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A very brief history of War2.

War2 was developed by Coldfire Studios, LLC. Very early clans such as Diablo, NKVD, Elite!, JA, and others established the social framework of the game. The great schism that occurred when the leader of Elite!, Genocide, tried to move his clan from the Axis to the Allies marked the end of an era in the game, as the method of reckoning round numbers (AfterElite1, AE2, etc) was based on the split. There have been 102 War2 rounds played between the Axis and Allies since this split. It should also be noted that early in the game platoons were the bedrock of most strats in the early going, until one player discovered that by selling units he could collect enough money to finance large deficits one carries with large numbers of factory built units. The market strat was born.

In or around 2001 a new graphical interface was added, which is still the standard, although much of the old layout survived with the "War Classic" mode available in the game. There were some deliberate changes, such as changing techs and country bonus from being simple bonuses of a half-point or a full point, to a percentage based system. The forums were also moved out of the game which led to continuity, but hurt side coordination.

A change that happened near the end of the Old War, but not related to the rewrite, was the "2 Week Rule". This rule stipulated that neither side could win until a full two weeks of gameplay had elapsed. This prevented the "Russian Rushes" that characterized the first year of the game.

A few modifications included the Intel HQ which replaced discussion board threads, as well as lowering the turn requirement for building nuclear weapons to 10 from 100. This opened the door for players to fire large numbers of nukes in a short period of time, particularly in light of the wave of players who were producing weapons early in order to get land when it was easier to get. These players typically needed to stop producing at some point each round to tech anyway, so they were already used to converting from production to teching rapidly and efficiently. The necessity of keeping potential meganukers from amassing huge amounts of land and units early on brought the early phase of each round into a focus it hadn't seen since the earliest days of the game when large numbers of Russian players with huge forces of platoons could win the game outright.

The Blitzkrieg version of the game was added during this period. Blitz began as very unbalanced since many players chose which side to play based on whim and there was never an even remotely balanced round. Eventually a few players organized a draft which led to a several interesting rounds. When the draft system broke down due to lack of interest and players who didn't want to submit to it Blitz declined in popularity.

Years went by without any further significant changes in the game code. Elite Worx, LLC a small company formed by three players, bought the game and have administered it since late 2006. They have made several changes and enhancements to the game.

Changes in the the first year of Elite Worx, LLC include a Legends Of War scoring feature which tracks player statistics and assigns a military rank based on total score, a more newbie friendly territory start-up, more platoon oriented laws, and adding a clan page and clan flags into the game.



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HunterofEliteWorx
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