Ageod’s To End All Wars is a grand strategy game set during World War One. Players will take control over one of the major powers that so desperately fought for control over Europe and to end all wars.
User reviews: Mostly Positive (69 reviews) - 71% of the 69 user reviews for this game are positive.
Release Date: Aug 29, 2014

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Recommended By Curators

"This is a super detailed, super hardcore WWI strategy game. If you're willing to sink in the hours to learn it, I would recommend To End All Wars."
Read the full review here.


“To End All Wars is a great old school wargame. It can be intimidating for newcomers, but it's worth a try just for its quality.”
85 – IGN Italia

“In the off chance that you're interested in seeing what the most serious of strategy games look like, then here's a perfect exhibit A for you.”
80 – Digitally Downloaded

“To End All Wars is one of the few games that aim to deliver an interesting experience based on one of the defining moments of the XX century”
70 – Softpedia

About This Game

Ageod’s To End All Wars is a grand strategy game set during World War One. Players will take control over one of the major powers that so desperately fought for control over Europe and to end all wars.

Of course the engine has been updated and altered to convincingly simulate Great War warfare. Continues lines of trenches can be created by the player (and the AI) and special rules allow air units to fulfill missions even beyond enemy lines. Other features brought by this title include the new diplomacy system and the new research system.

Together, these features, combined with the proven Ageod formula make To End All Wars one of the biggest and most detailed Ageod titles yet!

Note: The manual is only available in English.


  • Setting: the game covers all of Europe, from the Western seaboard to the Volga, from 1914 to 1918. Middle-East is also in, as well as most of the rest of the world (as off-map boxes regions)
  • Game map is divided into more than 3,000 regions, with a variety of terrain, climates and development level.
  • Scenarios: 1 tutorial and 2 main scenarios of the whole war (historical start in August 1914 and open start with players choosing their own warplans).
  • Historical leaders: Over 1600 historical leaders each rated on their abilities and over 900 different types of units from infantry, to cavalry and artillery to aircrafts and battleships!
  • Production: Control your nations spending on the military, economics, research and diplomacy through a few simple-to-understand assets and production centers.
  • Regional Decision Cards: The game has an innovative card system that lets you trigger events such as Spies, surprise attacks, key trench warfare aspects, technological or tactical breakthrough and, if played wisely can affect the flow of a campaign.
  • Detailed game model includes features such as Weather, Attrition, Supply, Front Lines and Fog of War
  • Historical Events are triggered throughout the game giving the player crucial decision points. These cover anything from local uprising to foreign intervention.
  • Battlefield Tactics allow the player to make decisions that can turn the tide of battle.
  • Sieges and Naval warfare are all covered in detail in the game.
  • Technology over time the technologies available will be upgraded using both the event and cards system.
  • Chain of Command allows units to be organized in to brigades, division, corps and armies and leaders put in command of them.

System Requirements

    • OS: Windows XP/Vista/7/8
    • Processor: Pentium 4 or higher
    • Memory: 2 GB RAM
    • Graphics: VIDEO: 1024Mb video card
    • Hard Drive: 3 GB available space
Helpful customer reviews
4 of 6 people (67%) found this review helpful
5.9 hrs on record
Posted: May 10
if you already know that you like AGEOD products, then know that this is a good one. everyone else please stay away you will find only despair and madness
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2 of 4 people (50%) found this review helpful
37.4 hrs on record
Posted: April 20
First World War has not been as popular as WWII in wargames. The idea of a static war doesn't seem very interesting. But WWI was more than that: the trench war was more a story of offensives and counteroffensives rather than fixed positions; other fronts were very mobile (from Russia to Middle East); the naval war was even more crucial than in WWII... And Ageod has accomplished bringing the very nature of this conflict to a game immersive, deep and challenging.

In addition to what I consider the main strenght of TEAW (a warfare system suited both for trench and mobiles battles, which I didn't think it could be possible with Ageod's engine but... it's working), there are other interesting features, like a naval system which represents quite well the struggle for blocking the other alliance, or the implementation of diplomacy, research and even some political concerns. Don't expect in these fields complex dynamics like in Europa Universalis or Hearts of Iron but... they're effective, they're integrated in the game (they're not mini-games inside the game) and they're interesenting, adding new strategic layers to your decisions. Anyway TEAW core is warfare, and how you manage your troops and leaders, grant an effective supply chain and build a powerful alliance of countries.

Immersion is accomplished thanks to the highly precise databases of leaders and orders of battle, the very detailed after-battle reports and also because of graphics, music and overall design, as well as little but flavorful features like colonies or events.

Finally, developers are releasing new content for the game (not just fixing bugs), improving game balance and, what is important, also game performance. The main problem of TEAW, the turn processing duration, is in its way of solving: new beta patch has reduced time between turns drastically, so after that I can only recommend strongly this game to all people loving wargames and looking for something different.
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8 of 16 people (50%) found this review helpful
1 person found this review funny
1.8 hrs on record
Posted: April 14
I don't have much playing time on this game for a reason, if you read the full review you will understand why. I have a love hate relationship to this game. I cannot believe how many good reviews this game have. these reviewers must be very booring people. it is a turn based grand strategy game, it looks beautiful, it have some dept and is insteresting in the historical perspective, it does have a very steep learning curve, this is one of those games you have to learn for quite some time before you know how to play it. what's wrong with this game is the time it takes to wait between turns, and it really is a game braker, which is a shame because the game otherwice really is a great game in all other aspects, and it doesnt matter how fast computer you have, after you push the turn button, you can just go and take a brake, drink cup of coffy, and when you return the turn is still not compleated, that is how bad it is, this makes the game incredibly booring to play. in the begining it takes about 5 minutes between turns but the more you dive into it and the more complex it gets, it just are going to take longer and longer and longer. the developers seem to use a somewhat outdated programing language or they are not just capable of fixing this problem. simply, the Aegod game engine is outdated. and this is a problem running across all! the Aegod games more or less. hint: Aegod, there are skillful programmers for hire! because of this, I can not recommend it, not even if it comes on sale. in fact I don't recommend any games coming from Aegod because of this reason, they are all slow because they all run on the same engine, when and if ever Aegod will come up with a new and improved game engine, I will re-write this review and probably be recommending it, but for now, definitely NOOO!. if you don't mind waiting forever between turns? then don't hesitate to get this game.
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128 of 145 people (88%) found this review helpful
1 person found this review funny
111.8 hrs on record
Posted: August 30, 2014
To End All Wars is the digital equivalent of a board war game. You are taking sides on the Great War, the global conflict between vainglorious European nations that happened some 100 years ago. There are three alliances initially: the Central Powers (Germany and Austria-Hungary), the West Entente (France and possibly Great Britain), and the East Entente (Russia and Serbia). I said "possibly" for GBR, because how quickly the United Kingdom can join the Entente may depend on the war plans each and every nation will choose, in case you as a player want to investigate an alternate reality war plan. There are 4 for each side, including the historical ones if you simply want to reenact WWI as the masterminds of the era envisioned it.

The players are in command of their alliance and try to win the Great War the best way they can, using warfare and diplomatic pressure. Aspects such as important historical decisions, R&D, and the armaments war effort are also abstracted. It's up to the player to decide which units (from simple independent brigades up to the General HQ) to engage and when. Logistics, weather, and terrain are parameters that are taken into consideration by the engine. Each turn is two weeks. Being a turn-based game is a virtue, not a vice. It will allow the player to think considerably about the pieces to move and how to achieve his/her overall strategy. Naval and air warfare are also abstracted. Certain important battles led by brilliant Generals will also give the option to select a tactical plan that can change the battle result even when the odds are saying the opposite.

The game is portraying mainly the Great War in Europe, but most colonies and satellite nations that were involved are also there. The engine is smart enough to considerate the historical tactical division between trench war in the West and relatively mobile war in the East. It's up to the involved protagonists to use decisions and diplomacy to influence (historically or not) different nations in their alliance. For example: what would have happened if Italy entered on the side of the Central Powers? What would have happened if USA was convinced to stay out of the war? It's up to the player to investigate these aspects...

Last, some notes about multiplayer. As with all AGEOD games (that I strongly recommend you investigate), there is a very interesting multiplayer option. Playing such a game with human players is the outmost challenge! Albeit I bet the AI will give you a hard time in single-player, the cunning and genuinely unexpected moves of a human player will surprise you every turn.

This is arguably the best title of a WWI strategy game currently available. Once you master its details, it will keep you entertained for many many hours. Hit the AGEOD forums for more specific advices or to read some interesting after-action reports.
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80 of 86 people (93%) found this review helpful
1 person found this review funny
228.4 hrs on record
Posted: November 3, 2014
I wrote a very critical, barely positive review for EAW six weeks ago, when I had only about 32 hours played on version 1.0. In that review, I complained about the game's counterintuitive attack/defense outcomes, inscrutable casualty calculations, supply system flaws and ahistorical patterns.

In the meantime, I have played through the game twice and racked up over 200 hours played. Additionally, patch 1.1 was released during this time. In the light of these new developments, I am happy to adjust my review from "barely positive" to "strongly recommended."

Patch 1.1 made great improvements to the game's overall playability. Almost as soon as I downloaded the patch, I noticed that combat outcomes seemed much more in line with historical realities. Entrenched infantry with artillery support inflicts extremely heavy losses on the enemy, while suffering comparatively little if well prepared. This rewards good deployment and unit organization/choices (ie, GHQ creation, associated corps, combined arms + recon per stack, etc). As a digital commander who "attacks with a view to defend and defends with a view to counterattack," this warmed my heart.

Supply issues are also much improved this time around. In my first review, I bemoaned the AI's ability to penetrate deep into the interior, get cut off and suffer no ill consequences for its overextension. Now, the realistic supply system allows me to cut off enemy armies and starve them out.

Supply is a crucial part of the game, and it cuts both ways. On the one hand, it allows you to cut off enemy armies. On the other, it limits your own offensive gambits, since armies more than a hex or two away from a large city or depot quickly run out of supply and must cease offensive operations. I find this forces you to really think about when and how you will launch offensives, giving as much thought to purely tactical considerations as logistical ones. It takes time and study to learn the supply system in EAW, but I found it absolutely rewarding. Supply realities make it as possible to win victories simply by manuever and good positioning as it is by brute force.

I found the abstracted diplomacy, decision-making and research system to be easy-to-grasp and fascinating. I won some very interesting diplomatic victories in my second playthrough. For instance, as the Central Powers, I kept the USA far from supporting the Entente, lured Bulgaria and Romania to my side, and even got Holland and Mexico to join the struggle against the vile French. As someone who loves history and pondering "what-if" scenarios, these results really made me smile.

EAW does a great job rewarding innovative gameplay. There are so many ways to win, either by outright military aggression or slow-play attrition. The National Morale system is a simple and effective way to mirror a Nation's slow disaffection (or enthrallment) with total war, and monitoring it during the game is both fascinating and rewarding. It makes you realize that often in modern war, the object is not to seize capitals or destroy armies in set-piece battles, but simply to convince your opponent to give up.

Leadership is one of my favorite things about EAW. Every general has unique strategic, offensive and defensive capabilites. Some commanders are better attackers than defenders. Some are better army group leaders than field commanders. A well-led stack makes the difference between victory and defeat. And for those who are somewhat familiar with the scintillating historical personalities at play in WW1, shuffling around your favorite generals--and watching them win in battle--is oddly inspiring and emotional.

Yes, EAW takes time to learn and to play. But if you are really interested in this historical era, it stimulates like no other game I've played. You will find yourself watering at the mouth to plan your next moves, and you won't mind the 4-5 minute turn times as your brain processes all the fascinating things that are happening (or might happen) on the map once the CPU finishes its move.

Needless to say, the game offers immense replay value, too. You can play as a different alliance, or you can choose from a host of alternative initital warplans. With each game lasting up to 100 hours, what you have is a game that will keep you entertained (and educated!) for a very long time.

My only remaining complaints are minor: Sometimes the game crashes on complex turns; and the Serbian army is a real pain in the neck, next to impossible to fully kill. Also, I would love it if the game had an original, epic soundtrack, and some more WW1-specific battle sounds.

I am happy that my opinion changed on this game, and I encourage serious-minded strategy lovers to give this game a whirl. It is worth your while.

Final score: 90/100.

PS: Devs, would you mind buffing General von Falkenhayn a little?? He's acknowledged by many historians as being one of the world's first "modern generals," equally at home on the defensive and the offensive. Yet in the game his numbers are pretty weak! Let's show him some love!
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