What's immediately clear from the demonstration is how comprehensive Men Of War II is in depicting World War II battles. Best Way offered a glimpse of how this is likely to work, demoing a mission in which the Red Army had to destroy three bridges to halt the German advance. The idea of fighting a defensive campaign is particularly intriguing, given that strategy games so often prioritise conquest and pushing forward. The latter, meanwhile, centres around the Soviet defence against Operation Barbarossa, with the Red Army fighting for every inch of ground as the German war machine advances. The former follows Allied forces as they push through Normandy in the aftermath of D-Day, with scenarios built around historical engagements such as Operation Lüttich, a major German counterattack during Operation Overlord, and the battle of the Falaise pocket, in which Allied forces surrounded a large portion of the German Army following Lüttich's failure. The game's campaign will be split into two separate storylines, one focusing on the Allies, and the other on the Soviets.
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"We would like to show the other side of World War II," says designer Alexander Babin, "without the classic battles such as D-Day or Stalingrad, because at some point players started to feel like they have already seen everything." But according to developer Best Way, which features several members of the original development team, it won't be revisiting popular fronts and battles replicated ad nauseum by other World War II games.
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Men Of War II returns the series to its World War II roots. The final aim of this work is to study the impact of effective implementations of railway traffic management and dissemination of information to passengers and operators.One thing that hasn't changed over the original Men Of War, which launched in the primordial mists of 2009, is the setting. Computational results based on a real-world Dutch railway network quantify the trade-off between the minimization of train delays and passenger travel times and the performance, stability, and convergence of the equilibrium point given different algorithms and information available. The proposed game theoretical approach is able to easily consider information and interdependence of the actions of multiple stakeholders. We study this problem with a game theoretical approach, focusing on the solutions corresponding to Nash equilibria of a game involving passengers and infrastructure managers. Delaying trains and/or dropping passenger connections and/or giving particular route advice to passengers might influence the behavior of traffic controllers and passengers, determining a trade-off between the delays of trains, weighted by the passenger load, and the travel time of passengers. We describe how passenger choice at stations along the route intertwines deeply with the problem of rescheduling trains over tracks and station resources in a very complicated setting that might not exhibit equilibrium points in general. In particular, we analyze the characterization of an equilibrium point between the reordering choices of train dispatchers in railway traffic optimization and the route choice of passengers in the available services of the railway transport network. This paper investigates microscopic railway traffic optimization models and algorithms, merging these two streams of research. Different approaches that manage only the passenger flows instead focus more explicitly on the quality of service perceived by the passengers. In the last decade, optimization models for railway traffic rescheduling mostly focused on incorporating an increasing detail of the infrastructure, with the goal of proving feasibility and quality from the point of view of the managers of the infrastructure (tracks and stations).