General B gets 5 points, his allies get 2. The fighting is bloody and brutal, but we have managed to capture a handful of provinces. Now let's say the attack on Italy is only a minor success. His supporters lose 5 points, and everyone loses another 5 for fighting so poorly. General B loses 10 points, as the foolish idea was his. The attack is a disaster, Italian armies repulsing our attack and capturing part of Bavaria in the process. Now let's turn it around: General B's plan to attack Italy is approved. General A and his friends also led their armies bravely and well, so they all get another 5 points each. General A gets, let's say, 10 points for his idea, while his supporters get 5 points each for being so wise as to see the brilliance of the idea. German armies are in Warsaw within a week.
The invasion of Poland is a huge success. General A gets enough votes for his plan to be approved. General A wants to attack Poland, but General B wants to attack Italy. Let's give an example: we are Germany and want to fight a war. Our goal is to conquer the world, your goal is to conquer everyone else and rule that empire. Lose enough points, and your rivals might be able to accuse you of treason and have you removed, or worse. Earn enough points, and you can become the ruler of our empire once the great Lord Vespasian kicks the bucket.
Big successes and big failures mean more points. If the plan fails, points are taken away. Players can band together in factions so that their plans carry the day, or stand alone. Attack or defend? Send reinforcements here or there? Attack here or help an ally? And so on. As time progresses and we go to war (as we inevitably must), differences of opinion will no doubt arise. Now, here's where things get different aside from just choosing what to do, spacebattlers who want to participate will be modded into the game, whether as generals or admirals, or government ministers. I will take these decisions and carry them out in-game as best as possible, and post the results. Like in Alamo's Let's Play, you posters will decide general policy: what to research, what to build, foreign affairs, our ideology and government type, and so on. The tech tree, events (now called "decisions"), and even the AI have been reworked and improved (though that doesn't mean you can't still, say, beat Italy as Ethiopia or conquer the world as Luxembourg) as well.īut there's one more addition of my own that will hopefully set this Let's Play apart from Alamo's: competition. Unlike practically every Paradox game, the map in Darkest Hour actually looks like planet Earth, with many more provinces for more conquest and tactical flexibility. What's the difference, you ask? Well, for starters, the map.
are primed for revolution and civil war, Italy, China, and India are divided, Nationalist France and Canada seek to liberate the home countries, even Mongolia is out to restore its empire. There are tons of opportunities: Syndicalist France and Britain are eager for revenge against Germany, Russia, Spain, and the U.S. Inspired by (read: stealing from) Alamo's previous effort for Hearts of Iron II, I've decided to do the same thing for the game Darkest Hour, a fan-developed game based on the Hearts of Iron strategy game, and, on top of that, using the Kaiserreich mod, a what-if scenario where Germany won World War I. I've been kicking this idea around for a bit, and I thought now was as good a time as any.