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: Mixed (35 reviews)
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.

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January 28

To End All Wars gets its first expansion!

“So long as the opposing forces are at the outset approximately equal in numbers and moral and there are no flanks to turn, a long struggle for supremacy is inevitable” (General Sir Douglas Haig - British commander)

Praised for its historical accuracy and its capacity to properly cover a huge conflict that involved thousands of men and units, Ageod’s WW1 wargame, To End All Wars, amazed history buffs last summer. However, the huge scale of the Grand Campaign was demanding a lot of time and a deep involvement from the players. So the developers went back to the WW1 battlefields and selected a list of smaller scenarios able to not only offer an original approach of the war, but also to provide true tactical operational challenges to their fans!

As a result, we are pleased to announce today a first expansion called Breaking the Deadlock, introducing some key confrontations of the Great War!

The game features five historical scenarios:

- Serbia (1915) covers the decisive Central Powers offensive in Serbia dedicated to secure the area and build a safe and effective supply chain between Germany and the Ottoman Empire.

- Rumania (1916) narrates the entry of Rumania into the war on the Allied side after having been neutral for 2 years, and the Central Powers rapid counterattack in the Balkan theatre.

- Caporetto (1917) begins with the Germans sending support to the Austrian army on the Italian Front, resulting with some unconventional warfare tactics based on gas attacks and use of assault troops.

- Palestine (1917-1918) the British and Ottoman Empires confront each other in the Middle Eastern theatre. Players will have to deal with logistic challenges and unusual terrain types to be victorious on this exotic battlefield.

- 1916 Campaign (1916-1918) is a fresh new starting point of the Grand Campaign. Victory has not picked her side yet!

The game is currently in a late beta stage and will be available on February the 24th.

Get more information on To End All Wars – Breaking the Deadlock from its official product page.

0 comments Read more

November 14, 2014

To End All Wars gets its first major patch!

Following the release of To End All Wars last summer, the biggest Great War strategy game gets a huge update today! Thanks you the great feedbacks on the game, we have been able dig into the code to create a much improved overall experience for this already solid game. The patch includes a great number of fixes, such as some of the strange naval movements in the Atlantic Ocean, as well as balance changes, including the artillery rework. Further changes include the addition of new generals (with historical pictures!) as well as various AI logic improvements. All of this underlines the developers’ continued support for To End All Wars in cooperation with the great community!

The patch will be downloaded automatically as soon as it is available via your Steam client.

Change History v1.01:

• Grand Headquarter can have more armies.
• TrenchLevel memory: If you have at least 50% military control, you can get the previous trenches of the region!
• Improved supply in-stack distribution
• Stacks helping others through MTSG will be placed back in their original region, even if in retreat. Posture will be defensive, not passive.
• Stacks assaulting a structure and ordered to retreat will simply stop the attack.

Interface & engine
• Decision cost added instantly to interface.
• Fixed negative display loss in resources.
• Fixed reversed battle plans effect display
• Fixed bullets display in cityscape
• Message panel opens on scenario start (allows seeing first red pop up)
• Fixed resources costs display issue (gui game options)
• Fixed crash in stack panel
• Added back random variation in display loss
• Commander in Chief indicator shown in Stack panel (in yellow and in tooltip on unit)
• Music sound volume can now be tweaked (yeah!) - need editing a file though:
• you can alter music volume by adding a value between 20 and 100 in UserInterface.opt
• inoMusicVolume = 60 // music volume, default is 60
• Tooltips are shown in hosting if battle report or planner visible
• Can see up to 20 nation tags in recruit panel
• Regions list show ammo amounts only in the supply column
• Supply filter (2) improved
• Fixed railpool value disappearing if at the low level
• Flag shown during an ongoing battle will be the one of the Commander in chief.
• Fixed a display glitch in message panel
• Battle planner improvements:
o Day of battle shown
o Colored, more detailed battle plans description with advice
o Terrain tooltip shown on terrain icon
• Up to 3 leaders (the most important ones) per side shown, with tooltip indicating their command
• % of your troops (and number of elements) in infantry, cavalry, artillery, tank. Same for the enemy.
• Most preeminent posture shown for you and enemy. If low cohesion, special indicator.
• In Ledger, Unit List, units under construction are now shown as fixed.
• Enlarged Event window for better readability
• New option (Main Menu/Options/Media Tab) to get back the old postures/ROE buttons
• Equipment captured during battle traced in turn history
• Can't enter anymore (and erroneously) in structures not designed to handle sieges
• When doing drag&drop, name of over region appears
• Added 2 moddings options for script command AlterCuSubUnit : SetSupplyPerc & SetAmmoPerc
• Can open saved game folder in Load Game Window, if doing a ctrl-click on the game icon
• Fixed a display bug in region list leading to false infos
• Ammo trains gauge now displays ... ammos!
• Innate supply production of a region is now shown in the first structure tooltip when checking structures by ctrl-click.
• Also corrected supply and assets production not taking into account loyalty/alignment
• Tooltip background rectangle can have color and opacity changed by modding

Historical setting, data and events
• Fix for weird off map naval moves in the Atlantic Ocean
• Events to cover arrival of US forces in France.
• Added AI events for key landings (Basra, Dardanelles, Riga Gulf, Finland)
• Exported 2 new scenarios (West 1914, East 1914) for further testing – please provide feedback
• Spanish translation included: many thanks to Picaron and Haplo for their precious help
• German translation included: many thanks to Dominic and Gerd for their precious help
• More ammos on units, revised artillery usage and power
• Reintroduced the Baltic Shipping box as a shipping/commerce offmap box, for supplies and trade
• 17 new Russian generals (with their pictures) added + fix to 5 other Russian generals
• Fixed missing RR links in southern Finland (Helsinki-Lovisa-Kotka)
• Added Events for Japanese siege and assault on Tsingtau (only if Japan joins the entente)
• Added Events for heavy warships 1914 under construction (GER, FRA, RUS and AUS)
• Fixed double generals (Artamonov at start, Sarrail when Salonika option taken)
• All 3*** leaders CombatDeathChance set back to 0, to avoid losing a GHQ commander from a stray bullet...
• NavalBase / TradePort: SupplyWant & AmmoWant level increased (3 to 8)
• Islands and off-map regions local supplies increased, should help fix Singapore or Helgoland issues
• Army_GER_Riemann : file named erroneous, now fixed (added correctly named file)
• Leader Savov (BUL) missing pictures added + Fixed errors in other portraits
• Added more corps names for factions to avoid blank names when exceeding the 100 mark.

• SplitLargeStacks anti doomstack algorithm
• AI better at buying replacements and units
• AI Agents will be less predictable
• Tweaked AI so that commerce ships stay much more in commerce box
• AI less prone in retreating into structures in regions part of the front.
• Initial AI agents removed after 4 turns
• AI Agent infos on stack tooltip (debug mode only)
• Less recombination per turn
• AI help to construction of Anzac and Indian troops to Egypt
• AI will focus less on Antwerp
• AI will calculate fronts faster

1 comments Read more


“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
121 of 136 people (89%) found this review helpful
108.8 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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74 of 80 people (93%) found this review helpful
74.8 hrs on record
Posted: August 30, 2014
To be completely honest, I've only recently been introduced to the likes of titles by AGEod, the developer and publisher of To End All Wars. Having been eager to play their other title, the ambitious looking Civil War II, I decided to hold off on purchasing that one because I discovered that To End All Wars was to be released soon, which seemed like a title that was a little bit more up my alley. As a history fanatic and appreciator of the massive scale and scope that the real WWI exhibited, To End All Wars seemed like a title that appeared to reflect that to some degree. Boy, is that a complete understatement!

While other WWI titles on Steam such as Making History: The Great War have done a rather credible in delivering an overall WWI experience, To End All Wars chronicles the more minute, although vastly important, details surrounding the conflict itself. From arranging the chain of command of units, production and supply chains, alliances, and the historicity surrounding actual hisotrical leaders, the game envelopes you into a world in which every decision has to be carefully calculated and where slight errors in preparation for a battle are equally, if not greater, than the actual battle itself. I've spent more time in this game just preparing for a battle than ACTUAL battling, and this is certainly not a negative aspect but rather a highly postive one in my opinion!

The slow pacing of the game is where I find true enjoyment, in which I actively have to plan and strategize my moves in the most careful of ways. For this reason alone, To End All Wars may not be a game for everyone, especially those gamers who like quick paced gameplay and actually controlling their their armies in the battles they participate in. To End All Wars is more of a stat-driven game, where you are looking at the numbers surrounding your involvement in the war conflict and calculating how to utilize them in the most efficient matter possible. This might seem boring to some, but it is actually more accurately reflecting upon the realism of what actual war is like, where statistics and win probabilities are the main driving force behind any warring conflict. Because of this reliance on stats and probabilites, the game does take quite some time in between turns, often times taking minutes for the AI to calculate their next move. While this is perhaps the most noticeable downside to the game, considering the massive amount of information that the game has to forage through given each turn, it's somewhat understandable. While I'm certainly not being apologetic (I myself would like to see a decrease in time in taking turns), I am simply being pragmatic when it comes to how much information the game showcases!

This adherence towards realism is where To End All Wars brilliantly shines, and where I wholeheartedly recommend it to any gamer wanting a true, authentic look into WWI. It is simply incredible in what AGEod was able to do here, bringing about a game that has certainly moved to the top of my list of WWI titles that do the conflict justice. Those gamers wanting to actually participate in real-time battles need not apply, but for those wanting to focus on the internalities of how WWI was more accurately fought and playing campaigns that will last you months, then To End All Wars is the game for you.
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54 of 57 people (95%) found this review helpful
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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94 of 126 people (75%) found this review helpful
35.6 hrs on record
Posted: August 26, 2014
AGEod is a great strategy engine and WWI is a forgotten war in videogames. So this is a very good combination. Honestly, it's not easy and not easy to learn. We need much time to understand the mechanism - even if you play with American Civil War for ages - and we need time to set everysmall details in the turns. But it worth the time. Oh, and this is an another 'one more turn' wargame.
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45 of 55 people (82%) found this review helpful
2.2 hrs on record
Posted: August 30, 2014
Fantastically detailed, complex and dare I say, realistic, Wargame, if you, like me, are into this sort of thing :) Only problem is that version 1.0 does not have any "single theater" game mode (they are fortunately on their way), let´s say: just the western front or just the eastern front etc. The jump between the tiny Battle of Tannenberg (the only "battle" scenario as of yet) and the huge grand campaign is way too long... There is very little room for learning how to manage a single front, and you are expected to take control of the entire war, like... right away? x) Otherwise it does look great so far, with it´s detailed decision, research and battle systems and calculations etc.

Great sequel to "Civil War 2", a game that managed to make the most over-analyzed war in history interesting as hell, but still, good to be back on European soil (or should I say mud?), fighting as/with or against Fredrick the Great´s ancestors x)
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26 of 30 people (87%) found this review helpful
7.0 hrs on record
Posted: September 1, 2014
To End All Wars is a new grand strategy game released by Ageod.

The game allows the player to take the full command of the Central Powers ( Germany and Austria-Hungary ), the Western Entente ( France, the United Kingdom and Belgium ) or the Eastern Entente ( Russia, Serbia and Montenegro ) during the Great War ( which we talking a lot recently since it happened a century ago ).

One you've picked your side, you are in charge of the supreme command of your alliance in terms of military, politics and research. At the start of a game ( depending on the game mod you play ) you have to decide a long term plan for the war. It can be realistic (.e,g. Schlieffen plan for Germany or Plan XVII for France ) or not. Then it's up to you to find the strategy to take down your enemy.

When you play To End All Wars, you could perfectly imagine yourself playing a board game. The map and graphism are actually close to what you would have playing on a table. Talking about the map, some will like it but others not. It's not as nice as the lattest Paradox Interactive map but EAW's managed to display a clean map of Europe and the Middle-East, very detailed. The rest of world, with the colonies or other nations, is represented by boxes on the sides of the map. The game has a huge pool of units, for each nations ( Cossacks, Foreign Legion, Scottish Highlanders, Cameroon colonial troops,...etc ) with each their abilities, strong and weak points. Naval and aerial battles are also present, allowing the player an insane amount of possibilites.

To End All Wars is a turn based game with each turn simulating 15 days. The player must prepare all his moves and the enemy will confront it and make his moves during the switch of turn. It works very wellthat way. Speaking of turn, the " end-turn time " can be a bit long. I understand the AI ( which is quite good ) has a lot to do during its own time but maybe some update could try to reduce this time.

The music is also a strong point in the game. Real military music from various origins are present in the game, for amateurs, it's a huge plus in the ambiance.

Strong points of the game :

The difficulty !
The AI !
The music !
The insane amount of various details !
The detailed map !
The " board game " ambiance!
The tutorials !

Weak or weaker points of the game :

The end turn time !
Too much time between the musics ( actually, there is an option to determine the delay betwenn songs, thanks to Eawamp for telling me this )
Too confusing for new players, the possibility to control one nation and not its entire alliance could help this (playing only France for example and not the UK and Belgium with it )!
Some parts of the interface could be better and less confusing.

In general, I highly recommand this game !
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30 of 39 people (77%) found this review helpful
6.2 hrs on record
Posted: September 11, 2014
I bought the game a week ago and I've gotten into it quite well. I had no previous experience about AGEoD engine. Lemme tell you my honest opinion about the game - no pun included.

I love the concept and look of the game. I like how clean it is with it's main pressure on actual war and doing this all-aspects-in-mind made mechanics. A war strategy game with clear pressure on war and strategy, so simple and effective. However there are some clear mistakes made with this game and it isn't actually the game itself but the way they give it out to the player.

First of all, tutorial isn't the best. While it tells every basics about the game, I find it extremely hard to follow. The instructions to do things didn't always help out and wasted some tens of seconds looking for the right button (the interface ain't the best either). The text box sometimes bugged and the text went out of the box and mixed up with the map behind, giving hard time to read the text.The tutorial didn't include things about researching either, though the timeline of the situation in the tutorial explains that. Still, it's negative thing.

Another major negative side of the game is the manual. I tell you - been playing rpg-book games like Stormwind and tabletop games like Warhammers and Blood Bowl I have seen some tough rulebooks to learn and these guys go far beyond. It is bad! It includes all the info there but it's clustered under too many different paragraphs and sections! The order they present their things isn't the best either and to be honest, those two who wrote it didn't have the best written-english.

The gameplay is enjoyable right after you get used to the interface and I find AI quite good for a beginner. It isn't a fool and can certainly surprise you. I haven't tested out the multiplayer yet, but Im sure it's really good. Only odd thing being that it works through email or another file sharing method. It's really different to compared to other strategy games in the market. Maybe it's due the fact they wanted to give players time to think their moves well. I find it positive and negative feature - go figure out yourself how you feel.

Cut in short - game in itself is nice and I believe I find myself around it for some hours. But the game suffers from bad manual and mediocre tutorial, giving players a challenge to learn in the first place. Forums seem a bit dead too. So why negative review? It isn't worth it's price 36,99€. I bought it with -10% discount and still find that quite tough price to pay for this.

If you are ready to use time to learn the game before even playing a minute and don't mind the multiplayer as it is - you can enjoy this game.
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10 of 11 people (91%) found this review helpful
42.6 hrs on record
Posted: September 1, 2014

Nothing unusual, another masterpiece from AGEod! :)

First, you will be scared away by the game interface, then the overload of the game screen, but after a couple of hours you will realize that this is a great wargame with a very decent simulation of military operations during the Great War.

AGE engine well managed Civil Wars of Rome, gave a wonderful atmosphere of the Civil War in the United States and is now offering to try the First World War.

Unlike other series of AGEod wargames, this one is really hard. We're offered to lead three great factions - Entente in the west, Entente in the East and the Central Powers.
Managing so many units is not an easy task, but very interesting and challenging (for example: playing as Western Entente, from the start of the game you manage France, Great Britain and Belgium, for a person unfamiliar with wargames in general, and in particular with AGEod - it's hard to master in few minutes).

Music, style of the game interface, wonderful drawn map and authentic portraits of the leaders provides unique experience of the atmosphere of early 20th century.
Military operations on land and at sea are equal, which is very pleasing - blockade, naval raids, bombing the coast from the sea and the waves of infantry, endless machine gun rounds, cavalry raids and volleys of thousands of guns on the ground. Presence of little things such small things as the Communication Corps, field hospitals, Engineering Corps, balloons and etc. together very strongly enriched gameplay.

AGEod engine perfectly combines mobile war in the east and trench warfare in the west.
By the way, colonial warfare wasn't ignored too.
All these elements together give a great dive in the First World War, no matter which faction you choose at the beginning (You'll play each of them, - I'm sure (:)
If you are interested in the period of the Great War, and/or you have tried AGEod wargames before, then you will not regret acquiring To End All Wars.
What is really missing for a smooth immersion in the game - it's a couple or even two couples of small scenarios (5-15 turns). But I think it's a matter of time.

Personally, wargames from AGEod has never disappointed me.
Will definetly recommed this wargame. ;)


Ничего необычного, очередной шедевр от AGEod! :)

Сначала вас отпугнёт интерфейс игры, потом перегруженность игрового экрана, но через пару часов вы поймёте, что это отличный варгейм с очень достойной симуляцией военных действий периода Великой Войны.

Движок AGE отлично справился с гражданскими войнами Рима, замечательно передал атмосферу Гражданской Войны в США и теперь предлагает опробовать Первую Мировую Войну.
В отличии от других серий игр AGEod, тут действительно тяжело, т.к. нам предлагают 3 огромные фракции - Антанта на западе, Антанта на востоке и Центральные Державы.
Управлять таким количеством юнитов не просто(для примера: играя за западную Антанту, со старта вы управляйте Францией, Великобританией и Бельгией, для человека незнакомого с варгеймами в целом и с AGEod в частности это тяжело осилить с наскока), но очень интересно. Музыка, стилистика игрового интерфейса, замечательно нарисованная карта и аутентичные портреты лидеров передают атмосферу начала 20-го века на отлично.

Военные действия на суше и на море равноправны, что очень радует - блокады, корабельные рейды, бомбардировки берегов со стороны моря и волны пехоты, бесконечные пулемётные очереди, кавалерийские рейды и залпы тысячи орудий на земле. Так же радует наличие таких мелочей, как присутствие бригад связи, полевых госпиталей, инженерных войск, аэростаты и т.д. Такие мелочи в совокупности очень сильно обогащают геймплей.

Движок AGEod отлично сочетает в себе мобильную войну на востоке и позиционную на западе.
Так же без внимания не оказались и колонии стран участниц.
Все эти элементы вместе дают отличное погружение в Первую Мировую войну, не зависимо от того, какую фракцию вы выберете вначале(всё равно вы сыграйте за каждую, я уверен (: )

Если вас интересует период Великой Войны и/или вы пробовали раньше варгеймы от AGEod, то приобретая To End All Wars вы не прогадайте.

Чего не хватает для более плавного погружения в игру, так это пары или даже две пары маленьких сценариев на ходов 5-15. Но думаю, это вопрос времени.

Лично меня варгеймы от AGEod ещё ни разу не разочаровывали, надеюсь и вас тоже.
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8 of 10 people (80%) found this review helpful
20.2 hrs on record
Posted: September 27, 2014
This is not a strategy game for casuals nor the faint of heart. If you by some crazy notion think the Europa series, Crusader Kings, or Hearts of Iron is complex you have not played an AgeOD game yet!

This feels like the spiritual sequel to WWI: Gold, and it has definitely improved on previous games quite a bit. In all honesty, it's a blend of WWI: Gold and ACW, which means it's flat out awesome. You can start off in 3 different scenarios: the East Prussian Campaign (which is essentially the battles of Tannenburg and Marsuian Lakes), the historical WWI start in August of 1914, or an earlier one which give you more options for managing your nations. You get to choose from 3 sets of powers: the Western Entene powers, Central Powers, or the Eastern Entente powers. Neutral nations can be persuaded to join either side, and some can have a serious effect on the outcome of the war.

The start of the campaign is where the complexity and steep learning curve kicks in immediately. This game goes right down to the minutia. You will need to take your time and view the many overlays in game before even thinking of any actions. Individual regions have a certain amount of space for troop deployment, known as "frontage". Worse terrain like forests, mountains and marshes severely limit this. Also, what's the weather like in said region? Is it raining? Foggy? Bad weather can be a blessing (providing cover for an advance) or a curse (bogging down tanks in the later years).

Supplies & unit cohesion are absolutely crucial too. At the start you'll need to inspect your nation, find your supply depots, where your supplies are produced, and figure out where to build infrastrucure to funnel them efficiently to the front. Logistics and cutting enemy supply lines can literally win the war as an army without supplies can starve to death if cut off. There's also hundreds of other factors all taking effect as well. Each unit has different stats & abilites, as do your generals.

The biggest improvement by far is the addition of battle plans. You can finally decide what your troops do in individual battles, so the war isn't just won solely on the campaign map anymore. Sometimes a human wave assault might be just what the marshal ordered. Or maybe a double envelopment or crossfire is needed. You really feel like a general trying to guess what the enemy is doing and the best course of action to take. The game also uses the Army & Corps system from ACW, which functions beautifully for a WWI setting. Having your corps' properly place in a line of trenches is awesome to witness, as they will intelligently "march to the sound of the guns" and reinforce other units of the same army that are under attack.

The biggest flaw in my opinion, is that the "off-map boxes" from WWI Gold are still in. It's still confusing trying to figure out how some of them intersect, and I can't quite fathom why something better hasn't been put in place yet. I understand AgeOD doesn't want to go into the excruciating detail they went into with Europe, but something like the Africa box would have been just fine for other sectors too.

In conclusion: if you're ready to break out the manual, maybe even some pen and paper, and dive into a seriously complex WWI game that encompasses the whole globe: To End All Wars is for you! Once you start getting a handle of the game, you'll get a real sense of accomplishment and only get hooked that much more!
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3 of 3 people (100%) found this review helpful
68.8 hrs on record
Posted: October 10, 2014
I am a big fanboy of ageod and this is a good try at dealing with the 1st world war. Unfortunatly I won with the entente and the russia a bit too easily. For all new to ageod my advice "patience". Like the real 1st world war it feels like a long slog in the mud but being a PON(pride of nations)-damaged player it felt to me like a rts (lol).
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4 of 5 people (80%) found this review helpful
138.1 hrs on record
Posted: September 17, 2014
This the best AGEOD title to date. The First World War is beautifully recreated with AGEOD's usual attention to historical detail. The player begins by selecting from a range of different strategic war plans that were either actually chosen in real life (e.g. the Schlieffen Plan for the Central Powers) or were real life alternative plans. Of course once the war begins (on the first turn) the plans can be altered just as they were in real life to respond to ongoing developments.

For me the true star of all AGEOD games is the WEGO simultaneous turn system. The WEGO system is by far the best and most realistic system for a wargame. You plan your moves at the same time as the AI or human opponent and then get to see how the move unfolds over each 15-day turn. Diplomacy and economic aspects are represented by an easy to use system that leaves the main focus on the military aspect. This is where To End All Wars really shines with every general's stats researched in detail and impacting significantly on the game. Each nation's units are also present from divisions to Corps and Armies. There are strategic objectives that must be captured and held and, along with winning battles, these contribute to the morale of each alliance: you can play as either the Central Powers/ The Western Entente/ or the Eastern Entente. Other nations can join your side according to the diplomatic and military choices that the player makes. There is careful balancing to make sure that the actual historical outcomes are likely while still giving the player room to manouver and change history in certain cases.

Naval warfare is also represented although some aspects are abstracted. Submarine warfare will be important as the technology develops and the blockades that existed in the war are well represented without the need for too much micro management. In addition to covering the entire European and Middle-Eastern theatres the game also includes African/ Asian and even Central American/ South American off map boxes to reflect the all encompassing nature of this first truly global war.

But it is in the land battles where TEAW really grabs you. Pressing that 'next move' button and seeing how your carefully laid plans play out over each turn as your forces interact with the enemy is one of the highlights of AGEOD games for me. As in real life it has been observed that "no plan survives contact with the enemy" so the player will learn what it felt like to be one of the real WW1 commanders who were often not fully informed about the enemy's positions/ force size and composition. The fog of war is well represented as are units such as cavalry, balloons, aircraft and zeppelins which can contribute to removing the fog of war. Technology also plays an important role as it did in the real war. The game takes the player down a fairly structured path here where it is possible to influence development but where very unrealistic outcomes are not possible.

If you are looking for a real wargame where the other aspects are included but do not result in much micro management then I would highly recommend this game. There have been a few minor bugs in the initial release which the developer is usually very conscientitious about responding too but the game is already in excellent shape and very solid and very playable.
Warning: this game can be very addictive.., fighting the campaign that covers the whole war can take a lot of hours but it is time that will be richly rewarded with many entertaining moments. AGEOD just keeps getting better as one of the few quality wargame studios out there. Can't wait for Napoleon's Campaigns 2, hopefully next year!!
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2 of 2 people (100%) found this review helpful
54.4 hrs on record
Posted: January 4
This is a complex and deep strategy game that I recommend for those that feel games like EU4 or CKII or HoI3 are too simple or too high-level. This is not quick wargame, and people that expect such a game will be disappointed.

It is turn-based, and because both the players turns are executed simultaneously, an additional layer of complexity is added. It gets better if you turn the realism options on, because common sense then helps to understand what happens in the game. There are so many factors to consider that "gaming the system" is difficult, and that's a good thing.

The AI is challenging, for me at least.

The dualplayer is Play By Email. It can take hours to issue the orders for 1 turn if you're a control-freak, and while a game-server of some sorts to coordinate games might be easier, emailing is easy enough.

I've played their Civil War game (AACW) and Rise of Prussia for many hours and I'm enjoying myself in TEAW. Once you get over the learning curve, you'll find one of the better strategy games out there.
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13 of 24 people (54%) found this review helpful
6.4 hrs on record
Posted: September 15, 2014
It could be just me not understanding the game mechanics, but so far despite my best efforts to understand and mastering them, the game develops in very awkward ways. For instance, during the initial invasion of Belgium and France, I can't even take Antwerp. I set up an experiment in which I tried to achieve nothing but that. I hauled all heavy guns to Antwerp, established military control of the region (so the city was under siege, I suppose), bombarded it, assaulted it, caused breaches, but could not take it. In the next turn, all the breaches were gone and the defenders (although under siege, I suppose) grew in numbers.

I ask you, what is this travesty? I have given up.

If I'm doing something wrong and someone wants to tutor me, I'll be willing to give it another shot. Until then however, I will maintain that this game is broken and will dissuade people from purchasing.
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15 of 29 people (52%) found this review helpful
8.3 hrs on record
Posted: October 13, 2014
I purchased To End All Wars for an extravagant price but at the time did not mind since I thought that it would be worth it.
I’ll keep my summation short. The gameplay is over complicated, the tutorial takes too long and the graphics are not great. But the worst and most frustrating part of this game is the time it takes to complete a turn. When you played your moves and you hit the end round button the frustration steps in. Each round covers a period of 15 days to complete while the other nations make their moves. There are no animations as conflicts happen and the turns “takes” ages to complete. It literally takes minutes … hit end turn and do some chores and hopefully when you’re done, the round is complete and you can start another frustrating period of staring at the screen or do some more chores. In my humble opinion this game is overpriced.
So if you're not patient and willing to really wait, this game is not recommended. There are better and faster grand strategy games available.
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4 of 8 people (50%) found this review helpful
3.3 hrs on record
Posted: September 1, 2014
Very good, brilliant grand strategy. If you play as western entente remember that you control belgium, I forgot and lost paris within 3 months of the outbreak of war.
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2 of 4 people (50%) found this review helpful
40.2 hrs on record
Posted: September 22, 2014
Good game but steep learning curve
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7 of 18 people (39%) found this review helpful
2.9 hrs on record
Posted: September 14, 2014
Terrible GUI that you have to touch in order to feel how bad it is, the videos are misleading. Tutorials are cards filled with microscopic text and everything is totally counter-intuitive to me. The map is full of units that I can't figure out what to do with and turn ends take their sweet time.
There's no tactical combat but some tedious "select your cards to suck or press the button to have AI select the best ones for you". Research is hidden in Russia deep map (figures) and diplomacy is there somewhere but who cares since you can't fight the war in the first place due to the staggering ammount of meaningless detail being thrown into your face.

If you got several days to study this game hard, then maybe it'll rock, but again maybe it'll stay the as bad as it is for me. I have neither the time nor the gumption to invest so much time into a non-intuitive engine. Hey developers, this is a game, not a professional piece of software. I feel that many professional database tools have better and more intiutive GUI than what you managed to produce.

I'd definitly recommend to not buy this game since I feel cheated of 35 Euros for something that I'm going to shelf now and for good.
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1 of 6 people (17%) found this review helpful
1 person found this review funny
0.2 hrs on record
Posted: January 3
Unplayable and buggy mess.
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4 of 15 people (27%) found this review helpful
2.0 hrs on record
Posted: September 14, 2014
Clunky interface, steep learning curve and overly complex for what it is.

Cant recommend it as priced.

I applaud the attempt to bring the First world war into a video game.

The scale needed for such a undertaking just isn't capable of captured by the engine used.

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8 of 35 people (23%) found this review helpful
0.6 hrs on record
Posted: September 8, 2014
So far looks the same as every Ageod game. Lame strategy/combat engine !
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