Halo Wars: The Great War

"Experience the whole war."

- Official tagline

Halo Wars: The Great War (also dubbed as Halo: The Great War, The Great War, HWTGW, TGW and informally Halo Wars 3) will be the third Real-Time Strategy video game and the sixteenth installment in the Halo series. It will be developed by 343 Industries and Creative Assembly and will be published by Microsoft Studios for the Xbox One and half a year later for PC and Mac. It is the first RTS game to be developed by 343 Industries and the first Halo game since Halo: Combat Evolved to be released for Macintosh.

It is the longest Halo game, designed to flesh out the history and timeline of the Halo Universe. Even though it is a RTS game and does have some story connections to Halo Wars and is also referred to by some as Halo Wars 3, it must be noted that it is not a continuation of the Halo Wars storyline. It follows all the major battles and events of the Human-Covenant War, from the first battle at Harvest to the final battle in 2552 on The Ark. The Great War is the name of the era of the Human-Covenant War as well as being another name for the war itself.

Like many Halo games before it, The Great War was first officially announced at an E3 two years before the game was released. The game doesn't have a set release date yet, but it is assumed that it will be released around late 2018 to early 2020, though it could possibly be even later. The game will use an updated and modified version of the Halo engine merged with others to work with the maps and RTS gametype. The Great War is rated "M" for Mature like most Halo games, though unlike the previous Halo RTS - Halo Wars which was rated "T" for Teen, and 16+ in the UK and "M" in Australia rather than PG.

Halo Wars: The Great War has many new features than from its predecessor Halo Wars. What many fans and reviewers didn't like about the original Halo Wars was the fact that the player couldn't play as or even see all the ranks, vehicles, aircraft, ships, soldiers, weapons, factions and characters in the Halo Universe, as well as many other things. But now in The Great War many of these features are now possible. One very notable thing is the new First & Third Person Mode which allows the player to play as a single unit just like in the other mainstream Halo games. The controls are very similar to Halo Wars's, although there are many new features and strategic options as well. More new features are that there are now a broader range of factions, which players will even be able to get the option of using in the game. New game modes such as Forge, Theater and Domination have been added as well, amongst many other new features. The cinematics aren't CGI like previous Halo Wars games, but are made with the in-game engine or it will be presented like the terminals in recent Halo games.

A lot of downloadable content or DLC is planned with content for every category, which will be coming available progressively over time; including expansion packs continuing the stories of the game, as well as starting many new ones.

The game is being hyped up to be more than twice as successful as the previous Halo RTS game; Halo Wars 2.

Content Summaries and Campaigns
Halo Wars: The Great War’s goal is to flesh out the of the, specifically all it’s major battles. The game will start off where The Great War began at the.

It is a Real Time Strategy game like Halo Wars, so it shares many gameplay similarities; players can control armies, giving orders to their units, collect resources so they can produce units and upgrades, construct buildings, garrisons and other structures. The game can be played in single and multiplayer modes and also in online gameplay.

Campaigns
The Great War has several campaigns covering all the major battles ongoing during the Human-Covenant War. Each campaign will be set during a certain part of the war, from the first battle on Harvest to the very end of the war at Installation 00. The Human-Covenant War wasn’t the only war ongoing at that time as many insurrections still existed and affairs from both wars sometimes collided. So battles from these other conflicts will also appear in campaigns. A new campaign will be unlocked when two campaigns share a related timeline event. The first campaign is Age of Reclamation and is played with the Covenant faction. There are seven factions playable through campaigns, which is not including native groups. The campaigns are divided up into time periods of the war. Each faction has its own name for their campaigns, there is 9 (main) larger campaigns in The Great War and 7 shorter:

Tutorial (Played with both UNSC and Covenant)

Tutorial - Non-canon (short)

UNSC campaigns 2525-2531 - The Harvest Campaign (large)

2531-2536 - The Outer Colony Battles (large)

2536-2552 - The Inner Colony Battles (large)

2552 - Halo (large)

Covenant campaigns 2524-2535 - Age of Reclamation (large)

2536-2550 - Final Purge (large)

2551-2552 - Journey's End (large) - also played with Covenant Loyalists Insurrection campaigns

2526-2531 - The Next War (short)

2531-2537 - End of The Insurrection (large)

2545-2552 - Inner Colony Insurrections (short) - played with Colonial Insurgents

Heretic campaigns

2526-2530 - Dispute of a New Age (short)

2532-2536 - Walk of the Unfaithful (short)

2552 - Truth (short)

Caretakers campaigns

2552 - Maintaining Protocol (short) - this campaign follows 343 Guilty Spark (and Sentinels) of the areas he goes to during the events of the original Halo trilogy

Flood campaigns

2552 - Awakening (short)

2552 - Plague (large)

Controls
The Great War’s controls do resemble the ones from Halo Wars, though there are some differences and improvements, as well as several new features. One notable improvement is the ability to zoom in and out a lot more than from the games predecessor.

Cutscenes & Cinematics
Cutscenes in The Great War are unlike the ones from the previous Halo Wars games. Instead of Blur Studio's CGI animation, cutscenes will be animated with either the in-game engine during missions or created by Sequence, who have notably animated many of the seen in the Halo games, as well as creating.

Sequence provide a much more artistic and earthy form of animation in The Great War than with their previous work in the universe. These cinematics usually narrate over current events in the galaxy, more specifically to that which is relating to the player's current faction or fleet, as they progress through the campaigns.

Battle Examination Mode
The new Battle Examination mode is where the player can watch current battles they are involved with from different views following random units as they fight and move around. It is very similar to when a player in earlier Halo games dies in a multiplayer game - the camera would follow random players as they fight while the player waits to re-spawn.

Heads-Up Display
The HUD also referred to as Camera View is the set of displayed symbols and icons that appear across the screen in gameplay. It helps guide and keep the player aware of their progress. Its set up is almost identical to the one used in Halo Wars.

There are many elements that make up the HUD:

Crosshair - The Crosshair (sometimes referred to as cursor) is a small superimposed object like a reticule in the center of the screen, which is part of the camera. It moves along with the camera and is used for selecting. If the player is targeting something, the Crosshair symbol will change color and sometimes changes its shape or presentation.

Each faction has it's own individual crosshair icon, which can vary in color as well as shape.

Visual COM - At the top left corner of the screen a circular shaped communications system will be present; team members, allies (and enemies) will use this to speak and communicate with the player and other team members regarding the current mission or main story plots of a campaign. The communicator also give new objectives.

Objectives - Shown to the right of the Visual COM, the most important and relevant mission objectives will be shown here. A full list of objectives and other information is available when pressing the View Button.

Mini-Map - At the top right corner of the screen the circular Mini-Map is placed. It shows units and occupied sites and structures that are present on the battlefield, the landscape, shape and size of the battlefield is also shown. There’s also a compass around the mini-map.

Advancement Data - Just to the left of the mini-map, a box is there with the information of the players population (current and maximum), tech level and resources.

Direction Indicator - An arrow may sometimes appear just above the crosshair which will indicate the direction of a current goal or a guide requested to a specific location on the map.

Unit Selection Icon - If a unit has been selected an icon will be shown at the bottom of the screen representing that specific unit. When the player selects a group of various types of units several more icons will be shown along side each other for each unit type, but where there are several units of the same type selected only one icon for that type will be shown with numbers at the top right corner of that icon representing the amount that is selected.

Timer - Just below the top of the center of the screen will be a timer if the mission requires it, which will normally count down but can count up.

Circle Menu


Circle Menu - When the player uses a form of Combat Support or selects a building the Circle Menu will appear in the center of the map. It takes up a decent portion of the screen and is used for getting/producing upgrades, units and Combat Support. The Circle Menu has eight icons; one on the top (Icon 1) and bottom (Icon 5) and three on the right (Icons 2-4) and left (Icons 6-8). For a building/producer the top icon upgrades the structure and the bottom icon will recycle the building. For unit producers the right icons will be for unit production and the icons on the left will be for upgrades. Other functions of the icons in the Circle Menu will vary in uses. When the player selects one of the icons on the right or left a box to the right of the right icons or the left of the left ones will appear with information about the thing selected and another spot in the center of the Circle Menu which shows the required cost, tech level and population, that the selected thing needs to be acquired. In regards to unit producers, once one or three of the three units available at a unit producer is fully upgraded, the upgrade icon may go blank but it can also allow the use of a new unit icon, which will cost 1.000 resources to allow the production of the unit and then the unit will go to its standard price, the extra unit will also come fully upgraded.

Circle Pages - Are an extra feature for some Circle Menus, where Icon 1 will activate a second page, the player will be able to switch back to Circle Page One by pressing Icon 1 again. It is normally used when a producer has to many items and not enough room on to place them all on the first page.

Forge Menu - Just like the Circle Menu except it appears to the right of the screen and it is in a square/rectangle shape which is used for constructing various buildings and in Forge mode it is used for all Forge purposes. The Forge Menu can have as many icons as it needs for its subject. It works just like the menu for creating Forge items in the main Halo games, there is a single line that acts like an icon which the player can scroll down by using the left thumbstick and in Forge the bumpers will change to the items of another factions. The player will be able to flick from each base type; camp, stronghold, fortress.

First & Third Person Mode
The First and Third Person Mode is a new feature to Halo Wars where the player can transfer from the normal birds-eye view and RTS gameplay to a single unit in a first or third person view just like in the original Halo games.

The mode comes available when the player holds in “Y” during a game, then the player will no longer be in the Real-Time Strategy style of gameplay but now in a single unit with first person view. The controls for this mode are almost identical to Halo 6’s except that Up on the D-Pad will switch from First to Third Person Mode and Third to First Person Mode and holding “Y” will take the player back to the RTS mode. When the player is in this mode, the rest of his/her units will follow the last orders they were given and then act defensive - staying in the safest near area they were last at. While the player is in the first or third person mode the current unit being played as strengths will go up slightly, specifically its movements and accuracy, if the player is an infantry unit he/she can drive/pilate and sometimes hijack vehicles and other machines.

This mode is (usually) exclusive to leaders and heroes, although there are some rare occasions where other unit types can be played. Player may be able to make the modes work for all units in Forge mode or with mods. If the player is in the first/third person mode in either Co-Operative Play or if the player has allies, the player can be set his or her units to be put under the command of the ally why they are in the mode.

The First and Third Person Mode works for infantry, vehicles, air-craft, water-craft and space-craft, but not for larger units like ships.

Difficulty Levels
The Great War has the same difficulty settings as every other Halo game, as well as some new difficulty features:

Easy - Laugh as helpless victims flee in terror from their inevitable slaughter.

Normal - Face firm resistance from determined enemies. Fight hard and you will triumph.

Heroic - Fight against formidable foes that will truly test your skill - this is the way a Halo RTS is meant to be played.

Legendary - Tremble as teeming hordes of invincible enemies punish the slightest error with instant death... again and again.

Mythic - Do you dare? - Unlocked with the Mythic Skull.

Custom Difficulty - This is unlocked with a Skull which is acquired automatically after all the other (in game) Skulls have been collected. The player can change the strengths of their faction, allies and enemies, in various categories. They also can shorten or make longer timers.

Library
The Library is a source of (categorized) information for all the units, factions, characters, planets, species and weapons (etc) in the game. Every time the player encounters a unit, character, planet (etc) for the first time, it will be unlocked in the Library. The Library works in a very similar manner to the Library from Halo: Combat Evolved Anniversary. Once all the information for the Library is found a Skull will become unlocked.

Timeline
The Timeline is a collection of events that can be progressively unlocked during the campaigns. There are three unique Timelines in the game for each race, which are Human for all unified and insurrection factions, Covenant for alien factions and Forerunner for ancient factions. Sometimes they share events, though they may be presented from different perspectives.

There are two methods of constructing different parts of timelines in the game; the first is constructing the historical timeline, which unlock events from the past. Players will be able to collect, which can generally be found scattered around in different places on each map of the campaigns to build up the historical events in the timeline. The second is the contemporary timeline, which unlock current events ongoing in the galaxy. These are unlocked every time a mission is completed.

Completing each timeline will result in a Skull being unlocked and after all the timelines are finished a fourth timeline is unlocked, which contains the combined events of all three completed timelines.

Galaxy Map
The Galaxy Map gives a view of the entire galaxy which is used as a system of looking at different locations and information about what is current in the galaxy, like who is occupying the area, what events are going on, etc. The galaxy is divided into sections (territories > systems > sectors > maps) of systems and who is occupying them, the player can select these systems by moving the crosshair over them.

The Galaxy Map appears in two forms: The first is used almost at the start of every mission or level, just before the players fleet (he/she is currently with/using) begins the mission he/she will get a mission briefing on what is currently happening on the battlefield. The player can sometimes choose what units they start with depending on they're resources. The player can also look at some current battles that his or her faction is involved with in the galaxy. The second is just where the player can look over the galaxy and read information about different locations in the galaxy - party connected to the Library.

Territories
A territory is an area belonging to a faction. They can expand from a single planet within a system to several (or all) systems in the galaxy. If a faction is in a territory that does not belong to them, reinforcements and other resources may be harder to acquire.

When the player selects a system, a light colored outline will appear around it. The color of the outline will differ depending on which faction the system belongs to. Also when the player selects a system, a faint colored mist will appear over other surrounding systems that are part of the same factions territory. But if two or more factions own a planet in a system its outline will calmly flash between both factions team colors.

Systems
Systems are sections of space in the galaxy, consisting with several stars, planets, moons and asteroid fields. If the player wants to conquer a system, he/she will have to claim all valuable or defendable places within the desired system and then it will become part of their factions territory. If the player claims a planet or moon, he/she will be able to create trading roots, which will provide extra supplies at the start of a battles played in that system.

Planets
Planets and space sectors are each different types of sectors in a system, where battlefield missions can be played. Each planet will have a number of battlefields and locations, ranging in size and environment. Planets are used to perform Land Battles and space sectors are to perform Space Battles. Conquering all major battlefields on a planet or space sector will result in it becoming part of the players territory.

Battlefields
Battlefields are locations on the Map where the player will play battles and missions on. They vary is size, environment and with native flora and fauna. There are two types of battlefields; land fields are located on planets and is the standard battle location type. The player can do Land and Water Battles with this type. Space fields are located in outer space outside a planets orbit or in an asteroid field. It is possible to play battles similar to Land with this type but only if the player infiltrates an enemy ship or space station.

Map Sizes
In The Great War, no map or battlefield is exactly the same size or shape. Depending on how big the map is, certain numbers of players (factions) may be restricted to be able to participate in a mission. There are two reasons for these restrictions; 1. The map could get (unrealistically) over-crowded and difficult to instruct units. 2. Despite the power of the Xbox One and modern PCs, if there is an extremely large number of A.I. or other moving items on a single map, consoles may struggle to process pieces of the game, which could make the gameplay slow and lagy especially online, it could potentially even make the mission unplayable.

To allow the game to play smooth and realistic, a system where different faction types have a certain number of points (titled Space Points) which controls how many teams can play on a map in a single game. Factions or groups are categeorised in three sizes; Native group (unplayable) - costs 1 Space Point. Minor Faction - costs 3 Space Points. Major Faction - Costs 5 Space Points.

Maps are categorized into ten different types of sizes:


 * Size 1: Are the smallest size of map, players will have a limit of 6-7 Space Points to use - about 2 Minor Factions (with restrictions) and are normally only used for In-Base Operations.


 * Size 2: Are the second smallest map size, players will have a limit of 9 Space Points to use - about 3 Minor Factions (with minor restrictions) and are normally used for Special and In-Base Operations.


 * Size 3: Players have a limit of 12 Space Points to use - about 2 Major Factions (with restrictions) or 4 Minor Factions (without restrictions).


 * Size 4: Players have a limit of 14 Space Points to use - about 2 Major Factions with room for natives or 1 Major and 3 Minor Factions (both without restrictions).


 * Size 5: Players have a limit of 18 Space Points to use - about 3 Major Factions with room for natives or a single Minor Faction, or 6 Minor Factions.


 * Size 6: Players have a limit of 24 Space Points to use - about 4 Major Factions with room for some smaller factions or 8 Minor Factions.


 * Size 7: Players have a limit of 32 Space Points to use - about 6 Major Factions or 10 Minor Factions, both with room for natives.


 * Size 8: Players have a limit of 38 Space Points to use - about 7 Major Factions or 12 Minor Factions.


 * Size 9: Is the second largest map size, players will have a limit of 50 Space Points to use - about 10 Major Factions.


 * Size 10: The largest size map in the game, players will have a limit of 60 Space Points to use - about 12 Major Factions.

Development
The development for the game is just in the early stages, the idea is there but production for the game hasn’t started yet. Not even the engine, concept art or organized teams are even ready, though the planning of the game is almost 100% complete. What progress has been made on the game so far is it’s title, most of the gameplay concepts, that it will be a real-time strategy game with a little bit of action from a first and third person shooter mode. Ideas for campaign stories, units, gametypes and cinematic style are also underway. The game probably wont start production at most until a year before the release of the latest Halo title, which will most likely be around 2018-2020, making Halo Wars: The Great War release up to 2019-2022 possibly even later.

The idea for the game actually came from one of Halo’s many fans. The fan originally had his first idea’s just from playing the original Halo Wars when it first came out back in 2009. When he played it he would imagine how the game could be better. A couple of months after that he started imagining what a sequel would be like, over time his ideas kept getting bigger and bigger, every time he would finish planning something another idea, even better would come along and he would have to re-think it. Eventually he couldn’t keep up with his ideas, so he decided to write them down on his computer. Time went on and there were many different directions to what the game could be and soon after many months he knew his ideas were to vast just for a sequel to Halo Wars, it had to be a game about the entire Human-Covenant War, where the player could use every vehicle, air-craft, space-craft, ship, weapon, equipment and technology in the Halo universe as well as play as every faction, species, faction and sentient.

Three to four years later the fan finally wrote down as much as what was in his head as he possibly could, forcing himself not to think of new things and write down new ideas, because new and better ideas came all the time and there are an infinite amount of possibilities and direction the game could go. He decided he would create a Wikia account and upload what he had created to Halo Fanon so others could see what he had made.

Halo Wars: The Great War was nominated for Fanon of the Month quite early, but it didn't really get any votes until the second month of nomination, though there were a few articles that still had heaps more votes than it did, all of a sudden and against all odds votes started flooding in and The Great War court up and surpassed the other nominations, some users even removed their votes from other articles to vote for this one, and right on the end of the second month after it was originally uploaded it won and was a featured article on Halo Fanon for a whole month.

Features
A great thing about Halo Wars was the large variety of playable units within the game but what it lacked and what hardcore fans wanted, was the ability to play as all the sentients-ranks, vehicles, air-craft, space ships and factions in the Halo universe. In The Great War the player can do just that.

Factions
Factions are the military organizations and teams playable in The Great War. Unlike Halo Wars all Major and Minor Factions that are seen in the game are playable in the campaigns and multiplayer modes.

Playable Factions
Factions are divided up into two main categories depending on their strength or mass:

Major Factions which are large and powerful factions with plenty of resources and fleets, they have a larger variety of units and playable Battletypes as well. There are five playable Major Factions in The Great War:

UNSC ( United Nations S p ace Command )

Covenant Empire

Covenant Loyalists

Insurrection

Flood

Minor Factions are smaller and are restricted to a small fleet, a single ship or no ships or fleets at all, they are normally dependent or found in/on one planet or system. There are six playable Minor Factions in The Great War:

Colonial Militia

Colonial Insurgents - (can be a sub-faction of the Insurrection)

(Covenant) Heretics

Kig-Yar Pirates

Jiralhanae

Forerunner Caretakers

There is another third group, though they are not a true faction - Ambient will be a non-military group or simply fauna; normally native to the planet being played on. They are usually a civilian groups closely connected to a Major or Minor Faction. These are usually only playable in Forge Mode.

Races
Factions are divided up into different groups of races: Humans are a single species. Aliens can be from a single group of species to many. Ancient are normally robotic, but can be organic.

Fleets
Fleets are assembled armadas of ships or battlegroups that the faction they belong to uses to defend and attack territories and planets. They are extremely important because they contain all military units for battle types. They are mainly used on the Galaxy map where the player organizes his or her fleet/fleets to go to certain areas before the player (or opposing side) goes to start different missions, but they are also used in their own battle type called Fleet Battles. Other information about fleets is that they are lead by Navy Leaders. Each faction has a different number of fleets that vary in size. A fleet may not even be a true fleet it could just be made up of a single ship, also different navy leaders have slight variations of their units for their fleet or ship.

Sub-Factions
Sub-Factions are smaller versions of a main faction, though they may dress differently and can act very similar and practically are a Minor Faction. Although they could just be another fleet with more unique features and variations in units than from the rest of the fleets.

Custom Factions
Custom Factions is where the player can create his/her own faction. Starting with a small army the player over time will gain points which he/she can use to level-up and buy a ship which can eventually lead the player to becoming the master of a massive empire. Custom Factions is not used in any of the campaigns but for multiplayer purposes only. It’s mostly used in the Domination gametype. The player can choose which faction he/she uses, it is also possible to merge the units and technology of other factions. The player can organize and edit the units they use placing the unit in specific numbers, giving them certain weapons and choosing their color, but not choosing the units advanced settings like, cost, population and capabilities. Other features the player can give are the ability to change building colors, choose which icons unit and structures are placed and choose their fleet's name.

Units
Units are the forces necessary for playing The Great War. They appear in the form of infantrymen, drones, artificial agents, vehicles and ships; of all types from land based vehicles to air, to water and to space. Different types of units may be acquired by different branches of factions such it's army, navies, airforce and other special groups.

Each unit can be made up of Infantry: Single or several soldiers. Vehicles: One and rarely Two land or water machines (including submarines). Air-Craft: A single flying machine. Fleet Ships: Very large spaceships. Each unit will have three upgrades, but if the unit is unlocked at Tech Level 2 the first upgrade comes automatically free and if the unit is unlocked at Tech Level 3 the first two upgrades will also be free.

Entities: Species & Intelligence
There is a large variation of species and entities in The Great War, they could be a living organism or a machine (AI), all with their own advantages and disadvantage. Depending on what enemy forces are against them or the environmental conditions of the location their at, the capabilities of a species or even vehicles/machines could increase or decrease.

There are over ten different species in The Great War, as well as several artificial entities or intelligence that also appear:

Species Forerunner Human Huragok Jiralhanae Kig-Yar Lekgolo San’Shyuum Sandheili Sharquoi Unggoy Yanme’e Yonhet
 * Ibie'shan
 * Ruuhtian
 * T'vaoan

Artificial Artificial Agent Artificial Intelligence Drones Prometheans

Unit Types
There are different types of units for battle types and environments, depending on which one the player is using, there will be different types of units: Land Units based on the land consists of infantry, vehicles, and air-craft. Water Units based on the water consists of water-craft, submarines, ships, and air-craft. Space Units based in outer space consists of star-fighters, ships, and (some) air-craft. It is also possible for battle types to crossover, with units (especially infantry and vehicles) from other categories, but they are limited in their abilities.

There is a broader range of land units compared to all the other unit types, simply because Land Battles are the main and most common sort of Battletype that players will be engaged in. Sometimes infantry may stumble across unoccupied vehicles, they may belong to any faction or may be belonging to some of the locals. Either way the infantry unit may be able to pilot them without costing extra resources or population.

Civilians, Wildlife and Non-Playable Units
All factions are practically only able to produce military units, with few exceptions. Even though non-military units such as civilians, animals (pets or feral) and other forms of entities can’t really be produced, it isn’t uncommon to find these units on a map, but note they are not often controllable. Civilians are normally located in colonized areas, and to an extent the same also goes for some animals, though they normally appear in unpopulated areas.

In some of The Great War’s campaigns the player will take part in missions where they are able to either evacuate, defend or attack non-military units of all sorts.

Further reading

Civilians can be of any race normally native or colonized to the planet being played on. They appear in many different environments usually on land, but sometimes in sea, air and even in space.

Wildlife appear as various animals native to the planet being played on, and are seen in many different environments from land to sea to air.

Unit Selecting & Targeting
All units will have a ring around them marked on the ground when the player moves the Crosshair over them for 2-3 seconds and for some units within that ring certain parts of the unit will be highlighted, this is because every single unit is individual even if they are already part of a squad. For instance, if there is an infantry unit (with more than one soldier) each highlighted part will represent a single soldier and the same for aircraft and other units, but for some larger single units like tanks, transport ships and other vehicles; specific parts of the vehicle (which can include infantry being transported) will be highlighted instead of separate units (like wheels, wings and cannons). When the players units attack and damage one of those parts it will be weaker in the categories that part was used in - the player can do this when they moves the Crosshair over one of these highlighted bits and clicks “X” the players units will attack that specific part of the unit.

Leaders
Leaders (also known as commanders) are automatically deployed to the battlefield when unlocked, when you unlock a leader type, new units and combat support will come available. Usually when the player starts a mission they will have one leader to begin with, but at tech level 2 the player gets the opportunity to buy a second leader and at tech level 4 the player gets the opportunity to get the final leader. If the player doesn’t get the leader strait away, they can buy them (though they can sometimes be free) from the Leader Command Menu which is a place to import all leaders and heroes. The Leader Command Menu can have the three leader types and eleven heroes or less in it, or fourteen heroes or less - icon one will control Circle Page 2. Leaders can hop in any ambient or ally vehicle (land, water, air) when the player presses “Y” once the vehicle is selected.

There are three types of leaders in gameplay: Land Commanders are the leaders for armies on the ground, as units they normally appear in the form of soldiers or special forces units but can be vehicles and air-craft. They are normally free at the start of a Land Battle. Space or Water Commanders (also known as captains) are the leaders for ships from Space and Water Battles, as units they normally appear in the form of captains and bridge officers units but can be boats and air-craft, they are only available if the player has a fleet. Specialists bring many advancements to their fleet, as units they normally appear in the form of civilians like scientists, professors, agents or special forces.

Heroes
Heroes are special leaders that are notable and well known personalities from the games, books, comics and other media, as well as some new characters to the Halo Universe. They can be more powerful than normal leaders and can also have unique animations and abilities.

Further Leader Information
Something very cool and unique about leaders is the ability to play as a single unit in a First or Third Person Shooter Mode. Units will become stronger in this mode, which is activated when the player holds “Y” in. Unlike the normal leaders of which the player can only have one of each type, the player can have as many heroes as the mission will allow them too.

Producers and Outposts
Producers and Outpost are the defense and creators of units and most unit upgrades making them necessary for playing The Great War. They appear in the forms of buildings or are based at a command ship, which they will then be imported into the battlefield.

Base Categories and Upgrades
Buildings have changed a lot since Halo Wars, they are categorized in four groups: Base Components include all command centers, base expansions, landing pads, walls etc. Unit Producers create all deployable units as well as related upgrades. Advancement Producers upgrade and provide means for advancement and production and finally ] Outposts and Turrets which can be shield generators, turrets, mines and just simple outposts. There is also fifth type but it isn't included count because they are ambient; just being part of the scenery, though they can be converted to do some base functions. Land structures are the main force and focus of buildings and structures in The Great War. To upgrade a structure the player will have to select the structure and when the Circle Menu appears the top icon (Icon 1) will have the upgrade. Some producers may have this extra feature “Circle Page One/Two” (mainly used in technology advancement producers) is where Icon 1 creates a second page, the player can switch back to Circle Page One by pressing Icon 1 again. When producing and upgrading units (normally in a Unit Producer) Icon 2 may not be available until Tech Level 1, Icon 3 wont be unlocked until Tech Level 2 and Icon 4 wont be unlocked until Tech Level 3 or 4. Icon 8 wont be unlocked until Tech Level 2, Icon 7 wont be unlocked until Tech Level 3 and Icon 6 wont be unlocked until Tech Level 4.

Base Components - Ground
Bases can produce both standard and special units, as well as acting as a great form of defense and refuge. There are three types of ground bases, depending on the location of the base, tech level and resources the player will be able to make stronger ones: Camps are the smallest type of base, the player should need an acceptably fortifiable area with a clear space. No Camp is exactly the same, the player can rearrange the positioning of the Camp facilities and components which are; LZs, barricades, fences, maned-turrets, tents, marquees, small buildings and a command post. Strongholds are the medium base type, they bring new stronger components, the player will need to find a clear space, like the Camps, Strongholds are built up of different components but are more fortified and are made up of; LZs, barricades, walls, turrets, strong buildings and a command center. Fortress’s are the largest, strongest and most expensive type of base, they can also be an expansion or upgrade of a Stronghold, the player will need to find a large clear space, the components are also larger; LZ platforms, turrets, walls, large/long buildings and a command center.

There are various types of base components and structures like special unique producers that make very specific units or other things like trenches and land mines.

Base Components - Water
Water-Bases don’t appear in different sizes as much as Ground Bases do, but just in different settings, they produce water-crafts on and under water. There are four types of Water Bases, depending on the location of the base, tech level and resources the player will be able to make stronger ones: Docks are based by the land and vary in size and shapes (depending on what shape the coast is) and are made up of; LZs, docking bays, turrets, strong (dock) buildings and a command center. Rigs are based in the ocean, they vary in size and are made up of; LZs, docking bays, garrisons, turrets, strong components and a command center. Undersea Bases are based under the water and look a little bit like Strongholds and Fortresses (for Ground Bases), the only units they create are submarines and are made up of; LZs, barricades, turrets, strong buildings and a command center. Water-ships are a type of Water-Base they have to be very large ships (usually capital ships) and need to have; LZs, docking bays, turrets and a command center.

Base Components - Space
Like Water-Bases, Space-Bases (or space stations) don’t appear in the same form and sizes as Ground Bases do, but just in different settings, they produce space-crafts, though they wont produce large ships, for they come through Slipspace. There are four types of Space Bases, depending on the location of the base, tech level and resources the player will be able to make stronger ones: Defense Stations are very large and vary in type, they are very strong and are made up of; LZs, docking bays, cannons, turrets, very strong components and a command center. Production Stations are smaller space stations compared to Defense Stations. Their function is to produce and upgrade space units and other upgrades. They are made up of; LZs, docking bays, light cannons, turrets, strong components and a command post. Spaceships are the most massive of ships in a fleet (usually capital ships), they are and act like a type of Space-Base. They have to be and need to have; LZs, docking bays, cannons, turrets, very strong components and a command center.

Outposts are not bases but are components that are seen around bases or deeper space. They can be small space stations or detector nodes.

Modular Fortress - Modular Bases of Operations
A Modular Fortress (or to the UNSC; Modular Base of Operations) is a very large base type for Ground Battles that has other smaller add-ons; turret foundations and building sites to make facilities that produce units, upgrades and advancement materials, making it unnecessary to build other structures around the base.

Facilities are:

Infantry facility

Vehicle facility

Air-Craft facility

Resource facility

Technology advancement facility

Upgrades facility

Shield-generator - facility

Base turret

These are the exact same type of bases used in Halo Wars, yet now has several changes; it now costs significantly more resources to make (unless Spirit of Fire is the players fleet set-up), but it also is a lot stronger and the fortress doesn’t change name when you upgrade it. The facilities on the Modular Bases also look a little different to the standard facilities, though they do resemble them quite strongly. They are not available for all fleets and factions.

Landing Zones
Landing Zones or LZs are the stations that transport air-craft used to deliver units and supplies to the battlefield. There are three different types of LZs: The first is the smallest and is just simply a clear space about twice to the size of the transporter, it is for transporting units. The second can be a variety of platforms and is around the same size standard LZ though a little bigger, it is for transporting units and resources. The third is a supply pad for resources and is about the same or double the size of the transporter.

Unit Producers
Unit Producers are the creators of units and (main) unit upgrades, they can be made as buildings, water-ships or from a command ship - delivered through transport ships. There are three types of Unit Producers for each battle type category: Infantry Producers are created by buildings or delivered from space-ships, they are available for Land Battles. Vehicle Producers are created by buildings or delivered from space-ships, they are available for Land Battles. Air-Craft Producers are created from air-pads or from space ships, they are available for land, water and Space Battles. Water-Craft Producers are created from docks, rigs, water-ships or delivered space-ships, they are available for Water Battles. Underwater Producers are created from rigs, water-ships and space-ships, they are available for water battles. Water-Ships Producers are created from docks, rigs or by large capital space-ships, they are available for Water Battles. Star-Fighter Producers are created from space stations and shipyards (in or out of orbit) or they can be made by space-ships, they are available for Space Battles. Space-Ship Producers are created from space stations and shipyards (in or out of orbit) or they can be made by large capital ships, they are available for Space Battles.

Advancement Producers
Advancement Producers are the providers of resources and technological advancements as well as providing various upgrades for units and many other components within a faction. There are three types of Advancement Producers: Resources Producers are the providers of most resources that are needed to afford units, structures, upgrades and Combat Support, they are delivered to supply pads. Technology Producers are responsible for tech level upgrades, they can act with a number of specific structures or base upgrades. Special Upgrades Producers do unique upgrades for units, structures, Combat Support and population within a faction, they can be in the form of a building or based at a command ship.

Outposts and Turrets
Outposts and Turrets are stationary structures used for defense or just simply as lookouts. Outposts come in many different forms from very small camps to sniper towers. There is also a broad variety of Turrets: Type one & two are small (especially type one) common transportable stationary guns that can be manned by (single) infantry units. Note that it is possible for a unit in the turret to die before the gun is actually destroyed, once a turret is found unmanned other units can claim it when a unit is selected and the player presses "Y" on the turret. Type three are tall turrets, well ranged and usually anti-air. Type Four are large to massive turrets that can take down heavy armored units or spread out units. Turrets can be delivered from command ships and transported or constructed by transport ships.

Miscellaneous Structures
There are many forms of miscellaneous structures and buildings in The Great War, they appear in all environment types. Some are claimable and can be a good place for cover and hiding, as well as for acquiring extra resources and technology, though a lot of structures are simply part of the scenery, landing zones for instance are in a way also like this. There are six (usable) types of obtainable structures for occupying (that units can interact with):

• Standard Cover is a place to garrison units that prevents them from getting extra damaged. These can be natural or designed for defense.

• Garrisons and Barriers give cover for units on the battlefield, they can be designed for single units or an entire squad. Different types of garrisons may work better for different units like towers for sniper units.

• Turrets obtainable stationary guns.

• Generators speeds up or increases technology advancement.

• Resource Supplier provides and produces resources.

• Research Facility located in unique areas for study and cam bring special upgrades.

Game Concepts
The Great War brings many new concepts from previous Halo Wars that change how the gameplay works and many old concepts from will return as well, but may appear slightly different from how they were first presented in Halo Wars. Concepts from other Halo games will also be adapted to work for the RTS genre to make the game feel more like the Halo players are most familiar with.

Unit Attributes
All units have their own unique level of strengths and weaknesses. Unit information and attributes are organized in six different categories;
 * Personal: Number of contained personal, of their kind.
 * Armament: Unit weapons, equipment and special abilities.
 * Health: Unit hit points.
 * Capabilities: Unit strengths and abilities.
 * Cost: Price for the acquisition of units.
 * Additional Information: Miscellaneous details and notes.

Personal and Armament
The first two categories of unit attributes deal with the units combat abilities and usable equipment. Personal lists the number of persons, artificial entities or vehicles and their type/class and rank within the unit. Armament lists the standard weapons and equipment used by the unit, as well as special abilities. Of the various armament the units use the Primary Weapons will be units main line of defense and if it becomes impeded or disadvantaged, units will often use their Secondary Weapon in its place. Unit equipment can be either fixed where it is automatically functioning or is used as a special ability where players will be able to activate by pressing "Y". Equipment can appear as active/adaptable camouflage, jet-packs, medical/repair kits and other unique tools. Special Abilities can appear as a variety of different actions, such as the use of unique weapons, a powerful attack or movement to the activation of equipment of all sorts.

Unit Health: Hit Points
Unit hit points generally referred to simply as "Health" are the life source of all units. Each unit will have a number of hit points, which determines it's strength and endurance. When a unit is damaged, their hit points will decrease and once all their hit points run out the unit will die or be destroyed rendering it unusable. There are three types of hit points; Health, all sentient units have health points, which are the primary hit points in the game. Armor, used by all machines and frequently with infantry units. Energy Shielding isn't available to all units but for those who have it, their strength is greatly increased.

Unit Health and Armor both have a limit of 1-100 hit points, with the possibility of 0-10 points of healing or repairs every 1-60 seconds. Energy Shields differ slightly by having 1-100 hit points, but with 0-10 points of shield regeneration every 1-30 seconds.

Unit Abilities: Skill Points
Unit skill points are a broad range of capabilities that vary with each unit. Capabilities deal with units movement, vision, damage infliction, interactions with other units and the environments they are located. Skill Points are by no means fixed, they can vary with different factions and especially in regards to unit upgrades.

Capabilities are:
 * Speed: 1-100.
 * Movement: 0-10.
 * Jump: 0-10.
 * Sight: 1-10, infinite.
 * Damage: 0-100.
 * Melee Damage: 0-100.
 * Range: 0-10.
 * Accuracy: 1-10.
 * Confidence: 1-10. - improves unit effectiveness to follow orders and face harder forces on the battlefield.
 * Morale: 1-10. - confidence boost to local units.
 * Adaption: 1-10. - unit's ability to adapt to different environments.
 * Camouflage: 1-10. - unit's ability and equipment to blend in with the battlefield.

There are two more additional types of abilities, though they are technically not all skill points:
 * Collect Resources: Yes/no.
 * Environments: Land, water, air, space, earth.

Unit Acquisition
In order to produce new units on the battlefield, specific requirements need to be met, which will cost players resources and space. There are three main categories for the acquisition of units:
 * Population: 1-100.
 * Tech Level: 0-4.
 * Resources: 0-infinite.

Upgrades and Technology Advancement
There are a broad range upgrades and technological advancements in The Great War, which are the key of strengthening and developing a faction in every regard.

Technology Levels
Technology Levels or Tech Levels are the stages of advancement for a faction, every tech level unlocked more upgrades, units, structures and other features will become available. The player can acquire new tech levels by getting a number specific structures or by advancing age.

Population
Population is a major feature that controls the amount of units the player, enemy and allied teams are able to deploy in the game. Every time a faction acquires new units the amount of population room is filled up. Different units will take up smaller or larger amounts of population, depending on it's size and strength. The population limit has raised greatly since the originally Halo Wars and the player can further raise the Population limit by getting certain upgrades from an Advancement Producer. From a canon perspective population limits are there because factions or fleets cant always spare legions of units straight to one area of the battlefield or war. For in game purposes, if there is too many objects or AI on the battlefield the game runs less efficiently with increasing legginess and even an inability to play the game.

Upgrades
Upgrades are the source of advancement for units, structures, garrisons, combat support and practically everything available for production in the game. Upgrading a unit or structure could advance its offensive or defensive strengths, as well as its exploratory and interactive abilities. There are two different types of upgrades for a unit or structure: The general place for upgrading units will be the same type of unit producers where the player would acquire the unit that is being upgraded. The unit will be on the right of the Cycle Menu and the upgrade will be on the left of that. For structures the player will have to click on the structure and upgrade it there. The second system of upgrades will be from Special Upgrades Producers, where the player can acquire unique upgrades that can advance a factions units, structures and combats support in a variety of manners, as well as upgrading a factions abilities all round.

Ordnance Points
Originally known as in Halo Wars, now called Ordnance Points, which have a similar role to the Ordnance Points in recent Halo games, yet they have changed a bit to fit in with the RTS genre. They give bonus advantages to units, increasing their statistics. Units can gain Ordnance Points by defeating enemy units, vehicles, structures or any situations that gives them experience on the battlefield. Units can also acquire Ordnance Points by the age of it's deployment and from standard upgrades. Stronger enemies will give a unit more points and once the unit gains a certain amount of points, that unit will get a free upgrade to it's capabilities and armament, giving it the possibility of extra damage, health, speed or better weaponry and so on.

The player will know if units have an Ordnance upgrade by stars that appear above the units health bar when the player selects it and will know when a unit recently acquires one by a light mist which will appear around a unit for a short moment. Each unit has a max 5 stars, except for leaders and heroes that have a maximum of 5, 10 or 15. If a unit survives a level or mission in the game, it will appear in the next with all it's upgrades still included.

Combat Support & Leader Bonuses
Combat Support is the new version of Halo Wars’s Spirit of Fire and Leaders Abilities. The majority of Combat Support is provided by the player's fleet, generally from their capital ship, but can come from a variety of extra sources. There are three categories of Combat Support, each has its own Menu with room for 6-8 different support actions. Many different types of support are available in gameplay. The variety of Combat Support range from air strikes and attacks to enemies from ships and aircraft, transport and healing for the player's forces and allies and special forces reinforcements.

Combat Support
Combat Support is a special way of bringing aid to the battlefield. Provided from the fleet or other distant base, it comes in two forms: The first being an offensive form of support where special attacks coming from fleet ships or aircraft send air strikes and raids, strategic bombing, special bombs or blasts of energy to the surface attacking ground forces. The second type is where the fleet sends teams to come and heal or repair units on their side, as well as providing several forms of transport.


 * Missile Barrages are sent in by aircraft or ships shooting a spread out and mass barrage attack.


 * Heavy Blasts are single yet massive missile or energy strikes or blasts that hit targets with high damage.


 * Special Attacks sends unique types of bombs and strikes, such as cryo and EMP bombs.


 * Transport sends units to different locations on or out of the battlefield. Depending on how many units are being transported more resources will be required and bigger or more numerous transport ships will be required.


 * Healing heals and repairs health of units - select an area and a medical team or mechanics will be sent to heal/repair the units, after the work is done the workers will leave.


 * Drop-Pods are a way of deploying infantry units to the battlefield without having to wait for any production time.

Reinforcements
Reinforcements are a form of Combat Support that provides special forces and other unique units to the battlefield, which can be acquired via the Reinforcements Menu. Imported through transport ships or with drop-pods. Mainly the units from the Reinforcements Menu are special forces, prototypes or other unique units, which come in the form of infantry, vehicles, air-craft, water-craft and space-craft.

Building and Construction
Constructing buildings is a key factor in playing The Great War, the player can build structures from the Building Menu where they can create structures that produce units, walls, turrets and upgrades for all subjects, and furthermore. The player will be able to construct any buildings wherever they choose, rearranging the positioning and direction they are facing, as long as there is nothing abstracting them.

The player can also acquire the same features that buildings give from (distant) Producers on his/her capital ship or main base, but using these distant Producers will take a lot more production time for things to be produced and it can cost even more than constructing something on the ground. (Read more here)

There are four types of buildings:

Producers
 * Infantry Producers produce and do the (main) upgrades for infantry.
 * Vehicle Producers produce and do the (main) upgrades for vehicles.
 * Air-Craft Producers produce and do the (main) upgrades for air-craft.

Non-Land Producers


 * Water-Craft Producers produce and do the (main) upgrades for water-craft.
 * Space-Craft Producers produce and do the (main) upgrades for space-craft.
 * Ship Producers produce and do the (main) upgrades for ships.

Facilities
 * Resource's Facilities supply resources.
 * Technology Advancement Facilities give the player better technology so he/she can get better upgrades for advancement.
 * Upgrade Facilities allow extra upgrades for units and structures.

Outposts
 * Outposts are good lookouts and place of cover and organization.
 * Manned-Turrets can be placed anywhere but will need to be manned by a infantry unit and it can also be used by the enemy.
 * Auto-Turrets shoot enemies on sight, they can be placed anywhere but are expensive.
 * Shield Generator can shield a base or just an area of land, depending on how strong the shield is it can expand over a great distance.
 * Mines explode when an enemy walks over them, they can be placed anywhere but in large enough quantities they can get expensive.

Ambient
 * Ambient structures can resemble and represent ant form or type of building, but their main use is to be part of the scenery or are owned by the natives or (if abandoned) wildlife that have used them for shelter.

Unit Production Menu
Similar to Reinforcements the Unit Production Menu is a place to acquire and bring new units to the battlefield if there are no Unit Producers available on the map. All units from it are provided from the fleet or other places of command (normally far distant from the map). The units from the fleet will cost more and take longer to produce, but are good if the player cant build Producers on the ground. It is accessed within the Building Menu, the player has to select a Unit Producer and then click “X” (instead of “A” which would create the Producer not the unit) the menu for the selected Producer will appear and then the player can produce the units.

Ally Support
This type of Combat Support isn’t provided by the players capital ship, but is used when the player needs extra forces when attacking an enemy to defeat them, the player can ask for the assistance of an ally, also unlike other Combat Support it is not activated by clicking the D-Pad but on one of the screens when clicking the View Button. If the play doesn’t have any allies and if he/she has more than one enemy and if one of those enemies is also an enemy with that faction the player can become allies with them to defeat the common enemy, but be aware the new ally may take advantage of the player by attacking them after the battle or if they deny becoming allies with the player they may attack the players base while their attacking their other enemy.

Leader Bonuses and Leader Command Menu
Leader Bonuses aren’t a type of Combat Support but are a means of acquiring extra ones. In Halo Wars skirmish mode there were three leaders for each faction for the player to choose from, each leader would have unique units and leader/Spirit of Fire abilities, but the player could never have more than one leader and its specialties at the same time in a game, but now called Combat Support in The Great War the player can unlock new leaders in a game at once.

(Normally) when the player starts a mission he/she will have one leader to begin with, but at Tech Level 2 the player gets the opportunity to buy a second leader and at Tech Level 4 the player gets the opportunity to get the final leader. If the player doesn’t get the leader strait away, he/she can buy them (though they could be free) from the Leader Command Menu which is a place to import all leaders and heroes. The Leader Command Menu can have the three leader types and eleven heroes or less in it, or fourteen heroes or less - Icon 1 will control Circle Page 2.

When the player acquirers a new leader in a Land Battle, it will come with new units and upgrades normally relating to the leader. The player can acquire leaders and their upgrades at a command post or at the Special Upgrades Menu. There are three leader type categories, each bring one or two extra units or combat support to the battlefield: Land Commander provide new land or water units also allowing more extra units then any other, as well as some free upgrades. Space or Water Commanders (also known as Captains) provide new air units and allow a higher population limit, all fleet commanders also come with drop-pods, not to mention the other unique Combat Support they come with. Specialists provide new units in several categories, all things cost less resources and things are produced faster.

Planets and Environments
There is a broad range of environments in The Great War, from familiar and common ones that we see around us every day to unique to Halo environments. Each planet will have its own unique environments, natural and some unnatural that will effect the way the map looks and plays. Depending on what type of environments there are, different units may react differently to them on how they would be like in another environment, through increased or decreased strength and capabilities.

Landscape
Many types of landscapes make appearances that change the terrain of planets and battlefields: Fields (Flat surfaces), Hills, Mountains, Valleys, Cliffs, Other flat surfaces, etc.

Land Environments
The different types of grounds that appear on land:

Grounds: Natural

Dirts (browns, red, etc), Mud, Grasses (green, red, etc), Dry Grasses, Leaves, Salt, Sands, Snow, Ice, Stones, Rocky (Pebbles, Small Rocks, etc), Lava (Hard), Other surfaces, etc.

Grounds: Unnatural

Glassland, Glassland (Recent/Burning), Hard Light, Flood Growths (surface), Covenant Metals, Forerunner Metals, Other Metals and Artificial Surfaces, etc.

Natural & Unnatural Objects
Objects: Natural & Unnatural Trees, Bushes and Ferns, Mosses, Crystals, Rocks, Buildings and Structures, etc.

Water & Liquid Environments
The different types of conditions that appear on water:

Water Types (which will include the underwater environment variant)

Oceans, Rivers, Lakes, Dams.

Liquids: Natural

Fresh Water, Salt Water, Polluted Water, Oils, Lava, etc.

Air Types
The different types of conditions in Air: Fresh, Polluted, Toxic, Methane, Gases, etc.

Weather
The weather in The Great War plays a big part in how units look and act in different environments. The weather can even change the environment in some parts, which will change the way units cope within them. For example if the player has units on a dirt track and soon it starts to rain the dirt could become mud.

List of types of weather:

Temperature: Heat/Chill, etc.

Units level light: Light Fog, Light Rain, Wind, etc.

Units level heavy: Heavy Fog, Heavy Rain, Heavy Wind, etc.

Above: Clouds, Storms, Lightning, etc.

The effects different environments have on units
Depending on what sort of ground there is, certain units will react differently, depending on how thick/deep or thin/shallow the ground is. The section "Low" is for when units sink slightly in the ground, but will normally do the same effect and the section "Short". The section "Even" is when the ground doesn't interfere with the units movement. The section "Short" is when the ground interferes slightly with the walk of the unit walking/driving past. The section "Long" is when the ground (or what's on it) is long enough to cover a significant part of the unit moving through it:

• Low: Mud, Sand, Snow, Leaves, Stream Water.

• Even: Dirt, Thin Grass, Thin Leaves, Salt, Ice, Glassland, Hard Light, Metals, Artificial Surface.

• Short: Short Grass, Rocky, Lava (hard), Flood Growths.

• Long: Long Grass, Canes, Thick Snow, Shallow Water.

Some surfaces will have more effects and can even be deadly to units:

• Dangerous: Tornados, Quick Sand, Thin Ice, Cold Water, Hot Water, Fire, Lava, Acid, Mines, Other Explosives, etc.

• Vision: Fog, Rain, Dust Storms, Smoke.

Space Environments and Conditions
The environment in space are very different, there is no gravity, weather, land water and the conditions are extremely few, making less to explain. There are a few types of space objects, etc.

Skulls
Skulls tamper and give unique features to certain subjects, specifically in gameplay. There are twenty Skulls in the standard edition of the game that do four types of actions:

Formidable Skulls Make the gameplay more challenging, disabling the players abilities or strengthening the enemy.

Luxury Skulls Make the gameplay easier by providing more resources for the player and giving them extra strength, as well as weakening the enemy.

Party Skulls Don't make the game harder or easier, they just change the looks of things by making them more fun by adding new animations and colors.

Pro Skulls Unique and very different to the other skulls, they don't effect gameplay but unlock new features for the menu and other subjects.

Skulls don't have to be collected in The Great War, there are five that don't need to be unlocked which the player can use at any time, but all other Skulls must be unlocked. A Skull is unlocked after every campaign completed and three are unlocked for completing Domination for the first time, another is unlocked for playing online for the first time etc. Skulls don't just make the gameplay different they also unlock new features like custom difficulties.

Battle Types
Battle Types or Mission Types are battle environment variants that will use different types of forces for different locations. The Battle Type differences are defined by environment, location, units (land, water and space) and unit producers.

Ground Battles
Ground Battles are missions located on the surface of a planet. The military used for these Battle Types are Infantry and Vehicles. There are two types of Ground Battles: Land Battles based on the surface of a planet, they are the most common location for all Battle Types, because there are more units, Unit Producers and heroes available. Underground Battles based under the surface of a planet, the maps are darker and there is a risk of cave-ins, the Battle Type also brings in new unit types like drilling machines.

Water Battles
Water Battles like Land Battles are based on a planet, but on water instead of the land. Water Battles bring many new unit types to the Halo universe, units like water-ships, jet skies and submarines. There are two types of Water Battles: Sea Battles aren’t always based at sea but are also able to be based on any type of water; dams, rivers, etc, ships from Sea Battles can attack air and land units. Underwater Battles will be the first form of gameplay based underwater in Halo. If the player starts a mission in Water Battles with a water base he/she will automatically start at Tech Level 1.

Space & Air Battles
Located out in deep space or outside the atmosphere of a planet. Space and Air Battles use flying units from massive supercarriers to a simple in-atmosphere air-craft. There are two types of Space Battles: Fleet Battles are the largest scale battles in The Great War, the player can use entire fleets and battle others. Space Battles are a smaller scale version of Fleet Battles, less chaotic and some of the largest units may be the smallest in Fleet Battles. Air Battles are not quite Space Battles, because they are frequently and more commonly seen merged with other Battle Types, like Ground and Water Battles for instance, yet some Air Battles are just based in the sky and don’t merge with any other Battle Type, though that type can merge with Space Battles. If the player starts a mission in Space Battles with a space base he/she will automatically start with Tech Level 1.

Operations
Operations are very different in comparison to the other Battle Types. They are played with less units, usually special forces and normally rely on the forces the player starts with at the beginning of a mission, with few yet rarely appearing reinforcements. They are more of a battle variant than another Battle Type, they can fuse with every type of Battle Type, but the main difference in Operations is environment rather than Battle Type. In some missions units are only playable in the First/Third Person Mode. There are two type of Operations: Special Operations, these missions usually consist of a lot of traveling and are more similar to the campaign levels and Spartan-Ops from the original Halo games. In-Base Operations very similar to Special Operations except they are based inside a structure (ships, buildings etc), hence Combat Support is unavailable for this type, In-Base Operations usually appear in offensive/defensive situations.

Battle Type Merging
Battle Type Merging is when units and environments from a Battle Type appear in the same mission and map as another Battle Type or more.

The list of what Battle Types that merge with each other:

• Land Battles - Merges with Underground, Sea, partly Underwater, partly Space & Air Battles. As well as Special and In-Base Operations.

• Underground Battles - Merges with Land & partly Underwater Battles. As well as Special Operations.

• Sea Battles or Water Battles - Merges with Land, Underwater, partly Space & Air Battles. As well as Special and In-Base Operations.

• Underwater Battles - Merges with partly Land, partly Underground, Sea & partly Air Battles. As well as Special and In-Base Operations.

• Fleet Battles - Merges with Space Battles.

• Space Battles - Merges with partly Land, partly Sea, Fleet & Air Battles. As well as Special and In-Base Operations.

• Air Battles - Merges with Land, Sea, partly Underwater & Space Battles. As well as Special Operations.

• Special Operations - Merges with all Battles and Operations except Fleet Battles.

• In-Base Operations - Merges with all Battles and Operations except Fleet Battles.

Game Modes
The Great War has a significant variety of game modes. Most of the modes have been based off previous Halo games which appear and are converted for a RTS style of gameplay.

Campaigns
The Campaign(s) in The Great War are significantly larger than the ones from any other Halo game. The game is based at the time of the whole Human-Covenant War and plays out all it's major battles, from the first battle at Harvest to the end of the war on The Ark. The player has the ability to play as all factions with their own unique campaigns. Each faction has several campaigns based at different times of the Human-Covenant War. The first campaigns are during the first five years of war. At the middle, near end or end of each campaign another campaign may be unlocked. A campaign is defined by era, faction or fleet being played. In some missions players can use factions that aren't of the specific campaign - just for a stand alone mission to broaden the story of the other side.

Domination
Domination is like another yet massive campaign, but isn't technically true canon. In Domination the player will choose a faction, depending on which faction the player chooses Domination will start in different systems. At the start of Domination the player will be given a ship to slowly conquer the galaxy planet by planet. The more planets conquered the more ships and resources the player will acquire to help grow his or her fleet, but take note that the players enemies and allies will also be able to invade and claim planets.

There is also an online multiplayer mode for Domination where at least two players of at least two different factions play each other to try and conquer the galaxy.

Skirmish - Custom Games
Skirmish Mode returns to Halo in The Great War. Skirmish is played primarily for multiplayer (or just play vs AI) when two or more opposing teams face each other with a limited and normally equal amount of resources. In Halo Wars there was a maximum of six players/teams on a Skirmish; 1vs1, 2vs2 and 3vs3, (with allies on both sides for the player and enemy). But now that can be doubled to twelve with any number of teams facing each other; 1vs1, 1vs11, 6vs6, 1vs1vs1, 4vs4vs4 and 1vs1vs1vs2, etc.

Forge - Map Editor
The Forge mode in The Great War shares the same concept from the Forge in the other Halo games, but is more vast like the recent Halo 6 and the old Halo Custom Edition. The player is able to create anything that is seen in the game, using and editing (canonical) maps already made that appear in the Galaxy Map or starting from scratch with blank maps or maps with unique themes. The player can then do things like lifting the landscape, placing down units, buildings & structures, surface & air types, add & upgrade factions, change team colors, change the gravity & atmosphere, create unique maps, design for multiplayer and make a personally designed campaign.

Forge also has a unique unit, building and even scenery designer kit where the player can create their own unit with pieces from other units also merging colors and strengths, this mode also comes with a face designer for players that want to create their own characters and heroes. The player can also make missions exclusively for the First or Third Person Mode - with the RTS mode disabled. The ability to create cutscenes and cinematics with the in-game engine is also doable.

Players can upload their maps and campaigns they’ve created for others to download and enjoy. If the player wants to download a Forge creation they will have to go to the "Download Files" section and then go to the section that is called "Forge Uploads" and within that there will be seven categories to download from, titled:


 * Download Map


 * Download Faction


 * Download Units and Structures


 * Download Gametype


 * Download Campaign


 * Download/Stream Machinema


 * Download Wallpaper

Theater
Theater is exactly like Theater from the other Halo games, yet with some new features. The player watches over a battlefield after a game, through the vision of a standard player (any team that play in the battle) or the third person view of a unit as well as the traditional Theater view of a hovering wondering camera. Theater can merge with Battle Examination in a way. If there is a game with multiple teams on it and one is defeated it can go into Theater or Battle Examination mode, or they could just quit.

Multi & Co-Operative Play
Multiplayer in The Great War is very similar to Halo Wars's, it is played primarily through Skirmish mode, though it is also used with Domination, Forge and Theatre. If non-A.I. players want to play with each on Skirmish mode, they will have to do it through system link or online with Xbox Live and the same for Co-Operative Play.

Matchmaking
Matchmaking is just like previous Halo games, it is an online multiplayer system allowing players or teams to get matched with other games being played through Skirmish or Domination gametypes, like the matchmaking from Halo Wars players are put together by their skill level or rank which are increased when a player gets high scores in gameplay. When a player reaches a certain score he/she is awarded a new rank.

Multiplayer Game-Types
Each team can be commanded by a player or AI. The Galaxy Map provides all the multiplayer maps in the game, which also appear in the campaigns, though some are unique to Skirmish mode and the other gametypes. Goals are to destroy the enemy, collect specific items, create armies or survive till the end of a timer, etc. There are various Skirmishes modes, all based off old multiplayer gametypes from the previous Halo games. Custom Games is also available, the player can do so by editing existing gametypes.

Gametypes are:

Deathmatch - Counterpart
• Standard Deathmatch: The players will have no allies - everybody for themselves. The player starts with 800 resources and tech level 0, just like in Halo Wars, each team will also start with a leader. All units, structures and Combat Support will need to be upgraded if the player wants to give their side maximum strength, population will also need to be increased.

• Team Deathmatch: Exactly the same as Standard Deathmatch but now both sides can have allies (normally even). There will usually only be two sides but there can be more.

• Ultimate Deathmatch: Similar to Halo Wars Deathmatch, The player starts with 15,000 resources, the maximum tech level, as well as a leader. All the players units, structures, Combat Support and leaders are fully upgraded. Though the population starts low.

• Specialist Deathmatch: Starts similar to Standard or Team Deathmatch but the players will only be able to use one type of unit, whether that's with all heavy/ranged/close quarters/special forces/leaders units or more specific like just being able to use tanks/rocket infantry/snipers/hammer and swordsmen/warthogs/spartans, etc.

• Slayer: Set up like Specialist Deathmatch except that only one individual unit is available. Every time the unit dies it respawns but the player will only have a limited amount of resources and once that's run out their game is over and they lose. Each team will normally have units at equal strength to their enemy.

Juggernaut
• Standard Juggernaut: Each team has one base and one leader, even though players cant make more than one base they can make small defensible camps. There can only be one Juggernaut team with no allies, and all other players will be on the same side and have to work together to destroy the Juggernauts base. The Juggernauts goal is to kill as many enemies as possible and depending on how strong the unit the Juggernaut destroys, the more points will be given for the kill. The other teams goal is to work together to destroy the Juggernaut's base or leader - depending on how the game is set up. The Juggernauts team will have all its units, structures, Combat Support and leaders fully upgraded and be given high resources, tech level and population, but all other players will only have low resources, tech level and population and have to upgrade all their units, depending on how many players there is each team could have more or less resources. Once the Juggernaut has been defeated, all units will be recycled into resources, than the new Juggernaut rises.

• Ninjanaut: Set up like Standard Juggernaut except that everything in the Juggernaut team is cloaked with active camouflage and all units move 2X faster, but the Juggernaut team has considerably less resources, and all standard players have no mini-map.

• Ultranaut: Set up like Standard Juggernaut except that the Juggernaut team has considerably less resources and all Juggernaut units have higher health, damage, speed and all have overshields.

• Dropnaut: All teams can't have bases or any type of structure to defend or produce units from, there are also no resources on the battlefield. All units are acquired through dropships and drop pods. Each team will have 5,000 resources and all units will start fully upgraded. The current Juggernaut team's units will all have overshields and higher damage, they will also gain resources for every unit killed, once the Juggernaut team reaches a certain amount of resources that team wins.

Capture the Flag
• Standard Capture the Flag: Two opposing teams with one base each, all bases are indestructible but teams cannot create any more. Every base will have it's own flag in or in front of it. The teams goal is to try and capture the enemies flag and bring it back to their base. Once the team has acquired a certain amount of flags they win or if there's a time limit, the team with the most flags at the end of the game wins. All teams will start with 2,000 resources.

• Single-Flag CTF: Just like Standard Capture the Flag except there is only one flag in the center of the map and each team will have to try and bring the flag back to their own base without the enemy taking it to score points.

• Ultra-Flags CTF: Exactly like standard Capture the Flag except there is more than two teams, at least three. Each team is opposing the other and there are no allies.

Infiltration - Counterpart
• Single-Bomb: There are two teams each with a single base, starting with 1,000 resources each. One team will have the bomb and will have to infiltrate the enemy's base, then that team will go into the 1st & 3rd Person Shooter mode and place the bomb in a certain point in the base. If the team infiltrating is successful in destroying the enemy base all units will be recycled into resources and the enemies base will be restored and it will be the opposing teams turn to have the bomb and infiltrate their enemy. After each team has activated three bombs the game end and the team that took the least time infiltrating wins.

• Multi-Bomb: Exactly the same as Single-Bomb except both teams will have a bomb and by the end of a timer the team with the most successful infiltration’s wins.

• Multi-Base: Very similar to Multi-Bomb except that each team will have several bases. The goal is to infiltrate each of the enemies bases and the team that destroys all the enemies bases first wins.

• Neutral Bomb: Exactly the same as Single-Bomb except there is only one bomb which is in the center of the map, and the two opposing teams have to race each other to it and then take it to the enemies base.

Territories
• Standard Territories: Two teams (with no allies), each has high resources and a base or outpost. There are several possible landing zones on the map, each team has to claim as many of them as possible by building outpost on top of them. After an outpost is built the player can strengthen it by constructing a base around it. The goal is to keep fighting until all landing zones have been claimed or to destroy all signs of the enemy.

• Team Territories: The same as Standard Territories except that there can be more than two teams, they can all be opposing each other or there can be two or three sides with allies.

• Ultimate Territories: Just like Standard and Team Territories except all teams are fully upgraded, resources are higher and most LZ's are occupied evenly by all teams.

• Kings of Territories: Like the well known King of the Hill, there are waypoints where teams will have to try and maintain, the waypoints will look like a glowing ring on the ground. Players can fortify the location where the waypoint is, but the waypoint will move on after a time to a new location and then all structures which are built on the waypoint will be instantly destroyed and teams will have to move on to the next location. The game ends when a certain amount of time runs out and the team that has spent the most time in the waypoints wins.

Infection
• Standard Infection: There can be at least four players, one player is the Flood faction and acts a little like a Juggernaut team. It's the Flood teams goal to infect as many enemy units/teams as possible, once they've infected an entire team they will become allies and they will work together as Flood to infect the rest of the teams. The Flood's team will start with 1,000 resources for each team playing. All the other the players can be any faction except Flood or Forerunner Caretakers, they are (normally) on the same side with a small camp each with 1,000 resources. When there is only one team that isn't infected a timer will start to countdown from 1-10 minutes. If the Flood infects the other team before the timer ends the Flood wins, but if the remaining team survives the countdown they win, though if a team is able to destroy the Flood completely they can win that way too.

• Gravemind: Two teams one Flood and the other Forerunner Caretakers. The Floods goal is to infect the native population on the map being played on, they have to try an create a Gravemind. Once the Gravemind has reached a certain stage the Flood wins. The Forerunner Caretakers goal is to control the Flood and eradicate them. The Flood start with 500 resources, though they will gain resources fast once they start infecting. The Forerunner Caretakers start with 2,000 resources.

Extraction
• Extraction: Starts off like Standard Deathmatch, a number of teams (normally two) fight for the collection of relics or data that are placed in random positions scattered places across the map. Once a team has collected a relic/data they have to bring it to a back to one of their bases. A team can attack another carrying relics or data and if they defeat them they can take it back to their own base. The game is won at the end of a timer and the team with the most relics/data wins.

Firefight
• Standard Firefight: Allied teams fight to survive against waves of enemies. The only way to win is to occupy all possible building and landing sites, though this is very hard to do, so if players can't do this they still get points for surviving how many amounts of waves they did. They can also win by surviving until the enemies resources have depleted, but that takes a very long time. Each team starts with 2,000 resources, but if they can't find anymore on the map they can shoot down enemy dropships and may find resources in the rubble.

• Flamefight: Just like Standard Firefight except there can be teams on both sides, the team sending waves of enemies at the other players will have 50,000 resources or more and use dropships, drop pods and Combat Support to assault their enemies.

• Evacuation: The player has to defend and help evacuate civilians from the invading enemy. It acts like Flamefight a bit in the fact that there are two sides, one invade in waves, the other trying to survive and defend themselves except in this mode they have to also help evacuate civilians. It is a lot simpler to win and lose also in this gametype, because the defenders goal is to evacuate as many civilians as possible, but if the invaders kill a certain number of civilians they win, or they could just eradicate the other teams.

Expansion Packs
The Great War has many expansion packs, each coming out every year or half after the previous release. Each expansion pack can come with new eras, campaigns, multiplayer, characters, factions, skulls and a couple of other things. When a new expansion pack is released and if there are new planets or multiplayer gametypes that come with it, the planets and gametypes are downloadable for free as a promotion.

Ancestors Expansion Pack
The fifth and largest expansion pack for The Great War, it delivers in the era of the Forerunners during the Human-Forerunner War. It brings in a new Galaxy Map, though it is the same galaxy, but it is based 100,000 years before the rest of The Great War's content. The expansion comes with many of the planets from the original Galaxy Map, but all are very different from what they are now. It brings three new factions, the Forerunner Ecumene, Pre-Historic Humans and San 'Shyuum. It comes with three large campaigns for Forerunners Ecumene, two for Prehistoric Humans and one for the Flood, as well as one short campaign each for Forerunners and Humans. The Ancestors Expansion Pack also comes with three new Skulls.

The Array Expansion Pack
The sixth and final expansion pack for The Great War, released almost a year after the previous expansion pack. Based in the Forerunner era, it tells the final story of the Forerunners just before the activation of the Halo rings. There are two large campaigns for and Forerunner Ecumene and Flood, as well as two short campaigns for Forerunners and one for Flood. The Array Expansion Pack also comes with three new Skulls.

Pre-War Rebellions Expansion Pack
The second expansion pack for The Great War, it also introduces a new era. It's about what the UNSC and the Covenant were doing before they encountered each other. It comes with two new (large) campaigns. It will be released half a year after the previous expansion pack. The first campaign based in the years 2494-2525, it's about the UNSC during the insurrection. The second campaign is about the Covenant re-expanding after the Twenty-third Age of Doubt and also deals with some heresies, it's based in the years 2514-2524. The Pre-War Expansion Pack also comes with three new Skulls and one new multiplayer/skirmish game modes - Neutral Bomb for Assault.

Halo Wars Rerun Expansion Pack
The third expansion pack for The Great War, based in 2531-2532, it is in a way a remake of Halo Wars, though doesn't have the same cinematics as the original, the graphics are simply upgraded. It also has extra bonuses the first one is a (shorter) second campaign based from the Covenant perspective, a third (small) campaign with missions about what happened after the events of Halo Wars and extra content relating to what happened to the Spirit of Fire after the campaign. The Halo Wars Rerun Expansion Pack also comes with three new Skulls and one new multiplayer/skirmish game modes - King of the Territories for Territories.

The Great War: Specialist Expansion Pack
The first expansion pack for The Great War released a year after the official game. It adds four new (short) campaigns, 4 new planets and some new battlefields for other planets. The first campaign based in the year 2534, follows some of the UNSC as they defend human colonies, later they find out that destroying the humans isn't the Covenant fleets only mission. The second campaign based in the year 2546, only consists of Special Operations missions and is about about ODSTs and Spartans trying to prevent a possible attack on a human colony. The third based in the year 2536, is about a Covenant fleet that comes under a surprise attack by the UNSC. The fourth is about Kig-Yar Pirates and an encounter with human insurrectionists. The Great War: Specialist Expansion Pack also comes with three new Skulls and two new multiplayer/skirmish game modes - Specialist Deathmatch for Deathmatch and Dropnaut for Juggernaut.

Reclaimer Expansion Pack
The fourth expansion pack based strait after the events of the Human-Covenant War (2553). It adds a new era to The Great War (game), and comes with three large campaigns and 4 short ones, it also comes with five entirely new (major) factions, being Reclaimers (UNSC 2553-), the Covenant Remnant, The Didact's Prometheans, Swords of Sanghelios and the Colonial Alliance (insurrection), as well as one minor faction which is Servants of Abiding Truth. The campaign will be about the recovery of the galaxy after The Great War and the new Human-Promethean War. No more details about this expansion pack are known except it will be released just under a year after the release of the last expansion pack. The Reclaimer Expansion Pack also comes with five new Skulls and one new multiplayer/skirmish game mode - Slayer for Deathmatch.

Music: Soundtrack and Composers
The music of The Great War has more tracks than any other Halo game before it, it brings the return of many well known composers that have done music for the Halo series. These composers being: Neil Davidge, Kazuma Jinnouchi, Nathan Lanier, Tom Salta and Stephen Rippy, as well as one new composer tomandandy. Martin O'Donnell, Michael Salvatori were unable to return for the game's soundtrack, because of Bungie's ten-year contract with Activision had not yet ended, though previously recorded tracks by them will be used. The game is full of almost all tracks from all past Halo soundtracks. All the composers have also recorded many new tracks for The Great War all for different themes and situations, such as tracks for the title, cinematics, factions, Land Battles, Space Battles, Planets, eras, etc. They will re-record some of Halo most well known tracks, such as the Halo Main Theme and Siege of Madrigal as well as creating new tracks with the rest of the composers. Remixes will also be made for the old and new tracks. The first volume will be released one month before the release of actual the game.

Halo Wars: The Great War's soundtracks (including expansion packs) will be divided into five volumes:

Halo Wars: The Great War Official Soundtrack Volume 1 - New tracks composed by Nathan Lanier, Tom Salta and Stephen Rippy.

Halo Wars: The Great War Official Soundtrack Volume 2 - New tracks composed by Neil Davidge, Kazuma Jinnouchi and tomandandy.



Halo Wars: The Great War Re-recorded Tracks and Remixes [Volume 3] - Re-recorded tracks and remixes composed by Martin O'Donnell, Michael Salvatori, Neil Davidge, Kazuma Jinnouchi, Tom Salta, Stephen Rippy and tomandandy. Remixers are yet to be announced.

Halo Wars: Three Wars Soundtrack [Volume 4] - New tracks composed by Neil Davidge, Tom Salta and tomandandy. Released years after the game with tracks from the first four expansion packs.

Halo Wars: Ancestors Official Soundtrack [Volume 5] - New tracks and remixes of Volume 4's tracks. Released years after the game with tracks from the final two expansion packs. The composers haven’t been announced yet, but it is possible that there will be new ones and maybe even the reappearance of Martin O'Donnell and Michael Salvatori now that Bungie’s contract with Activision would have ended.

Game Editions
Initially there will be two editions of Halo Wars: The Great War, the Standard and the Limited Edition, with the Sage edition being released years after the other two.

Standard Edition
The Standard Edition of the game comes with the game case, game disc and manual.

Limited Edition
The Limited Edition of the game is packaged very similar to Halo: Reach’s Limited Edition, coming with the Standard Edition of the game as well as other bonus content. The extra content being bonus DLC codes for the making of Halo Wars: The Great War, which not only goes through the development of the game but also goes deep into the lore of all the content seen in the game. A logbook with notes and images from the perspective of an unnamed writer after the war with a list of all the Covenant weapons, species, ranks, vehicles, machines, ships and technology (etc) encountered by the human race during the Human-Covenant War. A second logbook of all the recorded fates and last know whereabouts of the Spartan-IIs. DLC Codes for seven days of Xbox Live, extremely early access to a multiplayer game mode “Extraction” and a code which will allow the player to get The Great War: Specialist Expansion-Pack for free when it's released. All this comes in a special metal box.

Saga Edition
The Halo Wars: The Great War Saga Edition will be a late edition of the game, being released years after it first comes out, but not too soon after The Array Expansion Pack does. The main version of this edition will be the (physical) PC exclusive version which will come with new cover art, the manual, the game disc, a second disc which comes with all The Great War's expansion packs. DLC codes for all the content that came with the Limited Edition - including the logbooks now in digital form. It also comes with four large posters which details the timeline of the entire Halo Universe.

Official Strategy Guide
The Halo Wars: The Great War Official Game Guide will released on the same day as the game, and will be one of the largest strategy guides PRIMA’s ever released for a Halo game. It will be full of gameplay tactics, hints, tricks, walkthroughs, map guides, information on all factions and their weapons, units, data on bonuses & unlockable and much more...

The Art of Halo Wars: The Great War
The Art of Halo Wars: The Great War will be a collection of all the concept art & renders made for the game and at the back of the book it also comes with a written-down documentary of the games development & ideas packaged all in one single volume.

It will be released one month before the release of the game just like the first soundtrack.

The Art of the Great Wars of the Halo Universe
The Art of the Great Wars of the Halo Universe is just like the first volume except it will have a collection of all concept art and renders of all five of the games expansion packs. Its release will be several years after the first volume, but still released a little bit before the last expansion pack.

Halo: Forge Wars
Halo: Forge Wars will be a wargaming tabletop game made by Games Workshop. It will be similar to WizKids' Halo ActionClicks, but more resembling Games Workshop’s Warhammer series - having to buy and paint individual units/squads and battlefields. Forge Wars in a way is the physical game of Halo Wars: The Great War, for it works in coalition with The Great War, every unit in the video game will be available for the tabletop, not that every unit will be released on launch of the series but over time more units will come available, as well as new factions when expansion packs of The Great War are released.

The first series of Halo: Forge Wars is set to be released one month before the release of Halo Wars: The Great War.

Beta
Six months prior to the game's release a beta version will come available for a short time, which will include the first sample of what the game is going to be like. It can only be played via Xbox Live and includes two single Skirmish maps with Standard Deathmatch as the only available gametype.

Demo
There is a demo for The Great War, which will be released for Xbox One the week before the game is set to come out. It won't be released for the computer versions of the game until the same day as the full versions become released. It will come with the game Tutorial and the first parts of the first UNSC and Covenant campaigns as well as Standard Deathmatch and Capture The Flag for Skirmish mode, all other features wont be in the demo, though it will be obvious they are absent.

Trailers
The Great War has nine trailers for the main game, four of which are about the making of The Great War and several others will also be released in time for the game's expansion packs.

Teaser Trailer
The first trailer for The Great War came out at an E3 two years before the release of the game, a lot like previous Halo games.

It shows a (still burning) glassed battlefield through the eyes of a human soldier. He walks forward for a little while, then looks up to see a giant Covenant warship approaching. It starts to glass what remains of the planet, then suddenly a barrage of missiles from a UNSC fleet flys in hitting the Covenant ship. It starts to slowly descend towards the ground crashing with burning marks in it hull, then several UNSC and Covenant starfighters fly towards each other for engagement. There's an explosion, the screen goes dark and at the end of the trailer the title appears - Halo Wars: The Great War.

Making of The Great War
The Making of the Great War is a series of four trailers revealing certain information about the game and developers.

First Look (1)
The first of four trailers about the making of Halo Wars: The Great War.

The trailer reveals the first shots of in-game footage of early gameplay for The Great War, as well as introducing some of the people and teams creating the game; viewers will learn about the roles and goals of the employees of 343 Industries and Creative Assembly and get a first glimpse of the gameplay and game engine.

Building Worlds (2)
The second of four trailers about the making of Halo Wars: The Great War.

The trailer shows many of the environments and planets that are going to be present in The Great War, the creators describe the efforts and some techniques they use at their work, as well as revealing some of the names of systems and planets and what territories they are part of.

Sounds of the War (3)
The third of four trailers about the making of Halo Wars: The Great War.

It introduces all the composers involved in the game, and viewers will get a first listen to the soundtracks.

Stories of the Halo universe (4)
The fourth and last of four trailers about the making of Halo Wars: The Great War.

Many of the story concepts of the stories that will be present in the game will be mentioned as well as the references to previous Halo stories based around the same time as the game.

It also reveals all the different Game modes and shows some multi-player footage.

Gameplay Trailer (1)
This trailer shows and introduces the planets and playable factions that will appear in The Great War.

The Great War Official Trailer
This trailer shows human and alien warriors in various battles on various planets around the galaxy. Every time before one planet fades to another, soldiers will be shown doing similar actions to that of the recently shown battle. Each scene will lead to another showing many aspects of the Human-Covenant War. The video shows many different warriors and machines fighting on planets and also in space. It ends with a clear view of the UNSC and Covenant fighting each other over a huge valley, a massive battle in space is also visible. Finally a spartan is seen watching from the top of the valley - assumed to be the Master Chief John-117.

Live-Action Trailer - Battle Ready
The live-action trailer shows UNSC marines and other soldiers, as well as many different Covenant warriors preparing for battle; armor being put on, weapons being checked, vehicles and aircrafts being bordered are shown as well. At the end of the trailer an UNSC and a Covenant fleet engage each other, they send troopers to the surface while spacefighters fly towards each other. It ends when the camera zooms out to a expanding view of a portion of the galaxy, flashing lights spark from different planets - implying that there are battles all over the galaxy.

Gameplay Trailer (2)
The second gameplay trailer for The Great War shows all the main features of the game, as well as many of the different unit types and classes.

Trailers for Expansion Packs
Each expansion pack will have a gameplay trailer, though there is the possibility that there may be CGI ones for some of the trailers as well.

Cut Content
There were quite a few things (of various subjects) cut from The Great War that didn't make it into final game, a lot of these ideas were actually raised, but not noted so they never got the chance to be produced.

Trivia
It is the second Halo game by Creative Assembly.

Certain Affinity are rumored to be helping out with some of the game’s upcoming expansion packs.

Even though it is a RTS game and does have some story connections to Halo Wars and is referred to by some as Halo Wars 3, it is not a continuation of the original Halo Wars storyline.

Many of the events in other Halo media do make appearances or are mentioned, including the discovery of the first Halo.

The game will have many expansion packs which will have extra campaigns detailing the other significant events of the Halo universe, eras and timeline.

This game is the first to name every single Spartan-II that survived augmentation.

It is the first Halo game where ideas for it and most of its plans for content and features were visioned by one of the many Halo fans. The Covenant Mining Facility cut from the original Halo Wars appears in this game, in fact most of the cut contact from Halo Wars and even some of the cut content from other Halo games and media appear in The Great War - with a modern and updated twist.

The Open Frame 92/Extra-Vehicular Activity or Booster Frame in The Great War only slightly resembles the Booster Frame from Halo Legends - The Package, it shares the similar shape as the original except that the cockpit allows a lot more cover and in future upgrades the cockpit is full and sealed, also at the rear part of the Frame the Light Ant-Air Gun is now a Heavy Anti-Air Gun, with more cover and sinks into the Frame a bit more.

The UNSC Light Assault VTOL (now also called Buzzard) can be used in the game, but its appearance has been altered, as so it fits in better with a game as well as looking less childish as it was originally designed as a Mega Bloks toy.

It will possibly be the last Halo game on the Xbox One or the first on the console proceeding it.

Halo Wars: The Great War is the longest title of any previous Halo game.

In Halo Wars, Pelicans and dropships were only usable for transport and thats mainly what their used for in The Great War as well, but the player can control and use dropships for combat if they wish - during its assigned transportation missions and occasionally ordered directly for combat.

A lot of content and ideas were scraped from the game due to time constraints and a lack of writing ideas down, but over all the majority and necessary content and ideas made it into the final game.

In the original Halo Wars UNSC soldiers all shared the same features but in The Great War there can appear as male and female soldiers and be of different nationalities.

Even though the UNSC is practically as powerful (to an extent) as the Covenant Empire, the Covenant still have many more unit types and unit variants than any other faction and even though this may make it seem like the Covenant have an overall advantage, it doesn't actually make much difference in gameplay.

There are two things in The Great War called "Ally Support" the first is an action a unit has that can help one of his/her team units or an allies, the other being asking for aid from an ally to help defend the players team or to attack the enemies.

Depending on how development is going or how late it takes other Halo games to be released the game may get pushed forward to being released on the next 4th Xbox instead of Xbox One.

Directly Related
Game editions


 * Halo Wars: The Great War - currently on


 * Halo Wars: The Great War Limited Edition


 * Halo Wars: The Great War Saga Edition


 * The Great War Project

Expansion packs


 * Halo Wars: Ancestors Expansion Pack


 * Halo Wars: The Array Expansion Pack


 * Halo Wars: Pre-War Rebellions Expansion Pack


 * Halo Wars: Halo Wars Rerun Expansion Pack


 * Halo Wars: The Great War Specialist Expansion Pack


 * Halo Wars: Reclaimer Expansion Pack

Factions from the game


 * UNSC


 * Covenant Empire


 * Covenant Loyalists


 * Insurrection


 * Flood


 * Colonial Militia


 * Colonial Insurgents


 * Heretics


 * Kig-Yar Pirates


 * Jiralhanae


 * Forerunner Caretakers

Factions from expansion packs


 * ? - not made yet


 * ? - not made yet


 * ? - not made yet


 * ? - not made yet


 * ? - not made yet


 * ? - not made yet


 * ? - not made yet


 * ? - not made yet

Loosely Related

 * Halo: Armory


 * Untitled Halo Game Controls & Game Concepts

References and Sources

 * 1) http://en.wikipedia.org/wiki/Matter
 * 2) http://en.wikipedia.org/wiki/Environment_(biophysical)
 * 3) http://en.wikipedia.org/wiki/Atmosphere_of_Earth
 * 4) http://en.wikipedia.org/wiki/Solid
 * 5) http://en.wikipedia.org/wiki/Liquid
 * 6) http://en.wikipedia.org/wiki/Gas
 * 7) http://en.wikipedia.org/wiki/Plasma_(physics)
 * 8) http://en.wikipedia.org/wiki/Halo_(series)
 * 9) http://www.halopedia.org/
 * 10) http://www.halopedia.org/Halo_wars
 * 11) http://www.halopedia.org/UNSC
 * 12) http://www.halopedia.org/United_Rebel_Front
 * 13) http://www.halopedia.org/Covenant_Empire
 * 14) http://www.halopedia.org/Covenant_separatists
 * 15) http://www.halopedia.org/Flood
 * 16) http://www.halopedia.org/Sangheili
 * 17) http://www.halopedia.org/San_%27Shyuum
 * 18) http://www.halopedia.org/Jiralhanae
 * 19) http://www.halopedia.org/Huragok
 * 20) http://www.halopedia.org/Lekgolo
 * 21) http://www.halopedia.org/Mgalekgolo
 * 22) http://www.halopedia.org/Yanme%27e
 * 23) http://www.halopedia.org/Kig-Yar
 * 24) http://www.halopedia.org/Skirmisher
 * 25) http://www.halopedia.org/Unggoy
 * 26) http://www.halopedia.org/Halo_4
 * 27) http://www.halopedia.org/Matchmaking
 * 28) http://www.halopedia.org/Multiplayer
 * 29) http://halo.wikia.com/wiki/Hall_(Covenant)
 * 30) http://halo.wikia.com/wiki/Barracks
 * 31) http://halo.wikia.com/wiki/Fort_Deen
 * 32) http://halo.wikia.com/wiki/UNSC_Reactor
 * 33) http://halo.wikia.com/wiki/Station
 * 34) http://www.halopedia.org/Human_covenant_war
 * 35) http://www.halopedia.org/Timeline
 * 36) http://halo.wikia.com/wiki/UNSC_Airpad
 * 37) http://halo.wikia.com/wiki/UNSC_Vehicle_Depot
 * 38) http://halo.wikia.com/wiki/Field_Armory
 * 39) http://halo.wikia.com/wiki/UNSC_Supply_Pad
 * 40) http://halo.wikia.com/wiki/Base_Turret
 * 41) http://halo.wikia.com/wiki/Covenant_citadel
 * 42) http://halo.wikia.com/wiki/Covenant_temple
 * 43) http://halo.wikia.com/wiki/Covenant_Warehouse
 * 44) http://halo.wikia.com/wiki/Factory_(Covenant)
 * 45) http://halo.wikia.com/wiki/Summit_(Covenant)
 * 46) http://halo.wikia.com/wiki/Shield_Generator_(Covenant)
 * 47) http://halo.wikia.com/wiki/Heavy_Plasma_Turret
 * 48) http://www.halopedia.org/Halo:_Combat_Evolved
 * 49) http://halo.wikia.com/wiki/Halo_6
 * 50) http://www.halopedia.org/Halo_Contact_Harvest
 * 51) http://www.halopedia.org/Halo:_The_Fall_of_Reach
 * 52) http://www.halopedia.org/Halo:_The_Flood
 * 53) http://www.halopedia.org/Halo:_Ghosts_of_Onyx
 * 54) http://www.halopedia.org/Halo:_The_Cole_Protocol
 * 55) http://www.halopedia.org/Halo:_Evolutions_-_Essential_Tales_of_the_Halo_Universe
 * 56) http://www.halopedia.org/Halo_3
 * 57) http://www.halopedia.org/Halo_2
 * 58) http://www.halopedia.org/Halo:_Reach
 * 59) http://www.halopedia.org/Halo:_Combat_Evolved_Anniversary
 * 60) http://www.halopedia.org/Halo_3:_ODST
 * 61) http://halo.wikia.com/wiki/Sol_System
 * 62) http://halo.wikia.com/wiki/Milky_Way_galaxy
 * 63) http://halo.wikia.com/wiki/UNSC_Marine_Corps
 * 64) http://halo.wikia.com/wiki/Colonial_Militia
 * 65) http://halo.wikia.com/wiki/UNSC_Special_Forces
 * 66) http://www.halopedia.org/Office_of_Naval_Intelligence
 * 67) http://halo.wikia.com/wiki/UNSC_Marine_Corps_Dress_Uniform
 * 68) http://www.halopedia.org/Preston_J._Cole
 * 69) http://www.halopedia.org/Halo_Wars:_Genesis
 * 70) http://halo.wikia.com/wiki/Open_Frame_92?Extra-Vehicular_Activity
 * 71) http://halo.wikia.com/wiki/Halo:_Spartan_Assault
 * 72) http://halo.wikia.com/wiki/Ages_of_Doubt
 * 73) http://halo.wikia.com/wiki/Halo_Wars:_Official_Strategy_Guide
 * 74) http://www.halopedia.org/Insurrection
 * 75) http://www.halopedia.org/Sbaolekgolo
 * 76) http://halo.wikia.com/wiki/Main_Page
 * 77) http://www.halowaypoint.com/de-ch/community/detail/04050c03-fc6a-44c8-8b77-468802ae62c9/stephen-loftus-halo-skala
 * 78) http://www.halowaypoint.com/de-ch
 * 79) http://www.halopedia.org/United_Nations_Space_Command
 * 80) http://www.halopedia.org/Halo:_Initiation
 * 81) http://www.halopedia.org/Making_Halo_4
 * 82) http://www.halopedia.org/Covenant_military
 * 83) http://www.halopedia.org/Bestiarum
 * 84) http://www.halopedia.org/Technological_Achievement_Tiers
 * 85) http://www.halopedia.org/Unified_Earth_Government
 * 86) http://www.halopedia.org/Covenant_fringe
 * 87) http://www.halopedia.org/Easy
 * 88) http://www.halopedia.org/Normal
 * 89) http://www.halopedia.org/Heroic
 * 90) http://www.halopedia.org/Legendary
 * 91) http://www.halopedia.org/Mythic_(difficulty)
 * 92) Other closely related subjects and pages within these websites (etc)

Names of used images:
 * 1) Main-Forerunner.png
 * 2) Halo_4_Reclaimer_Symbol_Render.png
 * 3) 343-industries-logo.jpg
 * 4) RatedM.JPG
 * 5) rated-m.gif
 * 6) 830px-Ffg-127.png
 * 7) 830px-The_charge_redux_by_phoenix_06-d2ybf3c.jpg
 * 8) 830px-Prophet_Councillors.jpg
 * 9) Master_Chief_with_MARK_V_helmet_in_Reach.jpg
 * 10) SPARTAN-II_Symbol.jpg
 * 11) UNSC_Spartan_Emblem.png
 * 12) 800px-Red_Team.jpg
 * 13) Halo1_-_Covenant_Symbol.png
 * 14) UNSC_Symbol.png
 * 15) 830px-HaloReach_-_CorvetteOverview.png
 * 16) 2011-04-19-microsoft-game-studios.jpg
 * 17) Harvest_glassed.sized.jpg
 * 18) Kholo.png
 * 19) reachfontfinal1
 * 20) Halo-Logo.png
 * 21) 20120619025020!Overview_-_Covenant_Assault_Carrier.png
 * 22) 81tNFd1TCAL._SL1500_.jpg
 * 23) Reach_10028538_Medium.jpg
 * 24) screenshots_e3_1280_004.jpg
 * 25) 62276985033365133520897.png
 * 26) 830px-Reach_10501931_Full.jpg
 * 27) Halowars_combat.jpg
 * 28) logo.png
 * 29) MicrosoftStudiosLogo-Black.png
 * 30) CA_logo_red_black_square.png
 * 31) havokLogo.png
 * 32) 1318478623-00.jpg
 * 33) 1321756989-00.jpg
 * 34) 830px-HALO_Reach_Wallpaper065.jpg
 * 35) level-overpaints-2-1-UNSC-base.jpg
 * 36) screenshots_e3_1280_001-filtered.jpeg
 * 37) Harvest_glassed.sized.jpg
 * 38) Carrier_ss_680-filtered.tiff
 * 39) 500px-CovCruiser 1.png
 * 40) HReach-ArdentPrayerCorvette.png
 * 41) 830px-CCS_Glassing_Reach.jpg
 * 42) 800-480-109055-filtered.jpeg
 * 43) Xbox-One-Logo-Wallpaper-HD-Dekstop-Games.psd
 * 44) halo-4-forge-logo-555x312.jpg
 * 45) Halo_4_Spartan_Ops_Symbol_Render.png
 * 46) 830px-Halo-Reach-Covenant-Files-3-Nightfall-2-Sangheili-Elite-Ranger.jpg
 * 47) hwconcept9
 * 48) Rebelfist.png
 * 49) flood-2.png
 * 50) UNSC_Logo
 * 51) images.png
 * 52) HR_CCS-class_BC_TurnRef.png
 * 53) 1ghostFULL3.png
 * 54) Dirt.png
 * 55) DirtEdge_Blu_5.png
 * 56) mist_png_stock_by_freeridingsoul-d42aaok.png
 * 57) Smoke 1.png
 * 58) smoke_or_mist_png_by_dbszabo1-d53bqr6.png
 * 59) water-fog.png
 * 60) 10_me3_rubble_pieces_for_xps_by_just_jasper-d690l60.png
 * 61) Longsword_AAO5.jpg
 * 62) rubble.png
 * 63) 0_sun.png
 * 64) explosion_by_dbszabo1-d3hmssu.png
 * 65) explosion-1
 * 66) images-1.jpg
 * 67) misc_cloud_smoke_element_png_by_dbszabo1-d54yf70.png
 * 68) Red Laser
 * 69) UNSC_Attack.jpg
 * 70) sand_wind_png_by_ashrafcrew-d61w9ga.png
 * 71) Dust.png
 * 72) 300px-H4-CovenantCRSLightCruiser.png
 * 73) clouds.png
 * 74) cloud6.png
 * 75) Clouds_2_by_eliskan_stock.png
 * 76) Cliff_model_02_Thumbnail_02.png1c97217e-1829-4773-a30d-670b341bb0a3Large.png
 * 77) cliff4.png5ef5f1db-9d89-49ce-8750-ee1e276f340fLarge.png
 * 78) cliff3.png0effcbf9-4b4a-4fa1-b1ca-eb47844cb4dfLarge.png
 * 79) cliff4.png5ef5f1db-9d89-49ce-8750-ee1e276f340fLarge.png
 * 80) Halo_Character_Spartan_Render_03.png
 * 81) Xbox_One_Controller.png
 * 82) e053fea0-f791-485c-a961-8559ee710d78.png
 * 83) 062-tick-and-cross-icon-Vector.jpg
 * 84) 50-1-1403758236.jpg
 * 85) 8a65c1_c69a433a681d4dff9ad6b44f71fea209.png_srz_523_282_85_22_0.50_1.20_0
 * 86) 84770f_5621db7e18c3f310b6d9ae389adeaaa7.png_srz_250_278_85_22_0.50_1.20_0.00_png_srz
 * 87) battlefield_4_backcover_large_HEHuCsN8psRfTzo.jpg
 * 88) Xbox ONE Halo The Master Chief Collection Back Cover.jpg
 * 89) Halo-The-Master-Chief-Collection.jpg
 * 90) HTMCC_BoxArt.png

Creator's Notes
Thanks for looking at my page, I've spent at least three years working on Halo Wars: The Great War (including it's sub-pages) - not saying I've worked on it every day since than, that's just when I started, but I still must have spent hundreds (yes hundreds) of hours on it. Most to all of the content on this specific page was written within the last eight months (current date August, 2013), but all the concepts and information on factions and units I’ve been writing about for years, and for that information I am yet to create pages for but I am determined to have it all uploaded sometime in the next year.

Inspirations and naming of The Great War
I remember playing Halo Wars for the first time and just thinking how different it was to the other Halo games, but something disappointed me about it was the fact that there were so many species, characters, vehicles and factions, etc in the Halo universe and I couldn't play as all of them. So sometime in 2009 (I think/at most) I started imagining what sort of Halo RTS game that could have all these features / what would Halo Wars 2 be like, sometime after that, when my ideas were too many I decided to write them down on my computer.

New ideas continued to flow through my mind and the name of the game also changed over time; Halo: The Human-Covenant War, Halo: The Great War, etc. I eventually named it Halo Wars: The Great War, because seeing that Halo Wars was a RTS game and TGW is a RTS game, I thought it best to make it part of the same series. And the reason for naming it The Great War was because the game is about the Human-Covenant War, but I didn't want to name it that so, I called it The Great War which was another name for the war and the name of the era the war was based in.

Honestly I haven't played many Real-Time Strategy games, the main three I have are Age of Empires 2 & 3 and Halo Wars, though I've played some demos and watched my friends play a few of their games. Most of the ideas came from my head or was just an expansion of Halo Wars, the only things from other RTS games that have inspired something in The Great War are:

• Battle Examination mode which was partly inspired from something similar in Star Wars: Empire At War. But overall Battle Examination was created for the purpose of having a RTS counterpart to Theater Mode from the other Halo games.

• In Napoleon: Total War the player could speed up time so that he/she could move his or her armies across large distances faster and minimize tedious waiting time spent upgrading things, well at least thats what I think I remember it doing.

• The First & Third Person mode has appeared in several RTS games before in a few of different ways, but when I first saw it and what inspired me was some game which was mainly a RTS but the player could play as a single character in third person, I don’t remember what this game was called, I saw it a few years back now, but it may have been Savage 2: A Tortured Soul or Empires but I cant be sure.

• The Domination game mode was inspired by a few things but above all it has been greatly inspired by Star Wars: Battlefront II where players could travel all around the galaxy and could take their fleet and attack and take over enemy planets.

New sections to add
Note to self: Put this into the Features or Game Concepts sections.
 * Write a points system like the Map Sizes and a budgeting system like Forge in previous Halo games, for Forge mode in TGW.
 * Maybe add some extra content specifically focussing on the different types of characters (Heroes expansion)
 * A new topic about battle deployment and technology levels (Camp, Stronghold, Fortress).
 * A section for the Battle Menu which will be changed to the title of Operations Menu.

The Future
I've had many ideas for this game and have rewritten and improved most of them, some I would think up to ten times (probably more), one idea to another it all became very different from the original by the end. At one point I was writing two games, this one and Halo Wars 2 but I decided to merge them so I could focus on one solid project. I could spend a lot more time on TGW but I think I would never finish, so many ideas go through my head. It's sad because I've had some really great ideas but haven't written them down when they came to my mind - now lost. Other recent ideas I've forced myself not to write about because I need to finish writing about the game because I never will finish, I can’t stop new and better ideas always come.

It's now more than half way through 2013 and this projects got to end some time, who knows someone from 343 my stumble on this page and may think its a good plan for a video game and maybe even want to finish editing and expand it, though unlikely this game or a game very similar may come to us - I know this is all far reaching but I think it would make a cool game and i’ve spent a lot of hours planning it and would like to see that plan go into action.





Main Notes
If you read the entire page or most of it (and if you can bother, you'll gain a lot of my respect) you'll notice that I may talk of the game from the perspective of being released or yet to be released, this is because it obviously hasn't been released and the other perspective is used because its easier to write and explain more stuff as well as explaining stuff that won't be released until after the game is. Despite that there may be a few more things I need to add and expand on, I believe I've explained enough for you to see my vision and understand how the game would work.

The amount I have written for this project I have estimated to be of the size of a small novel.

The reason I haven’t put much details on campaigns is that I didn’t want to interfere with (real) Halo canon, I thought if I just provide a plan the story could be made and expanded if the game went into actual development/production - not that thats going to happen. On top of that I didn’t want to use or make up any unique stories, I wanted to make the game look vast yet make it appear there was a lot more things that couldn’t be revealed until the player actually bought the game.

If you read the other pages i’ve made relating to this game you’ll notice that all the Health, Capabilities and Additional Information categories on units wont have specific numbers. They may have a question mark or say 1-100 (meaning between 1 & 100) this is because it’s probably the most complicated part of the entire project, and I don’t know all the physical canon and strengths of species, ranks and machines in the Halo universe, but I hope I have left enough information for you to understand what they mean.

If anyone wants to know how I got “wars” in the newish Halo font unique to Halo Reach, I got it from an image which was a demo of the font (which never came out?) by drummer0702 (don’t remember what username thats for). I copied the image three times and then cropped the “W”, “R’ and “S” out then I went to the Wikipedia searched Halo (series) got the logo copied it and cropped out “A”, I then used Photoshop Elements to clean the letters up and finally placed them besides each other on Pages, took a screenshot then back to Photoshop and done. The font was only a rough demo but drummer0702 still did a very good job with all the letters, even though the Halo Reach font isn’t the current one used today, the letter are a lot smoother than the original Halo font and they resemble the current one anyway.

Late, Unused Ideas
A final idea of mine of which I didn’t write down is the idea that there could be more than 0-4 tech levels, instead there could be like a hundred which would give units and upgrades more specific requirements, though advancing tech levels would have to be a lot easier, generators and age would also have to increase tech levels greatly. 20 or 25 tech levels would be the equivalent of 1 tech level in the original. Learning about environments, different creatures and alien technology, would have also give more use to scientist units as well.

I recently had the idea of having the Circe Page 1&2 controlled by the bumpers instead of Icon 1 when it is available. As much as I admit this is a better idea, I shouldn't edit it in, if I keep re-writing things I just wont ever finish my project.

One other final idea of mine was to just dump the Circle Menu completely and merge small parts of it with the Forge Menu which would be the new one, though it may use another name. This idea would also render Circle Page 2 unnecessary.

Final Edits
I may still edit and tweak this page every now and then. A lot of new ideas still come but I have to think on how important it is. I believe now others can see my vision of what I wanted this game to be and hopefully you like it.

If you find spelling mistakes, contradictions and other inconsistencies on my page, please message me about them here and mention exactly where it is so I can fix it. I don’t want people getting confused when reading.

Very soon I will upload individual pages linked to this page for each faction which will have details on all their personal units, producers and combat support etc. I will also upload pages for each expansion pack and pages for the new factions they bring. But note I will do all of these pages over a longer and slower amount of time and finally I should eventually create stuff for weapons, vehicles and units completely new to the Halo universe.

~ Samdoo