, bolstering the small army in Britain with large numbers of militia. But the decisive action would take place in the high sea, between the fleets of the two superpowers. Here the British so far had the upper hand, blockading French fleets in harbors and watching their every move.

The first major encounter was in the Battle of Lagos in August 1759, when French Toulon fleet in the Mediterranean slipped through British blockade and sailed out through the Straits of Gibraltar. But the fleet was engaged and defeated by British fleet under Sir Edward Boscawen. The French lost 5 out of 12 ships-of-the-line in the fleet, the rest escaped. This setback prevented the original invasion plans, but still Choiseul was determined to invade at least Scotland.

(http://downloads.thesevenyearswar.com/Pomerania/nov20_2.jpg)
Battle of Lagos was a French defeat, but Choiseul still would not give up the invasion plans.

The main blow came November 20th 1759, in the Battle of Quiberon Bay. The French fleet blockaded in Brest was ordered to move out and collect transports assembled in Gulf of Morbihan. The British blockading fleet under Sir Edward Hawke spotted the French slipping away exploiting favorable weather conditions. Hawke ordered pursuit.

Hawke had part of his fleet watching the transports at Quiberon Bay, under Robert Duff. The arriving French fleet under Comte de Conflans spotted them and gave pursuit. Duff managed to evade. The French fleet lost cohesion during the pursuit, and as they turned back, they were engaged by Hawke and the main body of the fleet. In the battle that followed the French fleet lost 7 out of 21 ships-of-the-line, a third of the fleet.

After the battle, French naval power was broken and the planned invasion had to be abandoned for good. The battle of Quiberon Bay also meant the French navy was unable to support the fighting in New France, and the victory in battle of Sainte-Foy in April 1760 could not be followed through. Quebec, lost to British in the battle of Plains of Abraham in 1759, remained in enemy hands.

(http://downloads.thesevenyearswar.com/Pomerania/nov20_3.jpg)
Battle of Quiberon Bay was later called “the Trafalgar of its day”. After the battle all French hopes to invade Britain were lost… but only for the time being.

The French Revanche

But let’s go back to March 1757; The war is still young. Financed by France, Sweden has just joined the anti-Prussian alliance, and the defeat of Frederick II seems to be just a matter of time.

(http://downloads.thesevenyearswar.com/Pomerania/nov20_4.jpg)
Pomeranian War DLC includes this bonus scenario for the French, including the historic grand strategic objectives of the nation.

In command of the French war effort, you have a glorious but very difficult, yet not entirely impossible task at hand: The original French ambitions to seize the currently Austrian held Spanish Netherlands is still the main strategic goal in Europe, but to gain a complete victory, the French must crush the British puppet of Hanover, and knock Britain itself out of the war. For this you need to hold the territories in the colonies, while strengthening your navy to outmatch the British. The plan of invasion must be carried through, and the first 50.000 French troops must be landed on British soil before 1760!

This requires good planning, research of new naval technologies and building of new ships. And maybe some luck? To defeat the British navy, you must choose the battles carefully, not to suffer a Quiberon Bay of your own. The British fleets guarding their homelands are stronger than yours. To bolster the navy, your industry must be reformed to produce the huge amounts of timber, iron, cannon and sailcloth needed in the ships. This will require a working transport network and open trade lines to New France where cotton for the sailcloth can be acquired. At the same time harbors must be upgraded and increasing number of sailors pressed to duty.

(http://downloads.thesevenyearswar.com/Pomerania/nov20_5.jpg)
The trade statistics show the sheer amount of materiel moving to French harbors to be transformed into ships-of-the-line and supplies for the fleets. But will it be enough?

And after finally engaging the British navy, there must still be enough materiel to refit the damaged fleets and resupply them with ammunition. All this will require more timber, sailors, and above all black powder and ammunition. Otherwise the battered fleets will sit in the docks crippled, unable to carry on the bitter fighting. So skills in battle need to be supported by a strong economy and industry. Only this way can the French establish naval superiority, and rule the seas!

When the time of invasion comes, you have a new national policy to take advantage of: Ordering naval invasion preparations in your country, the fleets will be augmented with troop transports, purpose built or confiscated from the trading fleets. This will effectively increase the transport capacity, but will also increase the cost to operate these strengthened fleets, so use the policy wisely, at the critical moment.

(http://downloads.thesevenyearswar.com/Pomerania/nov20_6.jpg)
Naval invasion preparations -policy comes in handy, whether invading Britain, ferrying Swedish army units to Pomerania, or moving in troops to the colonies as Great Britain. This is the other one of the 2 new policies in Pomeranian War DLC.

And once ashore, expect the British to throw their army at you, bolstered by their militia. Any captured ground will remain hostile and supplying the occupying army will be difficult, especially as most of your spending and production will be eaten up by the navy. The stubborn and proud Britons will not simply accept a French rule…

In The Seven Years War (1756-1763), the deep campaign mechanics in economy, industry, combat and supply modelling make sure you will have the necessary means available to complete your goals, but it will not be easy by any means. Great skill will be required. Are you up the task?

(http://downloads.thesevenyearswar.com/Pomerania/nov20_7.jpg)
The invasion force has landed and Southampton is under siege! British homeland army is moving in from two sides and the French move in to intercept. Without a supply base the invasion will be short lived, so the redcoats must be held at bay until Southampton falls!

(http://downloads.thesevenyearswar.com/Pomerania/nov20_8.jpg)
A battle erupts in the wooded countryside of Surrey, with the British determined to drive the French, moving towards London, back to the channel.

The bonus campaign scenario “French Revanche” will ship with Pomeranian War DLC, released in just 5 days! And like before, if you like the game, why not support the project by writing up a review in Steam?

Ilja Varha
Designer of Pomeranian War DLC

PS. Oh, and notice anything different in the options menu? Player requests are being heard! =)

(http://downloads.thesevenyearswar.com/Pomerania/nov_20_extra.jpg)
Title: Re: The Seven Years War
Post by: Asid on November 20, 2016, 04:59:25 PM
Very nice Zipuli. Keep them coming  :)
Title: Re: The Seven Years War
Post by: Asid on November 25, 2016, 05:54:40 PM
Update 1.336 released!

Update 1.336 improves the AI behavior and balancing in campaigns:

- AI aggressivity can now be adjusted in options menu, choose from: normal, aggressive, warmonger
- select option "military focus" to let the AI control your economy, your construction, your research, your financials and your policies
- enemy armies now make invasions over greater distances and also from allied territory
- enemy armies now wait for supply before continuing invasions
- increased AI naval movement
- rebalancing supply duration of sieges
- AI now assaults in sieges depending on the relative strength and morale to the defender
- AI now places more garrisons in occupied cities or forts
- breaking out of war due to historic events and behavior of allies now better balanced
- improved repairs and upgrades of AI buildings
- occupied provinces are now only tradeable in peace periods and to the claiming nation
- rebalancing of maneuver order

Fixed bugs:
- removed double goals after resuming historic battles
- loading commander data properly when resuming battles
- enemy armies now not moving away within sieges
- fixed some smaller fog of war topics in campaigns
- fixed not accessible buildings during repairs
- sieges are now broken up if peace is declared
- fixed infinate morale and strength numbers due to zero strength regiments sieges
- 12pdr now researchable

Others:
- updated manual:
http://cdn.akamai.steamstatic.com/steam/apps/400470/manuals/THE_SEVEN_YEARS_WAR_-_Game_manual.pdf?t=1480015314



Pomeranian War - DLC released!

Today I am proud to finally announce the release of Ilja Varha's DLC "Pomeranian War"!

http://store.steampowered.com/app/538430/

In 1757, with the Seven Years' War raging in Europe and the colonies, the so far neutral Sweden under the political leadership of the hard line Hats -party decides to take advantage of the situation by allying once again with France, joining the anti-Prussian coalition.

Features:

- new playable nation: Sweden
- 5 new campaign scenarios for Sweden, where you may attempt to lead the nation from 1750 all the way through the war, or go for historical goals in the two major operations of the war. Or maybe even restore the empire of the era of great power, ”stormaktstiden”, lost in the Great Northern War...
- two new national policies: Naval invasion preparations and mercantilism
- new nation specific historic events and march music for Sweden
- revised and expanded roster of Swedish military units
- bonus scenario for the French, with historical strategic goal of invading Britain in 1759

Historical background information by Ilja Varha:
http://steamcommunity.com/games/400470/announcements/detail/597119843280908762
http://steamcommunity.com/games/400470/announcements/detail/597119843274276519
http://steamcommunity.com/games/400470/announcements/detail/736730527326447096
Title: Re: The Seven Years War
Post by: Asid on November 25, 2016, 06:45:38 PM
The Seven Years War30% off

-30%  £14.99  £10.49

http://store.steampowered.com/app/400470/
Title: Re: The Seven Years War
Post by: gameleaper on November 28, 2016, 12:47:07 PM
Had to buy it, the game looks better than pike and shot
Title: Re: The Seven Years War
Post by: Asid on November 28, 2016, 01:32:04 PM
Had to buy it, the game looks better than pike and shot

This has lots of depth and a passionate dev. Let us know what you think.


Guide to Managing your armies: Click here (http://steamcommunity.com/sharedfiles/filedetails/?id=801641925)

New manual: Click here (http://cdn.akamai.steamstatic.com/steam/apps/400470/manuals/THE_SEVEN_YEARS_WAR_-_Game_manual.pdf?t=1480015314)
Title: Re: The Seven Years War
Post by: gameleaper on November 28, 2016, 02:53:49 PM
alright, I had a quick battle to see how it plays,  first off it was very enjoyable , I would say its better than pike and shot for enjoyment, the graphics are nicely styled but poor but it didn't matter atall, the pause and speed buttons could do with being a different colour shade from the UI, also one thing I did not like is every time I gave an order the destination remained on the map until the troops got there and every new unit did the same so I would like to see a button to declutter the order destinations on/off/clear.

the games UI is detailed enough to enjoy setting formations and advancing retreating etc..., the info is great but needs some mouseovers .

I did not have to read the maual or do a tutorial to work out how to do a battle, that's a big plus, you can read later its first impressions that count.

Its probably the best RTS I have ever enjoyed, felt like strategy rather than a click fest,

The period of the battles is great.

I loved this game and it should be on matrixgames as a top title its better than many wargames Ive played, its not getting enough publicity I never seen it before, I would probably of not bought it if it was more expensive because I would of thought it a risk, but If Id of paid double on a wargame site, I would of felt pleased at what I bought. Ive not played all the game like the grand strategy or economy yet, so great thing ahead.

I cant praise this game enough, its got the right pace in battle, the battle creater is great,
Title: Re: The Seven Years War
Post by: thesevenyearswar on November 28, 2016, 06:19:44 PM
Thanks for your positive review gameleaper! It helps really very much driving the project further! Currently no big enhancements are planned any more, but I will add your feedback to the working log for the coming project to improve UI.
Title: Re: The Seven Years War
Post by: Zipuli on December 01, 2016, 04:31:39 PM
Real and Simulated Wars had a sneak peek at Pomerania:

http://kriegsimulation.blogspot.fi/2016/12/the-seven-years-war-1756-1763.html?m=1
Title: Re: The Seven Years War
Post by: Asid on December 04, 2016, 11:57:09 PM
http://dogsofwarvu.com/forum/index.php/topic,3747.msg15933.html#msg15933
Title: Re: The Seven Years War
Post by: Asid on December 04, 2016, 11:59:10 PM
(http://cdn.akamai.steamstatic.com/steam/bundles/1826/oz821fvo0gsc5thj/header_586x192.jpg?t=1480504907)

The Seven Years War (1756-1763) - Complete


About this bundle

The Seven Years War (1756-1763) - Complete Edition contains the main game and all available DLCs:
- The Seven Years War (1756-1763)
- The Seven Years War (1756-1763) - The Battle Pack
- The Seven Years War (1756-1763) - Pomeranian War


Steam: Click Here (http://store.steampowered.com/bundle/1826/)
Title: Re: The Seven Years War
Post by: Asid on December 22, 2016, 07:37:37 PM
Steam Sale

-50% £14.99  £7.49
Title: Re: The Seven Years War
Post by: panzerde on December 23, 2016, 03:24:00 AM
Had another go at this tonight. There's something about battles I'm just not getting. I was clearly winning a battle as the Prussians versus the Austrians, I had control of more of the victory locations, and then suddenly, and I mean in minutes (running game at normal speed) I was losing. Next thing I know I'm routed and done, despite the fact that 2/3 of the Austrian army regiments had routed.

At the end of the battle I had more troops and had taken fewer casualties. What am I missing here?

Title: Re: The Seven Years War
Post by: Asid on December 23, 2016, 11:16:32 AM
Hi Panzerde

A lot of work has been done revently on the ai. It could be possible that there is/was an issue. The dev is very engaging and would assist in clarification. He keeps an eye on this forum. Though it wouldn't hurt to drop him a message.

Let me know how you get on.

Regards
Title: Re: The Seven Years War
Post by: panzerde on December 23, 2016, 03:56:55 PM
Hi Panzerde

A lot of work has been done revently on the ai. It could be possible that there is/was an issue. The dev is very engaging and would assist in clarification. He keeps an eye on this forum. Though it wouldn't hurt to drop him a message.

Let me know how you get on.

Regards

Thanks Asid. I suspect it's probably something I don't understand on my side, rather than an actual game issue.

As far as the game AI goes, I do have some quibbles, mostly about how the AI seems to go straight for objectives and doesn't seem to take account of terrain very well, and artillery having far, far too much ability to change facing quickly. Those are probably more useful discussions with the developer; I just need to get a better handle on what contributes to a "win" in game terms.
Title: Re: The Seven Years War
Post by: Asid on December 23, 2016, 04:04:47 PM
Hi Panzerde

The manual has been updated recently. Also the game was updated today (small fixes no changelog)

Regards
Title: Re: The Seven Years War
Post by: thesevenyearswar on December 23, 2016, 04:34:54 PM
Hi Folks,

there may be multiple issues why the morale dropped that fast. The victory bar is calculated out of the relative morale of the two armies. If you occupy strategic goals they may add to your victory conditions but they may not turn the situation. If both armies are already low on morale the relativity may change quickly, for example because already routed enemy troops have rallied or the AI uses commander rally orders or perhaps some of your troops are broken (if a sudden trigger is reached they lose all of the remaining morale and retreat).

Title: Re: The Seven Years War
Post by: panzerde on December 23, 2016, 05:49:40 PM
I suspect it was a morale issue related to my cavalry brigade. The Austrian infantry and cavalry pretty stupidly decided to attack, piece-meal and uphill. This was particularly foolish on the part of the Austrian cav, since there was perfect, flat cavalry terrain on my left, and a cavalry flanking movement there would have rolled up my line and enabled them to just march along the ridge and grab all of the high-ground objectives. Meanwhile, the Austrian infantry insisted on moving in brigade columns against a grand battery of my guns, getting one regiment after another wrecked and routed. The morale bar was about 75% in the Prussians favor. One Prussian brigade was a little roughed up on the morale front though, having been bruised in some melee fighting against Austrian infantry on my left.

Again, an Austrian cavalry charge there would have made all the sense in the world.

The Austrians finally got some guns set up and commenced firing on advancing Prussian infantry. The guns were entirely oriented to the WSW and W, firing into the flank/rear of a Prussian brigade advancing S of them to the W. Another Prussian brigade was located S of the Austrian guns, moving N toward them, in cover (forest).

I moved my cavalry brigade along a depression to the E of the Austrian guns, from S to N. Note that the Austrian guns were also at this point under fire by the Prussian batteries. I moved the cavalry up to the E of the Austrian batteries. These batteries were then able to spin 180 degrees, very quickly, and take my cavalry under fire. I ordered a charge, but the cavalry apparently decided that was a great time for an order delay, and sat there with their little clocks going. Meanwhile, the front two regiments eventually routed...toward the guns. The remaining two regiments must have been out of LOS from the guns, or at least one was, because it was getting shot at. The two routed cav regiments seem to have precipitated the morale plunge for the army as a whole, despite the Prussian infantry chasing literally all of the remaining Austrians off to the W and N. At that point I got the notification that I'd been defeated.

Even more oddly, this was the second time for this battle. I'd fought it once before, was apparently defeated, but when I returned to the strategic map I was able to click on the battle notification and it was like I'd stepped into a time machine...

Title: Re: The Seven Years War
Post by: Asid on January 08, 2017, 02:19:42 PM
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Title: Re: The Seven Years War
Post by: Zipuli on January 09, 2017, 06:30:25 PM
Wargamer.com 2 part review, first part is up:

http://www.wargamer.com/reviews/review-the-seven-years-war-1756-1763-part-1/

It discusses campaign gameplay elements, while the second part will discuss battles.
Title: Re: The Seven Years War
Post by: Asid on February 16, 2017, 08:06:39 PM
Buy it as part of a bundle with 11 other Steam games

£2.39

https://www.bundlestars.com/en/bundle/hotshot-bundle
Title: Re: The Seven Years War
Post by: Asid on February 22, 2017, 12:08:41 AM
Latest Patches

1.346 - retreating divisions entering foreign territory: added the negotiation of wayrights between allies or the surrender of retreating division if no way of retreat is left and the wayrights cannot be negotiated.
Title: Re: The Seven Years War
Post by: Zipuli on February 24, 2017, 06:02:56 PM
Another review:
http://www.awargamersneedfulthings.co.uk/2017/02/seven-years-war-by.html

And let's play Pomeranian War, shall we:
https://www.youtube.com/watch?v=vqpd-enTLfo
Title: Re: The Seven Years War
Post by: Asid on April 07, 2017, 12:53:14 PM
Update 1.347
06 04 17

- fixed bug where historic events had no effect on native relations
- replaced commander name of French army at the Battle of Ste. Foy
- replaced province name of Nancy/France
Title: Re: The Seven Years War
Post by: Asid on April 10, 2017, 05:35:54 PM
Update 1.348
10 04 17


1.348 - fixed bug in French version where tech terrain leveling did not lead to field camps
Title: Re: The Seven Years War
Post by: Asid on October 10, 2017, 10:38:19 PM
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Title: Re: The Seven Years War
Post by: Asid on December 26, 2018, 11:48:43 PM

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Title: Re: The Seven Years War
Post by: General Sandman on June 22, 2019, 09:50:18 AM



- Seven Years War from "Keppelmüller Productions".
I am trying to find out whats about thisone. On the other hand I want to go into the subject - history lessons were too long ago and its not a common period for wargames. Also I have east prussian roots.  :laughing4
So I might be better prepared, if it comes to a MP on Rise Of Prussia.

I have it from first release. It has good depth but a few complained that the manual was not good enough and they struggled with the game because of that. Let me know what you think.

I also am testing Olivers newest title Grand Tactician: The Civil War (1861-1865)  ::Civil war arty


- Talking about the manual, they kept it short and essential. A number of details arent included.
- The instructions on their HP seem to be just a quick guide too.
- I dont know about the tubes, if they go more into detail.
- The intro campaign tutorial (GB) probably explains more about the game, but IMO isnt very user firendly and I didnt see any navigation system to easily find certain subjects. Perhaps there is one, but atm I dont think so, cos I was really watching for it.

For people who got used to play that kind of game (Europa Universalis as the mighty example in terms of Grand Strategy, but also a lot others of that genre or TW in terms of tactical battle aspects) its not hard to get into it by playing 1-2 test campaigns for 5-15 hours. After that, with a certain method and a portion of curiosity, those would know almost all functions of the game. But anyway, its still fun to get started like that, cos its possible to play in a recent manner, although more and more things just have to be realized by doing for an optimized ruling of thnings.

So far about the manual and the getting started.

If I have time and after playing more on the game, I might write about pros and cons.