Wargames 2 Game Options
This Guide Quickly goes through the options in starting a game of Wargames
2.
There are many options, leaving players with bountiful supply of map types
to play the game in.
Map Generation
Map Length: The map size on the x axis, (19-1000).
Map Height: The map size on the y axix, (19-1000).
Quick Options: On the right hand side of the Map Size, are pre-set options
for quick play.
Islands: Breaks apart large land masses, meaning more focus on sea control.
Continents: Most land lumped up into a few continents, with some islands.
Mainland: Mostly land, with rivers and lakes.
European: Large variance in terrain.
Rainforest: Little to no desert, forests plentiful.
Desert: Little forest, mostly desert.
If you don't fancy these preset options however, there is always setting each individual value:
Sea Level: The amount of sea-land, (0-10).
De-Island: Higher values removes islands, (0-10).
Smooth Edging: Higher values cuts water down by smoothing the land mass, (0-10).
Town Distance: Sets how far each start spot is to each other, higher numbers
cut down available positions, (0-10).
Town Space: Town Spaces works alongside Distance, each space requires this ammount
of free tiles in order to be counted. Sea tiles count as half, so in general island maps might
need a lower number to include shore based starting spots, (2+).
River Frequency: The lower the number, the more likely the chance of rivers spawning, (1+).
River Length: This number dictates the highest possible length of a river going in-land (1+).
River Bridge: The lower the number, the more likely the chance of river bridging, which provides a
land route through rivers (1+)
Mountains: Increases the level of Mountains.
Forests: Increases the level of Forests.
Deserts: Increases the level of Deserts
Oceans: Decreases the level of deep sea Oceans.
Game Options
Starting Age: Sets the starting age, (1-16).
Ending Age: Sets the ending age, (1-16).
Backlag: Sets the level of Backlagging (see below-0 off-15). Note:
Currently not available
Tick Speed: The level (in seconds) of Ticks.
AI Players
Barbarians: Barbarians are basic AI units that spawn on start up. They come in four settings: 0 (Off) 1 (Few) 2 (Some) and 3 (Many). They target civilian units and unprotected towns.
(Note: These following types are Subscriber only Advanced Access features)
Oblivious AI: Oblivious AI is a setting for free towns which doesn't protect itself.
City Level AI: This AI creates units to protect itself, but doesn't expand.
Win conditions:
Conquest: Capture/Destroy all enemy cities.
Free Play: No end condition (mainly for single player).
King of the Hill: Hold a square for 100 turns.
Technology King: Be first to research all technologies. Note:
Currently Advanced Access feature for Subscribers
Game Availability:
Open: Players can log in at any time if the available spaces are there.
Closed: When the game starts new players cannot join.
Password: Setting a password will only allow people with the password to join the game. Note:
Subscriber feature
Note that even in Closed and Password games, people can still log in to spectate if the host doesn't use the invisible setting.
Notes:
Backlag: Backlagging is a handicap Age feature. At 0 it is set off, anything
else means that a player might have to pay for others to upgrade as well.
Backlagging set at 1 means that the player would have to pay for everyone
to advance an Age. At 2, anyone who is 2 ages behind at the time would be
upgraded. For example, on a backlag of 3 a player is advancing from Copper
to Bronze Age (which is the forth age) anyone still at Prehistoric would automatically
advance to Stone Age, at the cost to the one advancing furthest. Any players
that join after, will automatically start at the furthest back age at no cost.
Advanced Access: Advanced Access features are those which are set aside for
Subscribers. These features will be opened up to for non-Subscribers in future
updates.