Clippings: Sea Power, Metal Slug Tactics, DQIII, Ara update, Flight Simulator 2024, C:MO in real life

Hi, everyone. Over recent weeks:

  • I’ve been playing one new release, Zelda: Echoes of Wisdom on Switch (nearly finished!).
  • I’ve also been replaying several older games on PC:
    • Terra Invicta (now finished — stay tuned for some thoughts);
    • Crusader Kings III with the “Roads to Power” DLC (not far from the end of my latest run — put on hold while Terra Invicta was ongoing);
    • Mount & Blade II: Bannerlord (again, stay tuned — I have an article half-written on how my thoughts have evolved since the game was in Early Access);
    • Sengoku Jidai (and courtesy of this bundle, its newer stablemate, Field of Glory II: Medieval);
    • Total War: Three Kingdoms; and
    • The most classic of them all — Chrono Trigger.
  • And I’ve read a mix of fiction and non-fiction by the late Tim Severin (Amazon link), a sailor and adventurer whose exploits included sailing across the Atlantic in a tiny leather coracle, sailing from Oman to China in a dhow, and trying to cross the Pacific in a bamboo raft. You could make a pretty good game out of his journeys!

Recent releases

  • Sea Power: Naval Combat in the Missile Age, a Cold War naval sim, is now available in Steam Early Access.
    • It looks spectacular, has a pedigree (the studio’s founders previously worked on sub sim Cold Waters), and early impressions seem positive: see Stormbirds’ writeup and the “Very Positive” rating on Steam.
    • On the other hand, it’s also very early in its life — so early that, for example, saving & reloading aren’t implemented yet. A campaign mode is slated for 2025.
    • I might take a look once the game is more mature.
  • Metal Slug Tactics is now out, to moderately positive reviews (Metacritic 79%, Opencritic 78%).
    • The game’s greatest strength is its personality — it has the colourful sprites and exuberant animations I associate with the Metal Slug arcade games.
    • Despite the name, this is an extremely puzzly game, closer to Into the Breach than to XCOM. (For example, most characters can only shoot at enemies in a straight line.)
    • After trying the Game Pass version, it’s too puzzly for me, but Metal Slug and genre fans might want to take a look.
  • Classic JRPG fans might be interested in the new HD-2D remake of Dragon Quest III.
    • This one might be too retro for me, based on my experience with Octopath Traveller II and Eiyuden Chronicles.

Updates

Upcoming games

Other interesting reads

Ara: History Untold first impressions

This entry is part 1 of 1 in the series Ara: History Untold

Ara: History Untold is a turn-based strategy game that I recently described as a “[production] chain management game first and a 4X second.” After finishing a practice game last week, my impressions are:

  • At a design level, Ara has potential: I enjoy what it tries to do and it introduces some interesting ideas.
  • Its execution needs more work. The game feels several user interface/quality of life and balance patches away from achieving its potential.

As a result, I have slightly mixed feelings:

  • On the one hand, I enjoyed myself.
  • At the same time, I would wait for a few updates (and probably, a few months) before I play more.

What do you do in the game?

While Ara has the trappings of a 4X game, turn-to-turn the focus is on managing cities & resources, and crafting an ever-wider range of increasingly intricate goods. If, like me, you enjoy playing quartermaster (or royal steward), then you are probably the target audience.

For example, consider food, a staple resource in 4X games:

  • A farm on any terrain can produce a small amount of generic food.
  • Alternately, a farm on a rice resource will grow rice. Combining the rice with pots from a ceramics workshop will produce a new good, “grain store”, which gives a large amount of food.
  • As the player gains access to resources, more goods become available. For instance, salt + fish = salted fish and salt + meat = cured meat.
  • Technology unlocks new and better goods. Refrigerators, available in the modern era, provide a large bonus to a city’s available food.
Refrigerators provide hefty bonuses when provided to cities as an amenity, or slotted into homes. The “amenities” panel, top left, was full of goodies by the end of the game.

Cities have many needs besides food:

  • Supplying cities with drinks, perfume, and festivals increases happiness (and hence production).
  • Supplying candles and books increases knowledge (and hence scientific research).
  • Supplying medicine increases health (and hence city growth).
  • Increasing prosperity provides a bonus to tax income.
  • Increasing security provides a bonus to unit strength.

And to round it off, goods and buildings can produce multiple effects, and goods can often be slotted into different buildings.

At Ara’s best, it is satisfying to pull these levers to develop happy, bustling cities.

The interface doesn’t scale as the game progresses

The most common complaint about Ara is its interface, particularly for managing resources and production. Its current city-based UI is adequate in the early game. But as the game progresses, the empire grows, and more goods become important, managing them becomes a hassle.

For example, suppose I want to produce a certain item — be it steel, gourmet meals, refrigerators, or newspapers:

  • Where are all the buildings that produce it?
  • Where are all the buildings that consume the inputs? I might want to change production in other buildings to free up raw materials.
  • Similarly, where are all the buildings that produce the inputs? Again, I might want to increase production upstream so I can throw more resources at the problem.
  • Where can I slot items that boost production?

Now multiply this across different cities and goods, and each turn can become time-consuming and fiddly. By the end of my 607-turn game, instead of optimising each city, I was hitting “end turn” so I could reach the victory screen.

Needs a balance pass

Separate to the UI, I would like to see the developers tweak aspects of Ara’s gameplay, such as game rules & variables, that don’t add up to a cohesive, satisfying whole.

To pick one example, the city cap is fine for the early game but too low as the game progresses:

  • The default map size is too big for the default number of players.
  • New government types increase the city cap, but max out early on.
  • Over time, the game will eliminate players at the bottom of the score chart. This frees up land for the survivors to expand… except they can’t, because their city caps are too low.
  • And there is no option to expand without falling foul of the cap, such as vassalising cities or other players.
  • The net result is that swathes of the map end up uninhabited.
Ara takes place over three acts. At the end of Act 1 and Act 2, the game culls the bottom-ranked players (in this example, Songhai and Assyria – the ones marked as “forgotten”.)

Will I play more?

Maybe, in time. Ara’s core design is interesting and its issues are fixable with patches. I hope the game will receive the attention it deserves.

Musical Monday: “A Town with an Ocean View” (Kiki’s Delivery Service), composed by Joe Hisaishi

This week’s piece is the warm, beautiful “A Town with an Ocean View”, from Kiki’s Delivery Service. It is as good as you would expect a Studio Ghibli soundtrack to be.

Below, I’ve linked two different versions:

  • The Youtube video and the first Spotify link are the Royal Philharmonic Orchestra’s performance from 2023.
  • The second Spotify link is from the 1989 soundtrack collection.

Enjoy!

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Clippings: Zelda: Echoes of Wisdom, Ara: History Untold, and new CK3 DLC out

I’m further along in Frostpunk 2, the survival city-builder, since I posted my first impressions. The campaign is still compelling: I’ve reached the start of Chapter 3 (from late in Chapter 1 before). I also find it much easier after getting the hang of things — I weathered the latest crisis with full granaries and oil tanks — and I’d like to try a sandbox game afterwards. Returning players wanting to know what’s new might be interested in reviews such as Windows Central’s, Eurogamer’s, and IGN’s.

I’m also reading Christian Cameron’s Chivalry novels (Amazon link here), a historical fiction series about the adventures of a cook’s boy turned glorified bandit turned, eventually, knight and captain in 1300s Europe. Mount & Blade players will feel at home with these books. Certainly, we can relate to the main character scraping together the money to pay his followers & maintain his equipment, then being captured and losing his stuff…

Recent releases (strategy)

  • Ara: History Untold, Oxide & Microsoft’s historical 4X, is now out. Reviews are mixed, but leaning positive (Metacritic score of 77, Opencritic score of 76).
    • I’m playing a practice game and so far, those scores seem about right. My impression is that this is a building / supply chain management game first and a 4X second. More traditional aspects of the genre, such as war and especially diplomacy, seem scanty.
  • Paradox has released the “Roads to Power” DLC for Crusader Kings 3, which adds mechanics for landless characters and the Byzantine Empire.

Recent releases (non-strategy)

Frostpunk 2: first impressions from a series newcomer

This entry is part 1 of 1 in the series Frostpunk 2

I’m early in Frostpunk 2’s campaign, near the end of Chapter 1. I was a bit leery going in: the series has a forbidding reputation. But the more I play, the more it grows on me:

  • The city-building presents an engaging challenge;
  • The political system has some interesting ideas; and
  • The difficulty is manageable (so far!).
My city towards the end of Chapter 1 in the Frostpunk campaign. Districts spread out from around the central generator. I’ll need to dismantle the district with the red icon at the bottom, which sits atop a depleted resource. The four people at the bottom represent the factions present in the city.

What do you do in the game?

Moment to moment, Frostpunk 2 is about managing resources:

  • Some are tangible: the city’s workforce, fuel for heat, food, materials, consumer goods, and prefab building parts.
  • Others are intangible: the loyalty of the city’s population, and of its political factions. These are the province of the game’s political system.

Free lunches are rare — everything costs upkeep. For example, growing food requires workers, heating, and materials, plus the one-off cost of the prefabs to set up the district. Those workers require housing, which must also be heated. The generator that provides heat runs on coal. The coal miners need food. And so on.

As such, this is a game about scarcity — there is seldom enough for everything at any given time. It is also difficult to achieve equilibrium:

  • Resources are finite, so as deposits deplete, it’s necessary to demolish existing districts and replace them elsewhere.
  • The city’s population grows automatically, supplemented by one-off events that allow players to bring in more people from outlying settlements. This is both a blessing and a curse. A larger population means a larger workforce — and also more mouths to feed and more bodies to house.
Little vignettes in Frostpunk 2 show how the city’s inhabitants respond to events.

Frostpunk 2’s political system is novel for a city-builder:

  • Different groups in the city subscribe to different ideologies: for example, some prefer “adaptation” to the cold, while others prefer brute-force mechanical solutions. As a result, they prefer different technologies, different buildings, and different laws. While building the city is up to the player, getting legislation through the city’s council can require horse trading.
  • To keep factions happy or win their support on a vote, the player can promise to research a technology of their choice or let them propose the next law. I like to kill two birds with one stone: I compare the factions’ technology wishlist to those available for research, promise a sensible choice, research it, and receive credit for being a man of my word. So far, a majority of the city supports me and the rest tolerate me, so it seems to be working…

Tonally, this reminds me of Alpha Centauri. A message of both games is that humans will always, always have different opinions about how to organise society and respond to environmental challenges, whether on an alien world (Alpha Centauri) or a ruined Earth (Frostpunk).

How’s the difficulty?

Playing on the easiest difficulty setting, the game is challenging but manageable.

I beat the tutorial/prologue on my first try and achieved the best ending. Planning ahead helped — it became clear early on that I would need to aggressively expand to grow enough food to meet the scenario objectives.

The main campaign is tougher — I never have enough. At the same time, I’ve also managed to avoid outright crises. I’m undoubtedly making rookie mistakes, so a veteran Frostpunk player might find this easier.

I earned this!

Will I keep playing?

Yes. The game has intrigued me: I want to improve on my mistakes and continue growing my city.

The campaign has just introduced a new level of complexity: setting up a daughter colony to send oil back to the main city. So, let’s see how well I can juggle two different settlements, and what comes next.

Musical Monday: “Ode of the Black River” (X4: Foundations – Kingdom End), composed by Alexei Zakharov

This week’s piece is “Ode of the Black River”, the beautiful main menu theme from the “Kingdom End” expansion for X4: Foundations.

Years after I wrote about it, X4 remains a unique, impressive game that continues to receive ongoing support. Part of its appeal is the soundtrack — the ambient music tends to be optimistic, and pieces such as this are a joy to listen to. Enjoy!

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Clippings: Age of Mythology: Retold; dragons in CK3: AGOT; Ara: History Untold preview

Light skirmish cavalry in action in Fantasy General 2. I invested in them once enemy ranged units gave me fits. On the left is a unit of berserkers, the Brotherhood of Ravens — my most powerful melee fighters,

My newest discovery on PC is Fantasy General II, a game that released back in 2019 to positive word of mouth. I took advantage of a bundle sale on Fanatical to buy the game and all its DLC for a song. So far, after three battles, I’m impressed! The next battle reportedly represents a difficulty spike, so let’s see how I fare.

I’ve also dusted off Field of Glory II, the turn-based wargame set in the Ancient World, after buying its DLC in the same bundle sale. The DLC expands the game’s time frame to approximately 4,000 years — from 3,000 BC to AD 1040 — and includes a vast range of armies, from Ireland to India. The game and DLC are well worth a look for period fans.

On console, I’m playing the superb Elden Ring and its DLC, “Shadow of the Erdtree”. Reaching the late game has been a long, on-and-off journey over more than 18 months; I thought I was ready to power through to the end, but the DLC has rekindled my appetite, so my journey still has a way to go.

Entering the Realm of Shadow, Elden Ring’s DLC area. Its introduction is stupendously beautiful.

Recent releases

  • Age of Mythology: Retold is now available on Steam and Game Pass. Review scores are good.
    • This one is for fans of “traditional” base-building RTS — as with Age of Empires IV, Mythology was too traditional for me.

Mods

  • A new version of the “A Game of Thrones” mod for Crusader Kings 3 has arrived, adding dragons and new start dates, including “The Rogue Prince” — Daemon Targaryen’s campaign in the Stepstones. I have slightly mixed feelings about the mod:
    • It is an impressive accomplishment by the team: it recreates Westeros and the western coast of Essos from Pentos down, across multiple time periods.
    • Playing as Daemon, I had an exciting time conquering the Stepstones and the three Essosi cities of Myr, Pentos, and Lys. The dragons are very, very cool; and as powerful as one would expect. Having a dragon gives a massive bonus in battle, which let Daemon defeat much larger armies.
    • The problem was what came next; there doesn’t seem to be much to do in peacetime. Is this a CK3 problem, a mod problem, or a CK3 problem exacerbated by the setting? I hung around for some time after my conquest, expecting “interesting times” that never came, before eventually quitting. I had the same problem when I tried a new start as a different character, back in Westeros.

Upcoming games

  • Ara History Untold, a historical 4X game, is coming out in a few weeks. Previews are scarce, but positive.
    • I think the feature that interests me most is production chains for resources, which is common in city-builders but rare in 4X games (and especially in historical 4X games). 
  • Firaxis has released a 2-hour developer live stream video for Civilization VII — this one I haven’t seen yet.

Quick thoughts: Warhammer 40K: Gladius

This entry is part 1 of 1 in the series Warhammer 40K: Gladius

After recently playing a practice game, I have mixed feelings about Warhammer 40,000: Gladius – Relics of War:

  • On the one hand, it’s decent to good at what it does: a blend of hex-based wargame, turn-based strategy game with base building, and the 40K setting.
  • On the other hand, I’m not certain that blend works as well as a dedicated wargame or 4X game; and it takes longer to play than a real-time game would.

What 40K: Gladius does: turn-based, hex-based combat

I often see Gladius described as a “4X” game, a label I wouldn’t use. Instead, it feels like a cross between a beer-and-pretzels hex-based wargame and — this will sound slightly contradictory — a turn-based version of an RTS.

Like an RTS or a 4X game, players in Gladius build cities and collect resources. But a resource called “loyalty” constrains building and expansion to an extent that felt punitive: the optimal number of cities is quite small, probably only three. Instead, the focus is squarely on recruiting an army and fighting neutrals and other players.

This is where the “hex-based wargame” part comes in. Units have multiple traits: figures per unit, armour, hit points, different weapons each with their own damage and armour penetration, switchable ammunition types, abilities such as overwatch fire, and more. Playing as the Imperial Guard felt thematic:

  • Basic guardsmen were weak, but useful for screening punchier units.
  • Heavy weapon teams were my main killing force in the early- and mid-game, especially when I could take advantage of their long range.
  • Later in the game, tanks and artillery took over as the stars of the show.

The base game includes four factions: the Imperial Guard, Space Marines, Necrons, and Orks. Other factions, and more units, are available via DLC1.

Imperial Guard infantry and scout walkers (blue) skirmishing with Necrons (the red units on the right). I took this screenshot shortly before I retreated to the city of Villae Alea (far left).

Like a more ponderous RTS

Putting these pieces together, my Gladius game resembled the progression of an RTS match: build up, fight off attacks, build an overwhelming force, and win the game.

  • I set up a four-player game with myself, a computer-controlled Space Marine ally, and two enemy players — one Necron and one Ork.
  • I started in a safe corner of the map, facing no threats other than neutral monsters. This let me work out how to play the game, while my ally fought off the Orks.
  • Amassing a horde of guardsmen, heavy weapon teams, and scout walkers let me roll over the Orks through sheer numbers — although not in time to save my ally.
  • But when a large Necron force showed up, it was time to run. My army staged a fighting retreat back to friendly territory, helped by a few Space Marine remnants. The survivors stood, inflicted heavy losses on their attackers, and held their ground. 
  • Once I saved up enough to field several tanks, nothing could challenge their massed firepower. At this point, I steamrolled the rest of the map.

I enjoyed this, but I’m not sure I’d play again. Next to comparable genres:

  • Compared to an RTS, Gladius is much longer (a single game took me over 8 hours, per Steam) and more ponderously paced.
  • Compared to a turn-based 4X game, building and exploration — two of my favourite parts of the genre — are lacking. In a game this focused on warfare, they are means to an end, not satisfying systems in their own right.
  • And compared to a wargame, the need to fiddle with city management is a distraction from what the game does well: combat.

Conclusions

Does Gladius suffer from a contradiction in its design, or am I simply not its target audience?

If you’d like to see for yourself, the base game periodically goes for free (this is how I received it), or on sale for less than A$5. At the right price, this is still probably worth a look.

  1. I was a little disconcerted to see that the game requires DLC to unlock some of the more iconic units, such as stormtroopers and Chimera APCs for the Guard, or Land Raiders for the Space Marines ↩︎

Musical Monday: “The Battle of the Pelennor Fields” (Lord of the Rings: The Return of the King), by Howard Shore

This week’s piece is “The Battle of the Pelennor Fields”, which plays as the Rohirrim charge in Lord of the Rings: The Return of the King. It’s great:

  • In its own right;
  • In how it fits the occasion; and
  • As a version of Rohan’s familiar leitmotif.

Below, I’ve linked it on Youtube and on Spotify. To find it if you are searching by album, you need to look for the “Complete Recordings” for ROTK. Enjoy!

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WARNO: Return of the real-time tactics king

This entry is part 1 of 1 in the series WARNO

Unless something extraordinary comes out in the next few months, I already know what my Game of the Year for 2024 will be: Eugen Systems’ WARNO.

WARNO is a real-time tactics game, set in an alternate 1989 where the Cold War escalated into World War 3. Building on Eugen’s earlier Wargame and Steel Division series (for which long-time readers will know my love), it offers:

  • Individual battles, with a choice of over a dozen playable divisions (rising to 20+ with DLC);
  • Scripted battles;
  • Five campaigns, each combining a turn-based strategic layer with tactical battles; and
  • Both single- and multiplayer modes for battles and campaigns.

The result is a game that’s deep, rich in content, and tremendously replayable.

Tactical battles are superb

WARNO’s battles and the supporting army customisation system are the culmination of lessons learned from Wargame and Steel Division. They offer a rich experience that reward combined arms, create fluid, back-and-forth battles, and encourage replayability.

In battle, the goal is to seize and control objectives, each worth a certain number of points over time1. Achieving this requires coordinating tanks, infantry, scouts, artillery, helicopters, fixed-wing aircraft, ground-based air defences, supply units, and more. Over the course of a match, reversals are common and early leads can slip away, as players call in reinforcements, strengthen their defences, and identify and breach enemy weak points. 

Playing well requires both attention to detail and an ability to keep an eye on the bigger picture. For example:

  • I carefully micromanage high-end tanks so that if I see incoming anti-tank missiles, I can quickly order the tanks to conceal themselves with smoke and retreat.
  • One lesson the computer taught me very, very early on was the importance of moving artillery after firing, because it’s quick (probably even quicker than humans) to respond with counterbattery fire.
  • At the same time, it’s important not to fixate too much on one part of the map. The maps are very large, and threats (or targets) may emerge elsewhere.
  • By keeping my eyes open in team games, I’ve seen plenty of opportunities to help other players capture objectives and shore up defensive lines.

It helps that WARNO has quality of life features such as a line of sight/unit range checker, eliminating “can I hit that target from here?” guesswork.

WARNO: Aggressively pushing forward with light infantry at the start let me rake in points, even though the enemy rallied and pushed me back later.
Aggressively pushing forward with light infantry at the start let me rake in points, even though the enemy rallied and pushed me back later.

How does a WARNO battle play out in practice? Imagine the following example:

  • The match begins with a race for the objectives, led by recon units, forward-deployed airborne troops, and heliborne air assault infantry. Soon afterwards, the first wave of tanks rumbles in.
  • The winners of the initial clash consolidate their positions, while the losers pull back, lick their wounds, and set up new defensive positions further back.
  • The lines harden, and players bring in more artillery and air defences while saving up for a big push.
  • Eventually, one side or the other will launch that push. Sometimes, it breaks through and wins the match. Sometimes it doesn’t. And sometimes, it breaks through, but not fast or far enough to turn the game around.
  • Win or lose, once the match is over, it’s time to reflect on lessons learned, tweak my army composition, or perhaps try a different division next time — on which more below.

The disclaimer I should add is that I seldom play single-player skirmish games — instead, I normally play multiplayer. By now, I can reliably trounce the AI on “Hard”, the highest difficulty setting on which it doesn’t get a resource bonus. It does particularly badly at attacking urban areas, with a tendency to blunder tanks into ambushes.

In general, I think the AI is the main limiting factor for WARNO — discussed further in the campaign section, below. The good news is that the developers read and respond to AI feedback, so over time this may improve.

Multiplayer: a test of skill (1 v 1), and a gloriously messy spectacle (10 v 10)

Multiplayer is effectively several different games in one, depending on how many players are in a match: 1 v 1 matches play very differently from my mainstay, 10 v 10.

1 v 1 games are about pure skill. Everything I said about tactics above applies; and victory & defeat are up to me. Don’t ask what my win/loss record is…

I did win this ranked 1 v 1 game. I took the lead early and while the other player eventually broke through my front line and pushed me back to the forest & complex in the bottom left, it was too little, too late to offset my advantage in points.
I did win this ranked 1 v 1 game. I took the lead early and while the other player eventually broke through my front line and pushed me back to the forest & complex in the bottom left, it was too little, too late to offset my advantage in points.

At the opposite extreme, 10 v 10 games offer spectacle — and plenty of chaos:

  • Player (and unit) density are high:
    • Visually, this looks cool, as convoys set out across roads, massed aircraft soar overhead, rocket barrages tear up the ground, and teams mass for their “big push”.
    • In terms of gameplay, this is a large change. Denser air defences make aircraft more difficult to use, and massed artillery makes it harder to keep infantry alive in fixed, exposed positions.
    • Players can focus on a smaller part of the map, instead of being responsible for everything.
  • While the public nature of 10 v 10 lobbies limits player coordination, when teams do work together by luck or design, they are impressive: I recently played against a first wave of air assault infantry that screened a second wave of tanks, while rocket artillery pounded my attempts to concentrate in a nearby treeline.
  • The flip side is that 10 v 10 games can be decided by silly mistakes2 or players who drop out and leave bots to take their place. I take a philosophical view and treat these matches like Mario Kart. Having fun is the most important thing!
WARNO: Defending an objective in a 10 v 10 game as the US 35th Infantry Division. The 35th relies on older equipment, so I picked a sector with short sight lines to avoid being caught in the open by more modern tanks.
Defending an objective in a 10 v 10 game as the US 35th Infantry Division. The 35th relies on older equipment, so I picked a sector with short sight lines to avoid being caught in the open by more modern tanks.

Customising armies adds to replayability

Interacting with skirmish mode is the army customisation system. Between battles, players build their deck — the available forces — from one of the available divisions, each of which has its own strengths, weaknesses, and play style. Different division types from the same country can play very differently to each other. For example:

  • Airborne divisions can quickly reach objectives thanks to their paratroopers’ ability to deploy forward at the start of a match. But they lack heavy units, which limits their ability to fight in open terrain or go head-to-head against better-armed divisions as the match goes on.
  • At the opposite extreme, armoured divisions typically peak later in the match, once they bring in a critical mass of tanks. They do best in open areas, where their modern tanks can take advantage of long engagement ranges, and worst in cities and forests, where infantry can ambush them at close quarters.
  • Other division types include:
    • Mechanised infantry divisions, WARNO’s jacks-of-all-trades.
    • Air assault divisions, featuring helicopters and heliborne units.
    • Reservist divisions, with older kit and second-line troops.
  • These classifications aren’t absolute: the UK 1st Armoured Division includes forward-deployed paras, and the UK 2nd Infantry Division is a mechanised/air assault hybrid.

This contributes to both faction diversity and replayability, as there is a lot of scope to try different divisions and tactics. The same map can play very differently depending on the chosen division.

Scripted operations add flavour

Besides the regular skirmish battles described above, WARNO includes eight “operations”. These are scripted single-player battles with set maps and unit rosters, comparable to the historical battles in Total War games. They’re not my favourite mode:

  • AI limitations make defensive operations too easy.
  • Like Total War, I think WARNO works better in the more freeform environment of skirmish3.

However, I enjoy their chrome (voice acting, introductory briefings, and events), and a certain operation has possibly the best twist I can remember in an RTS mission. I’ll leave you to discover which one…

Campaigns are intricate and satisfying, although tactical AI has room to improve

WARNO offers five “Army General” campaigns (one introductory and four main ones), of which I have beaten the first three. The campaigns offer an engaging strategic layer and can generate memorable tactical battles, although eventually I turned to auto-resolve.

The campaign strategic layer is a simple turn-based wargame in its own right, representing individual units down to the battalion level. Units can attack enemies next to their zone of control; nearby units (and support units such as artillery and aircraft) can join in. The player can fight the resulting battle on the tactical map, or auto-resolve. Battles progressively wear down units through fatigue and casualties; fatigue can be recovered, but men and equipment cannot.

For players familiar with the dynamic campaigns in Wargame: AirLand Battle and Wargame: Red Dragon, the WARNO campaigns will feel like moving from the 2D to the 3D Total War games: the map and the front lines are much more detailed than the large, aggregated provinces in the old games.

Even by itself, the strategic level of the campaign offers an interesting challenge  — I confirmed this by playing the “Airborne Assault” campaign using mostly auto-resolve. There is an art to:

  • Judging what’s needed to take or hold an objective (and allocating forces accordingly);
  • Positioning units for mutual support;
  • Cycling fatigued or depleted units off the front line;
  • Assessing where and when to fall back versus holding on or pushing; and
  • Allocating scarce supporting units to achieve the best effect.

Armoured battalions were my workhorses. I liked to use helicopter squadrons to hunt down the most threatening Soviet units, typically the ones with the newest tanks. Meanwhile, I learned to keep infantry battalions in urban tiles so they’d have favourable terrain on the tactical map.

Aiding this, WARNO’s strategic AI is surprisingly good:

  • It attacks objectives with overwhelming force, and tries to bypass or cut off isolated defenders along the way.
  • It redeploys as needed, pulling back mangled units to safety, and withdrawing vulnerable support units if I punch through the front line.
  • When on the defensive, it waits for me to overstretch myself and then hits back hard, taking advantage of my attacking force’s fatigue.

Its main weakness is that when I attack on my turn, the AI seems too prone to hanging the target unit out to dry instead of sending in reinforcements.

Playing out battles on the tactical map gave me some memorable moments:

  • My proudest victory was holding out with a handful of combat engineers and the infantry accompanying an air defence unit against a Soviet armoured assault. Fortunately the map was dominated by two cities, where I holed up in terrain that was extremely favourable to me, allowing my soldiers to ambush and rocket the Soviet tanks.
  • At the other extreme was a cathartic battle when I caught up with an enemy artillery unit on the strategic map, giving my rampaging tank crews the chance to take revenge for all the barrages they suffered.
  • And I once led a scratch force of West German light infantry and home guardsmen, supported by mortars and strafing runs by US F-16s, to victory over elite Soviet and East German special forces4.
WARNO: In a modern-day battle of David and Goliath, engineers with Dragon missiles hold off Soviet T-80s. I thought of a land-based version of Taffy 3.
In a modern-day battle of David and Goliath, engineers with Dragon missiles hold off Soviet T-80s. I thought of a land-based version of Taffy 3.

Along the way, I also played out many, many bread-and-butter tank battles:

  • Sometimes it was a clash of the titans: modern US and West German tanks against their Soviet counterparts.
  • Sometimes I had mechanised infantry supporting my tanks.
  • Sometimes I just had the mechanised infantry, supported by modern anti-tank missiles — of which I always wanted more.
  • Sometimes I had outdated tanks, but helicopters or airpower let me even the odds.

They were often challenging and exciting, especially when I was outmatched (such as in the opening battles of the “Fulda Gap” campaign — more below) or had to think outside the box. Over the length of several campaigns, they eventually became repetitive, which was what prompted me to auto-resolve most of “Airborne Assault”.

The campaigns’ biggest limitation is the tactical AI, which opens nearly every battle by charging a massed tank column down the highway. Their sheer mass can be dangerous, especially if I’ve spread out too thinly in my opening deployment. But this also presents several problems:

  • It’s predictable: I know I need to deploy to stop the opening tank rush. This leaves the computer open to counters, particularly airpower.
  • It’s often not the best choice: the computer relies on tanks even in terrain that would be better suited to infantry, such as the urban map on which I holed up with my engineers.
  • It makes the tactical battles more repetitive: there are only so many times I want to fight a T-80 rush.
WARNO: West German infantry with MILAN 2 anti-tank missiles defending against a Soviet & East German tank push. Note that the computer stuck to the road and left its tanks in column formation.
West German infantry with MILAN 2 anti-tank missiles defending against a Soviet & East German tank push. Note that the computer stuck to the road and left its tanks in column formation.

What’s in each campaign?

The introductory campaign, “Bruderkrieg”, and the first main campaign, “Fulda Gap”, both begin with the opening shots of the war, as East German and Soviet forces surge across the border. The US 11th Armored Cavalry Regiment must survive the onslaught and stage a fighting retreat until West German and US reinforcements arrive to hold the line. The opening battles are epic, in the sense of “the defence of a narrow place against the odds”; the outnumbered but heavily armed 11th ACR can maul its pursuers. Once reinforcements arrive, the focus shifts to holding — and recapturing — the objectives. “Bruderkrieg” covers a smaller section of this battle, while “Fulda Gap” covers a wider area.

“Airborne Assault” is also set during the outbreak of war, further to the north. After Soviet and East German commandos seize an airport behind the lines, the West German army must quickly take back the airport before Soviet reinforcements fly in, then shift its attention to the oncoming Soviet tank columns. The West Germans in this campaign have older equipment than those in “Fulda Gap” and rely more on lightly armed infantry and home guard units, offset by generous German, US, British, and Belgian air support.

A screenshot from early on in “Airborne Assault”. In the top left, the bronze-coloured unit is the remnants of the enemy landing force after I pushed them off the airport. My main force scrambled into position to hold a line between Hannoversch Munden in the north, Kassel in the centre, and Melsungen in the south, while the Soviets columns bore in.
A screenshot from early on in “Airborne Assault”. In the top left, the bronze-coloured unit is the remnants of the enemy landing force after I pushed them off the airport. My main force scrambled into position to hold a line between Hannoversch Munden in the north, Kassel in the centre, and Melsungen in the south, while the Soviets columns bore in.

I have yet to play the last two campaigns, “The Left Hook” and “Highway 66”. Both take place several days into the war: both sides begin depleted after the initial Soviet offensives, while NATO is preparing to counterattack once reinforcements arrive: Belgians5 and British in “The Left Hook”, and the US 1st Armoured Division in “Highway 66”.

Following the recent release of a new patch, it’s a good time to start on “The Left Hook”. After that, we’ll see how much appetite I still have — “Highway 66” is a monster of a campaign, the only one marked as “very long”.

The roadmap has plenty for both skirmish/multiplayer and campaign players

WARNO has several DLC available as of September 2024, plus a roadmap that runs out to 2025:

  • The Early Access Pack adds 7 new divisions for skirmish and multiplayer. These are more “exotic” than the base game divisions — for instance, NATO receives the Berlin Command, a multinational force with exclusive access to the F-117 but almost no modern fighter aircraft or (until the latest patch) long-ranged air defences.
  • Smaller “Nemesis” DLCs add 2 new divisions each (1 NATO and 1 Warsaw Pact). The first one is already out, adding the US 101st Airborne and the Soviet 56th Air Assault divisions.
  • Larger expansions will add new fronts in the war, new divisions, and more campaigns. So far, Eugen has announced two: NORTHAG and SOUTHAG.
  • The Gold Edition includes these two expansions and the first two Nemesis DLCs. It doesn’t include the Early Access pack.

As an Early Access customer and owner of the Gold Edition, I have all the currently released DLCs. I like them and would recommend them to any fans — the trade-off between cool, unique toys and often serious limitations makes the DLC divisions fun and interesting to play. At the same time, none are essential.

Conclusions

 WARNO is a worthy heir to some of my favourite games of the last decade. It is not perfect, notably in its tactical AI. All the same, it has entertained me for over 130 hours, across both single-player and multiplayer modes, and through individual battles and campaigns, since I started playing late in its Early Access period. If you are interested in its genre (real-time tactics) and its period, I cannot recommend it highly enough.

  1. This is the default “Conquest” mode. There is an alternate mode, “Destruction”, where the goal is destroying enemy units instead.
  2. The classic is when one player has to hold a section of the map against multiple players from the enemy team.
  3. Similarly, I prefer Eugen’s dynamic campaigns to its scripted campaigns.
  4. Taking on Soviet elites with NATO reservists seems to be my habit in Eugen campaigns — I did something similar back in Wargame: AirLand Battle
  5. Currently, the Belgians are campaign-only. Belgian divisions will become playable in skirmish and multiplayer in the “NORTHAG” expansion.

Revisiting Humankind, three years on

This entry is part 2 of 2 in the series Humankind

Humankind launched three years ago, in August 2021. Since then, I’ve played it many times (on both Game Pass and Steam), and with Civ VII now on the horizon, the time is right for me to revisit my thoughts. I still like Humankind — but I don’t think it ever reached its potential.

What I liked about Humankind

At launch, I was glowing about Humankind. It was a very good “traditional” and warfare-focused 4X, focused on building an empire, investing in food, production & science, raising armies, and fighting other empires. It featured:

  • Engaging warfare and tactical combat — terrain, technology, unit types, and tactics all mattered. Armies marched as stacks, before deploying to fight. Battles took part over several turns (allowing reinforcing stacks to join the fray), and siege battles felt distinct thanks to the presence of city militia and mechanics such as fortifications and siege engines. Warfare evolved through the eras, especially once gunpowder made its debut.
  • Computer players that could give me a challenge — from my very first game, I had to fight for my life against early rushes.
  • Points-based victory conditions that rewarded doing well across multiple dimensions:
    • Being both tall (building plenty of districts) and wide (geographic size).
    • Succeeding both at peace (having a large population, being scientifically advanced, earning lots of gold and influence) and at war (destroying lots of enemies).
    • Doing well consistently through the game — it was often worth lingering in earlier eras to earn points.
  • Novel mechanics such as choosing new cultures over the course of a game, opening with a hunter-gatherer phase in the Neolithic period, building cities region by region, and attaching outposts to expand cities.
  • A great aesthetic, both in terms of art and music.
Fighting off an early rush in Humankind.
The computer players in Humankind really, really like rushing me in the early game. This contributes to the challenge and is one reason why I consider it a military-focused game.

… and what I didn’t

At the same time, Humankind had its flaws:

  • From a design perspective, anything that wasn’t part of that “traditional” 4X core was vestigial — notably religion & culture. Diplomacy was bland and different computer opponents never felt distinct.
  • From an execution perspective, the late game was noticeably less polished than the early game1. Cool ideas suffered in implementation, such as a pollution system that was too punitive in practice.

The problem is that the game never really evolved from there. In an ideal world, expansions would have plugged the holes in its design; but none of its DLC2 did. As for execution, I think it says a lot that later updates simply disabled pollution by default.

By now, I think it’s unlikely this situation will change. The last DLC, a culture pack, came out nearly 12 months ago (back in September 2023), and the cadence of patches has slowed — there have been none since January 2024, although the developers have said they’re working on an update.

Why Old World was, overall, better

Another comparison is Old World, the other major historical 4X besides Civ. Between the two, Old World is the better game:

At the same time, Humankind is the better-looking of the two, and its familiarity made it easier for me to learn at first.

Conclusions

Would I still recommend Humankind? Yes, with the caveat that prospective players should understand its focus — and its limitations. I still think it’s a good 4X game with great ideas (underscored by how many of them are recurring in Civ VII). It does particularly well at warfare — better than any Civ game probably has in decades — and that makes it well-suited for those seeking military challenges in their 4X games. On sale, it’s cheap enough (90% off!) to justify taking a look. What it does not do well is anything outside that core focus.

Would I replay it? Maybe. I thought I was ready to move on, but writing this article reminded me of what I enjoyed. I’ve yet to try the mod scene, and even without mods, sometimes I just feel like 4X comfort food: something that Humankind offers.

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  1. I don’t think it’s a coincidence that the late game never went through the rounds of open beta testing that the early game did.
  2. Humankind received several rounds of DLC that added new playable cultures, plus one expansion, “Together We Rule”, all the way back in November 2022. “Together We Rule” added new diplomacy and world congress mechanics, which I never really understood or enjoyed.

Initial thoughts on Civilization VII’s gameplay showcase video

This entry is part 1 of 1 in the series Civilization VII

Firaxis has released the first gameplay showcase video for Sid Meier’s Civilization VII. The gameplay itself begins at 5:36:

Lots of interesting ideas — many of them from Humankind

My first impression is that Civ VII is the sincerest form of flattery to Humankind. In particular, it adopts Humankinds signature mechanic, switching civs each era — albeit with differences:

  • Civ VII will only have three ages (antiquity, exploration, and modern).
  • In Civ VII, unlocking later civs will have in-game requirements. In the video (see approx. 17:35), playing as Ancient Egypt has automatically unlocked Songhai, whereas Mongolia would require access to horses.

Settlements beginning as towns, and upgrading to cities over time, also reminded me of Humankind.

Other mechanics also seem influenced by Humankind, although it’s too early to be sure:

This cements a tradition of cross-pollination with Amplitude games — Civ VI’s districts system seemed clearly inspired by Endless Legend.

Finally, some mechanics appear entirely new to the historical 4X genre. These include:

  • The concept of endgame crises from games such as Stellaris, Total War: Attila, and the Total War: Warhammers — here reworked into “end of age” crises.
  • The playable map expanding with each new age; and
  • The ability to sail ships down rivers.

My questions so far

Given how early it is, there is still plenty to learn about Civ VII. A couple of questions that occurred to me:

  • What is the overall design philosophy?
    • For example, Civs I through IV were empire builders, whereas from Civ V onward, the focus switched to specialisation: picking a path to victory before even starting, then choosing an appropriate civ.
    • My guess is that the ages system will shake things up — let’s wait for more detail on how this plays out.
  • How well can the developers execute on their vision? And how well will the computer be able to play the game?
    • The infamous example here is the military AI in Civs V and VI, which was never able to adapt to the “1 unit per tile” rule.
    • This, we won’t know until launch.

Pricing — starting at A$120/US$70/€70/£60

A separate point is the price, which is not cheap.

In Australia, Civ VII will cost (per the headline prices on Steam) A$120 for the standard edition, A$160 for the deluxe, and A$200 for the founder’s edition. SteamDB tells me that in other regions, the standard edition is US$70, €70, and £60. These are the kind of prices I associate with niche wargames and milsims, rather than mainstream 4X games, and I wonder what effect they will have on players’ willingness to buy at launch.

Speaking for myself, I will take a punt on something half or a third that price; for anything close to that, the game had better be very, very good.

Overall thoughts so far

At this stage, I feel curious and hopeful about Civ VII. I’m glad that it has plenty of new ideas on display — I think it’s what the series needs in order to keep feeling fresh. Time will  tell how well the game implements those ideas — and if that implementation is good enough to justify the price.

Links

Most of the available previews contain similar information. I found IGN’s the most informative.

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Musical Monday: Allegro con fuoco from Dvorak’s Symphony No 9

This week, I’m smuggling in one of my favourite pieces of classical music: the fourth movement (Allegro con fuoco) of Dvorak’s Symphony No 9. It plays in Legend of the Galactic Heroes as alarms blare and a pivotal counterattack unfolds — so it counts!

Below, I’ve linked two versions: one from Youtube (performed by the Orchestre Phiharmonique de Radio France and conducted by Marzene Diakun) and one from Spotify (performed by the Vienna Philharmonic and conducted by Herbert von Karajan).

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Authors worth reading: Megan Whalen Turner (The Queen’s Thief)

This entry is part 2 of 2 in the series Authors worth reading
The six novels of Megan Whalen Turner's The Queen's Thief series
The six novels of Megan Whalen Turner’s Queen’s Thief series in my Kindle library, presented in reverse order (The Thief, rightmost, is the first book). Not shown: my hardcopy of Moira’s Pen, the side stories collection.

Megan Whalen Turner is the author of the Queen’s Thief series, my newest fantasy discovery (hat tip to Rachel for the recommendation). Her books combine:

  • Adventure;
  • Humour;
  • Vivid and memorable characters; and
  • One of the better depictions I’ve seen of myth and the divine in fantasy worldbuilding.

In the best ways, they remind me of two of my other favourite authors, Dorothy Dunnett and Lois McMaster Bujold. And with the proviso that I’ve read relatively little fantasy in recent years, they’ve been my favourite fantasy reads since The Silmarillion back in 2022.

Now complete, the series comprises six novels, plus a collection of side stories. Driving the action is Eugenides (Gen to his friends), the titular Thief. Like Dunnett’s Lymond and Niccolo, and Bujold’s Miles Vorkosigan, Gen is a larger-than-life trickster. By turns, he is hilarious, aggravating, regal, kind, menacing, wily, audacious, and ingenious. The others around him are equally well-written, including two of my favourite queens in the genre, long-suffering guardsmen and courtiers, and some very lowly people who turn out to be much more significant than their supposed betters would think.

Book 1, The Thief, is both the only one solely from Gen’s perspective, and the weakest by far — it reads as though it were aimed at a much younger audience. From Book 2 (The Queen of Attolia) onwards, the series zooms out to include other perspectives and the broader political context. And from book 3 onwards, the perspectives shift again and we mostly see Gen from the outside — often a source of dramatic irony, as by that time the reader knows him better than the various narrators.

The books’ setting is inspired primarily by classical antiquity, which extends to their treatment of the divine. While this is generally a low-magic setting, gods and heroes appear in dreams and visions to advise mortals — this felt consistent with myths (and means the books satisfy my theory that great fantasy gets its power from myth, history, or both).

A final bonus is that these books are easy to read — perfect after a tiring or stressful day.

Overall, I love these books. and I’d recommend them to any genre fans. If they sound interesting, my advice is to stick with them past the first book! Give the series until the first few chapters of the second book. If you do like the first book, even better. And if you pick up the series, I hope you enjoy it as much as I have.

Links

Goodreads

The series on Amazon US / Australia — buy from these links to support this site

Interviews with the author: Readings, (spoiler warnings) Dear Author #1, Dear Author #2

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Musical Monday: “Chasing Daybreak” (Fire Emblem: Three Houses), by Rei Kondoh

This week is my favourite battle theme from Fire Emblem: Three Houses, “Chasing Daybreak”. When it kicks in, in the game’s second half, it helps shift the mood from “goofy anime adventure” to “high fantasy epic” — an epic I’m close to finishing after five years. Listening to “Chasing Daybreak” is a mighty push to get over the line.

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Building the dream team: the squad system of Unicorn Overlord

This entry is part 1 of 1 in the series Unicorn Overlord

I’m about to finish the excellent Unicorn Overlord, a fantasy strategy-RPG game available on consoles. While its writing is poor even by video-game standards, its mechanics are excellent, and nearly unique amongst modern games in the genre.

Central to those mechanics is the squad system, the focus of this article. This gives players a lot of scope to customise the squads into which the party is divided:

  • First, by choosing the characters who go into each squad.
  • Second, by setting up each character with skills, equipment, and programmable tactics.

Setting up synergies is fun…

Unicorn Overlord inherits its basic mechanics from Ogre Battle, the SNES classic:

  • Each stage is its own real-time battle map.
  • Instead of moving individual characters, the smallest controllable unit on the battle map is a squad of 3 to 5 characters. Eventually, the player can field up to 8 squads, for a total of 40 characters once fully upgraded.
  • Characters come in many different classes, which determine their stats, skills, and available gear.
  • Squads battle automatically, based on the tactics set up by the player.

Much of the fun comes from choosing, equipping, and configuring each squad’s characters so they complement each other. For example, this is my most powerful squad:

Squad 1, centred around Hilda, is my powerhouse.

The key member of this team is Hilda, the wyvern rider. Her spear enables a skill that hits every member of the enemy squad at once. Normally this would take two turns to charge, but see below.

The two other back row characters support her: a witch adds ice damage and the “freeze” status effect to Hilda’s attack, and Selvie the druid gives her a second consecutive turn. This lets her instantly charge up, attack on her first turn, wipe out most of the enemy, and freeze the survivors.

Selvie also casts the Sandstorm spell, which adds the “blind” status effect to the enemy party. Against most enemies this is overkill — Hilda rarely leaves survivors — but better safe than sorry.

The two front-row characters are mostly there for utility, soaking incoming damage, and cleanup. Alain, the game’s main character, gives a bonus to “valor”, the resource used to call in more squads or activate special abilities. I swap the fifth character as needed.

For some time, the weakness of this squad was that it had no healer. I am experimenting with swapping a healer back in before the final battles.

… and so is unleashing them

How does the system play out in practice? I have a roster of squads, mostly designed for specific purposes:

  • Some, like Hilda and friends above, are built for lethality. Their job is to go in, flatten the enemy squad with an all-targets attack on turn one, and then repeat with the next enemy.
    • For instance, I’ve set up another squad along similar lines — it enables a witch to barrage the enemy with one of the most powerful spells in the game on turn one1.
  • Some are meant for support, such as healing friendly squads or clearing obstacles from stage maps.
  • Some are meant for mobility, with lots of fast, mounted or flying characters.

Now that I’m in the endgame, most of these squads are tried and tested. Some I use largely as-is, although I change individual characters’ gear when dealing with enemies who can inflict status effects. Others I continued to tweak late into the game, as new characters joined or as inspiration struck.

Level design does matter — I try to pick the right squads for the map. For example:

  • On a stage centred around lifting the siege of a friendly city, I deployed my fastest squad to secure the palace and protect the NPC there.
  • Similarly, I like to manoeuvre flying squads around terrain to eliminate ballista and catapult crews before they can threaten my main force.
Clive and his cavalry squad move fast and hit very hard. Using a side route, I rushed them into the city to protect the palace, visible at the top.

While Unicorn Overlord’s main game is quite easy, I tweak squads more when playing the optional challenge content. This comes in two main flavours:

  • Scripted coliseum challenges against squads with themed builds. Some of these were diabolically hard — beating them at a low level was probably the biggest impetus I’ve had to overhaul and tailor my squads.
  • An “online” (really asynchronous) PvP mode where players can upload squads for others to challenge, and test their builds against other squads. Refining my tactics, practising my cheese builds, and trying to counter other people’s cheese builds has helped keep me entertained long after release. Whenever someone tries to hit me with an all-battlefield magic spell on turn one, it’s very satisfying to bring a character who can reflect magic.
That must hurt. Reflecting this squad’s magic hoist them on their own petard.

Other benefits (and how Unicorn Overlord adheres to the Covert Action rule)

Taking a step back, it’s worth thinking how the Unicorn Overlord (and by extension, the Ogre Battle) squad system addresses a couple of design issues in the genre.

First, making the basic unit the squad rather than the individual character maintains a manageable limit on the number of units the player has to move around.

Second, it addresses the “large roster problem” in RPGs that only allow the player to use a few characters at a time. While the sheer number of characters in Unicorn Overlord (there are over 60 unique characters in the main game, plus generics) means some still end up on the bench, most have a chance to shine, even if only under specific circumstances.

While replicating this would be difficult, given how it forms part of Unicorn Overlord’s overall design, a handful of games probably would benefit from the squad concept. Expeditions: Rome features a large roster, a mix of story characters & (underutilised) generics, and a rather pointless legion battles minigame that amounts to several mouse-clicks and a few resources going up or down. Wouldn’t it have made more sense to group the available characters into squads for the legion battles?

(There is even a precedent for this — Suikoden III, another game with a massive roster, featured an army battles minigame that grouped up the recruited characters into squads.)

A final question is whether the additional complexity of squad setup is only possible because the battles are automatic. I think the answer is “yes”. In other words, Unicorn Overlord respects the Law of Conservation of Complexity and Sid Meier’s Covert Action rule (“one good game is better than two great ones”). I don’t think the game would work if every stage bogged down into manually controlled battles every time two squads fought2.

Conclusions

For over five months, Unicorn Overlord has kept me entertained, in no small part thanks to the squad system. Over that time, I’ve developed a powerful set of squads — both individually capable and effective as a group. They’ve taken me through most of the game’s content, including its challenge content, and I expect them to be able to handle the finale. After all, I’ve honed my cheese in the PvP meta. What final boss could rival that?

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  1. I wish I could claim credit for this and Hilda’s squad — I found the ideas online.
  2. A very rough analogy might be the Dominions games, where the player doesn’t control armies in combat, but instead sets them up before.

Musical Monday: “Newtonian Approximation” (Terra Invicta), composed by Breakdown Epiphanies

One of Terra Invicta‘s standout features is its soundtrack, which is enjoyable and great at setting the mood. Pride of place goes to the main title theme, “Newtonian Approximations”, which builds to an optimistic conclusion at 2:20-2:30, before looping. It fits a game that’s about humanity gradually, doggedly coming from behind to fight off an alien invasion. Enjoy!

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Musical Monday: “Ever-Flowing Rivers” (Total War: Three Kingdoms), composed by Richard Birdsall

We’re back with a lovely, gentle, relaxing piece that plays on the strategic map of Total War: Three Kingdoms. While I’ve tended to feature Total War music from Jeff Van Dyck’s era (up to Shogun 2), this is a gem from the more recent games. I think it’s great ambient music, whether choosing the next move in-game or focusing on a project in real life. Enjoy!

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Suzerain: a narrative game that brings policy & politics to life

This entry is part 1 of 1 in the series Suzerain

Suzerain is a work of interactive fiction about leading a country, set in an imaginary world reminiscent of the early Cold War. Since its launch several years ago on Steam, it has become a cult classic, and both the base game and DLC impressed me when I played them earlier this year. They tell engaging stories that feel true to their subject, making them well worth a look for news and politics junkies.

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Text-heavy interactive fiction

So far, there are two stories available:

  • The base game casts the player as Anton Rayne, the newly elected president of Sordland, as the country emerges from 20 years of one-man rule.
  • The “Kingdom of Rizia” DLC shifts the focus to a new country and a new character, King Romus Toras.

In either case, playing Suzerain involves a lot of reading. Players read story events as they unfold, proceed through dialogue, and choose conversation responses to progress the story. Occasionally there is legislation to approve or veto. “Rizia” allows the player to be more proactive, as King Romus can issue royal decrees that might include starting work on a new dam, exploring for resources, consolidating provincial militias, or funding a new university.

Instead of the numerical resources and stats of a strategy game, Suzerain presents information in a qualitative way. Characters may warn in dialogue that a problem is brewing. Clicking on cities will show modifiers that currently apply to their regions. A sidebar menu keeps track of various indicators, ranging from school quality to the strength of the air force. Finally, the many newspapers of Suzerain’s world will comment on current events from their different perspectives — some more neutral than others.

Rizia lacks a free press at the start of the game. As such, its Royal Herald can be sycophantic.

Throughout, the writing is effective. The characters feel like people rather than strawmen, and events can be gripping — or downright stressful. The prose can be slightly formal, wordy, or stilted, although I can forgive it in the case of dialogue explaining policy options — that can be justified by the game’s need to explain information.

Uneasy lies the head that wears the crown

Whether in Sordland or in Rizia, the player’s nemesis is “events, dear boy, events”. Plot twists come thick and fast, presenting a constant stream of crises. And on a first game, it’s necessary to work out characters’ loyalties on the fly. Who supports which cause, who can be a useful ally, who is out for themselves, and who are the idealists and the patriots?

Compounding this is the messy situation in which both countries begin the game:

  • Sordland, in particular, rests on a knife’s edge: the economy is both statist and riddled with cronyism, the recently retired strongman still commands an influential “old guard” of loyalists, there is significant tension between the majority Sords and the minority Bluds, and an expansionist neighbour is watching with hungry eyes.
  • Rizia is better placed, but faces its own challenges. While the Rizians may dream of regaining lost lands, the current rulers of those lands have ideas — and allies — of their own. Domestically, while King Romus is an absolute monarch in theory, in practice his power is checked by the aristocratic families who rule Rizia’s component duchies.

My base game run was a disaster. I set out to be a reforming liberal while trying to make everyone happy. I learned the hard way that this made no-one happy instead. My signature reform, updating Sordland’s authoritarian-era constitution, failed to pass. Saying yes to everyone’s policy wishlist led the country into a debt crisis. The economy cratered. Next to that, my achievements (increasing access to healthcare and education, strengthening opportunities for women, befriending a Great Power, and deterring a would-be invader) paled: I lost re-election by a landslide. The conservatives hated my economic reforms; the liberals liked me but not enough to vote for me over their own candidate; and the far left, far right, and minorities hated me, period. Looking at the list of possible endings, I was probably lucky not to be overthrown or assassinated.

The ending of my first game. Don’t ask what happened to Sordland’s GDP.

I did much better in Rizia. This time, I played more cautiously, focused on establishing strong economic foundations, and gradually and incrementally advanced my reforms. I turned the country into an energy-exporting powerhouse, then used trade and energy deals as carrots to peacefully reconcile with Rizia’s estranged neighbours. At home, I reformed Rizia into a constitutional monarchy with power held by an elected prime minister; and saw Romus’s heir, Crown Princess Vina, grow into a wise, confident, and compassionate woman. Compared to the shambles I made of Sordland, this was night and day. But perfection eluded me; I failed to recover lost Rizian land from the neighbouring dictator.

The rather better ending I secured for Rizia. Long live Romus the Reformer!

Less predictable than a strategy game — but also scripted and finite

While Suzerain is not a strategy game, it does share similar themes. In some ways, I find Suzerain more convincing:

  • Strategy games are mechanically-driven, so they require transparent rules and predictable outcomes.
  • Suzerain can be more opaque, and throw more unexpected events at the player, because it is narratively-driven. Nasty events are part and parcel of the story.

The flip side is that strategy games are unscripted and replayable: new events unfold each time. Suzerain has a wealth of content, but it is scripted and finite. Yes, there is a lot I haven’t seen. Yes, there are many paths I could take on a replay — I could follow different ideologies1, befriend different characters, or execute better on my original goal. But I still know what happens next. As someone who incessantly replays strategy games but plays narrative games once, so far I’ve yet to replay either story in Suzerain.

Maybe I can avoid this mess next time?

Conclusions

For anyone interested in their subject, and who enjoys this kind of narrative game, Suzerain and “Kingdom of Rizia” are easy recommendations. There is something authentic in how the base game and “Rizia” bring their messy, complicated countries to life — and while I’ve focused on the turmoil, my experience in “Rizia” showed how the game depicts hope as well. I’d love to see more content in this universe.

  1. But not become a murderous authoritarian. Some of the content I’ve seen is pretty disturbing.

Old World: a pathbreaking historical 4X game

This entry is part 1 of 1 in the series Old World

Old World is a 4X strategy game set during classical antiquity that I have played on and off since it launched on Steam, back in May 2022. It is, hands down, the most unique and innovative historical 4X game I’ve played (the other recent ones being Humankind and the Civilization series):

  • First, for how it blends 4X game mechanics with other genres.
  • And second, for its own, novel ideas.

These ideas successfully come together to make Old World one of the best 4Xs in any genre.

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Blend of 4X strategy + narrative elements

In many ways, Old World feels like a cross between a classic 4X game, narrative games like King of Dragon Pass,and, to some extent, grand strategy games:

  • The basic mechanics are those of a turn-based 4X: explore the map, settle and develop cities, research new technologies, train units and march them to war, and build Wonders of the World, all in pursuit of defined victory conditions.
  • Other mechanics are closer to a GSG or a narrative game:
    • Rulers and officials are named characters with traits, lifespans, opinions, and relationships to one another.
    • Narrative events frequently pop up: characters scheme, fall in love or quarrel; emissaries show up to present trade deals, marriage proposals, or demands; children take after or rebel against their parents; sages appear in court to offer their services; noble houses clamour for favour; exiles and escaped captives ask for sanctuary; and many more.
Sending an ambassador to negotiate trade deals with a friendly empire can be fruitful. Imported luxuries keep cities and noble families happy.

These “layers” of mechanics tie back to one other. For instance, character traits matter beyond simple “+1” bonuses. Rulers have different abilities depending on their character class: Diplomats can form alliances, Orators can hire tribal mercenaries, Scholars can re-roll available technologies, and more.

Pericles was a powerful starting leader – his ability to hire mercenaries jump-started my early expansion.

Novel 4X mechanics

On top of these building blocks, Old World adds its own unique ideas. For example:

  • The ambitions system, which lets players choose and shape victory conditions on the fly.
    • While Old World offers traditional victory conditions such as points, the main way for human players to win the game is by completing 10 ambitions — goals that the player chooses for each ruler.
    • Ambitions last the life of the current leader plus a short grace period, and each leader will typically only live long enough to achieve a handful. As such, this makes it important to choose ambitions that are achievable and that align with the intended play style. I prefer playing 4X games as a peaceful builder, so I aim for ambitions like “build three universities” and “control six cities with Legendary culture”.
  • The orders system: the player can take a finite number of actions each turn, limited by the number of “orders” available (as the game progresses, better-developed empires with appropriate laws will have more orders).
    • This naturally creates “interesting decisions”, as what happens every turn will reflect the player’s priorities.
    • It also means that certain decisions have opportunity costs — in particular, fighting a war will absorb a lot of orders that could have been used to move workers around and develop buildings.
Orders in action: moving the nearby horseman (left) to kill the red barbarian unit will only use a single order. On the other hand, moving the distant camel archer (right) into position will use 3 orders. Multiply this by several units, and a military campaign will rapidly drain the available orders.
  • The role of chance: in several places, the game randomly determines the available options.
    • For instance, there are different choices for educating the royal heir, each of which unlocks several potential classes. When she or he grows up, I can choose between two of the available classes — but not which two. So, I can increase the odds of getting a Diplomat or Orator in the next generation by choosing a political education, but I can’t guarantee it.
    • Other examples include the game randomly determining which techs are available to research out of those unlocked; or which Wonders will be available in any given game.

Successfully bringing it together

The result is a fluid, dynamic game where the situation and the appropriate strategy evolve over time1. Events can open up unexpected opportunities: in my last game, when my ruler died in the midst of a long-running war against the Gauls, the Gauls sent a delegation to my new ruler offering to bury the hatchet. I took them up on it — and with my new, Diplomat ruler, I eventually negotiated an alliance that let me peacefully settle on Gaulish lands.

The ambitions system helps keep the late game interesting. Once, I came from far behind and still won by focusing on achievable ambitions (and staying away from any that required me to go to war — something that wouldn’t have been feasible against larger, more powerful empires). Instead, I triumphed as a builder and lawmaker via ambitions such as “build four Wonders, one of them Legendary” and “make all noble families friendly while enacting all laws”.

The combination of events, characters, and gameplay also leads to memorable emergent narratives:

  • In my first game, my ageing ruler and his wife had a miracle child late in life after praying to the gods.
  • In my last game, a brother returning from distant lands brought a Gaulish wife and drama in his wake as I played out different saved games: once he went insane after his wife’s death, and another time he murdered his nephew.
  • In my current game, an ambitious “rising star” courtier demanded a royal marriage (I said yes) and another one demanded that I abdicate and hand over the throne (I said no … emphatically)2.
What did she think was going to happen?
  • Romulus & Remus hate each other, so if playing Romulus, it can make sense to follow the myth and take out Remus first3.
  • And more — I’ve just scratched the surface.

Incidentally, while I’ve focused on the unique aspects of Old World’s design, it also gets the basics right. My favourite example here is that while military AI is a frequent bugbear in strategy games, Old World’s computer players are ruthless and effective at waging war. They muster large armies in safe territory and then commit them en masse, hunt down weakened units, and aren’t fazed by the “one unit per tile” (1UPT) rule. 

The trade-off is that being unique comes with a learning curve. Old World has a detailed PDF manual, a good tutorial, and plenty of tooltips that explain what I can do. Knowing when to do something is trickier. Even as an experienced player, every time I come back after a break, I find myself Googling strategy questions or browsing Discord to refamiliarise myself.

Conclusions

Old World is the historical 4X game that I wish more genre fans — and especially, more strategy and 4X developers — would play. It is rich in new ideas, from specific mechanics such as orders & ambitions to the overarching concept of enriching a 4X game with characters and events. And it uses these ideas to keep the late game feeling fresh.

Other developers could learn a lot from Old World’s approach, and if you’re interested in similar games, check it out — I promise you it will be original.

Further reading

Design Director Soren Johnson’s blog, “Designer Notes”, has a wealth of content about Old World’s design, including this post on victory conditions.

Note: I received press copies of two DLC — “Wonders and Dynasties” and “The Sacred and The Profane” from Hooded Horse, the game’s publisher. I bought the base game and the other DLC myself.

  1. Contrast the modern Civ games, which require picking a victory type and strategy before even starting.
  2. The latest DLC, “Behind the Throne”, added this mechanic. Rising stars have excellent stats but also tend to have designs on the throne. Giving them the opportunity to shine can be a calculated risk.
  3. Most of Old World’s starting leaders are historical figures; the mythical Romulus of Rome and Dido of Carthage are exceptions

Dune: Part Two thoughts

This entry is part 2 of 2 in the series Dune

Dune: Part Two is really good.

It answers the question, “how do you film an unfilmable book?” by distilling it down into a human, character-driven story focused on the relationship between Paul and Chani. In the process, it hacks away much of the book, significantly changes what’s left — and still manages to stay true to Frank Herbert’s central theme.

Visually, it’s spectacular once again; a special mention goes to the monochrome sequences on Giedi Prime. Aurally, it benefits from being in the cinema.

The two Dune movies, Blade Runner 2049, and Arrival cement Denis Villeneuve as the master of science-fiction movies. Can’t wait to see what he does next.

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Spoilers below:

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2023: My gaming year in review

This entry is part 11 of 11 in the series Gaming year in review / Game of the Year Awards

Happy New Year!

2023 was a “quality over quantity” year for me, dominated by a Big Three — Elden Ring (a 2022 release) in the first few months of the year; Zelda: Tears of the Kingdom after its release in May; and then Jagged Alliance 3 from July to November. All three were Game of the Year material.

Apart from the Big Three, 2023 saw:

  • My usual fare of PC strategy releases: Rule the Waves 3, Age of Wonders 4, and Dwarf Fortress.
  • Odds and ends: a deck builder (Cobalt Core), a homage to 16-bit JRPGs (Octopath Traveller II), Bayonetta Origins: Cereza & the Lost Demon, Vampire Survivors, and Venba.
  • Old favourites such as Shadow Empire, Humankind, Fire Emblem: Three Houses, and Expeditions: Rome.

Finally, at the end of this post, I’ll touch on upcoming games in 2024 that look interesting.

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The big three: Zelda, Elden Ring, and JA3

The Legend of Zelda: Tears of the Kingdom (Switch, 2023) — My Game of the Year for 2023. The beautiful, ambitious successor to one of my favourite games of all time didn’t disappoint; according to Nintendo’s Year in Review, I have spent 170 hours with it. And I’m still not done! TOTK offered:

  • Spectacular set-pieces such as the Lightning Temple;
  • Moment-to-moment wonder and delight, such as exploring the Depths, peacefully resting on a sky island, outwitting would-be Yiga ambushers, or riding a dragon;
  • A satisfying worldbuilding follow-up to BOTW, as we got to see how Hyrule and its inhabitants had moved on and rebuilt.

Elden Ring (Xbox Series X, 2022) — 2023 saw my return to returned to Soulsborne and From Software games after taking a break since the original Dark Souls. Elden Ring took the Souls games’ traditional strengths (combat, “tough but fair” challenge, localisation, drop-in multiplayer) and added a vast, often beautiful, and occasionally horrifying open world to discover and explore. While rather stressful to play, it was worth every minute. I made it as far as Leyndell, the Royal Capital, and still have further to go.

Jagged Alliance 3 (PC, 2023) — 2023 finally saw a worthy sequel to one of the classics of the 1990s. JA3 combined great turn-based tactics, a cast of lovable rogues, and surprisingly good (and often laugh-out-loud funny) writing & worldbuilding. I picked it up on launch day and the risk paid off. Also the only one of the Big Three that I finished.

Other PC strategy games

Rule the Waves 3 (PC, 2023) — A “more of a good thing” sequel. This is one of the few series that looks at defence from a policy and force structure perspective (given my country’s geography, objectives, and budget, what is the appropriate navy for my circumstances?). RTW3 extends the timeline to 1890-1970, allowing more time with pre-dreadnoughts in the early game and adding missiles to the late game. Good enough to distract me from Zelda: TOTK!

Age of Wonders 4 (PC, 2023) — My favourite AoW game. It sells the illusion of being a wizard (or in my case, a dragon lord), discovering and taming a beautiful, intriguing, and dangerous world, and fighting off rival armies. The aesthetics and production values help sell the experience. A final bonus is that the game plays very well on a Steam Deck.

Dwarf Fortress (PC, 2023 for the Steam version) — My first time with the legendary — and legendarily intricate — colony management game, which turned out to be much more approachable than its reputation suggested. I think it’s also ruined similar titles such as Rimworld for me — I prefer DF’s simulationism and greater focus on building.

Odds and ends

Octopath Traveller II (Switch, 2023) — A tribute to classic SNES JRPGs, with beautiful pixel art, good music, and some pretty decent turn-based battles. Unfortunately, in some ways it was too faithful to its inspirations — I could have done without random battles in 2023.

Cobalt Core (PC, 2023) — A charming deck-builder that became my go-to game when I need something short, or when I’m tired and I just want to relax. Love its colourful characters.

Bayonetta Origins: Cereza & the Lost Demon (Switch, 2023) — A beautiful fairy-tale experience, seemingly inspired by Brothers: A Tale of Two Sons. Cheshire the soft toy turned demon is an adorable co-protagonist. Slightly repetitive.

Venba (Game Pass, Xbox Series X, 2023) — A clever game with a unique premise: using cooking minigames to tell the story of an immigrant family. Unfortunately, that story being rather cliched held it back.

Vampire Survivors (Game Pass, Xbox Series X, 2022) — Another notable short-form game, an arcade palate-cleanser that went back to the roots of gaming and added a modern progression system.

Revisiting old favourites

I revisited Shadow Empire after the launch of its “Oceania” DLC and wrote up my adventures here. Still a great game, and it still receives plenty of support.

I also revisited Humankind — I still like it, but I’m a little disappointed by the lack of progress in its design since it launched a few years ago. While it still has the same strengths that endeared it to me at launch, it also has the same weaknesses, un-addressed by its DLCs. Contrast, say, Civilization V, which benefited from Gods and Kings, or the various Paradox games over the last decade.

In December, I dusted off two tactical RPGs: Fire Emblem: Three Houses on Switch and Expeditions: Rome on PC. In the case of FE:3H, I started the game in 2019, back before the COVID-19 pandemic! I am so close to the end of Edelgard’s route in FE:3H now — just a little further to go…

Finally, around the same time, I got back into Crusader Kings III via its total conversion mods. The highlight has been The Fallen Eagle, a mod that transports the game back in time to late antiquity and the collapse of the Western Roman Empire. Fighting for survival as the Romano-British descendants of Ambrosius Aurelianus has been an exciting challenge, albeit one that has required patience, persistence, and a tolerance for “fun” in the sense of the Dwarf Fortress meme.

Upcoming 2024 releases

The beauty of writing this in January is that I have a better sense of what’s coming up and what will interest me.

Playing Suzerain, the politics-themed interactive fiction game, this year brought the upcoming Suzerain: Kingdom of Rizia DLC onto my radar. I loved the base game and look forward to more content in the setting.

Microsoft Flight Simulator 2024 is an obvious pick: I liked its predecessor and it will be on Game Pass.

I’m intrigued by The Brew Barons, a Porco Rosso-inspired game about flying a seaplane, gathering resources, brewing beer, and fighting villainous air pirates. It will be nice to have more arcade-style games for my HOTAS.

Finally, Eiyuden Chronicle: Hundred Heroes, a Kickstarted spiritual successor to Suikoden, remains on my watch list. Again, it will be on Game Pass.

Age of Wonders 4 first impressions: Living the dragon dream

This entry is part 1 of 1 in the series Age of Wonders 4

Two games in, I really like Age of Wonders 4. It sells the illusion of being a wizard (or in my case, a dragon lord), discovering and taming a beautiful, intriguing, and dangerous world.

So far, I’ve focused on exploration and PvE gameplay — roaming the map; discovering interesting locations; fighting guardians, wandering monsters, and the odd hostile free city; and only clashing with enemy empires as an afterthought. I think this was possible because of the maps I played:

  • The first time, I played the suggested introductory map. I took my time, played slowly as I learned the game, and won a score victory when the turn limit ran out. The computer-controlled empires weren’t particularly tough. Instead, high-level site guardians were probably the most powerful enemy I faced.
  • I played my second game on a story map added by the new DLC, “Empires and Ashes”. This time, I won by following the story quests. The quests also let me mollify the computer players. There was still plenty to do, such as fighting off a marauding monster that reappeared as part of the story, or tackling a quest battle that required me to go in solo.
Chappos the Dragon, fighting a powerful recurring enemy on the new story map.

Both times I played as a dragon, another feature enabled by DLC1. This lent itself well to my play style — a dragon is very good at clearing out monster lairs or defeating quest enemies.

But more importantly, playing as a dragon is cool. With a few upgrades, the dragon can drop meteors on the battlefield, send enemies flying with a swipe of its tail, or rip them to shreds in melee. It can bide its time and then charge in, like ultra-heavy cavalry, or trade blow for blow in the front line. Defensive spells and healers can keep it in the fray. And it’s unique — other than the dragon pretenders in the Dominions series, I can think of very few fantasy strategy games that allow this.

The aesthetics and production values help sell the experience. I think this is the first time an Age of Wonders game has really looked and sounded impressive — the world is attractive and the monsters sound ferocious in battle.

A final bonus is that the game plays very well on a Steam Deck:

  • On a technical level, performance is good, the visuals and interface are clear and legible, and the default control scheme lends itself well to the Deck.
  • I also suspect that as a turn-based 4X, it’s inherently well-suited to portable gaming. I can play a few turns at a time, explore the map or build up my cities, save the game, and feel I’ve made progress.

At least for now, I plan to keep playing in the current vein — I think I prefer my current PvE play style to the more traditional, symmetrical, empires-versus-empires fantasy 4X experience in previous Age of Wonders games. While writing this post, I just fired up another story map (this time, the first map from the original launch campaign), and I’m already interested in the quests on offer.

Now after I hit “publish”, I wonder if I can squeeze in just one more turn…

Further reading

I wrote quite a bit about Age of Wonders 3, both at launch and after release.

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  1. In this case, the game’s first DLC, “Dragon Dawn”.

Jagged Alliance 3: A blast

This entry is part 1 of 1 in the series Jagged Alliance 3

I greeted the announcement of Jagged Alliance 3 with some caution. In the lead-up to release, I felt a mixture of excitement and trepidation: could it bring back the old magic?

I needn’t have worried — JA3 is excellent. It builds on its predecessor’s strengths, while adding new features that reflect the last 25 years of tactical RPG design.

As with the previous games in the series, JA3 unfolds over two layers:

  • A strategic map containing (initially enemy-held) towns, garrisons, & diamond mines, and the country in between;
  • Turn-based tactical battles on hand-crafted maps — the meat of the game.
The heroes of our story. The main menu screen shows my current squad – from left to right: Buns (markswoman/medic), Tigris (custom character), Ivan (one-man army), Livewire (hacker/mechanic), Barry (sapper), and Scope (markswoman par excellence).

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The stars of the show are a roster of unique characters with whom players build a squad or squads. As in an RPG, it’s important to hire individuals with an eye to the team’s overall skills. Some are more directly combat-focused. Others are oriented towards support. Each has his or her own stats, personality, required wages, and — new to the series — a unique ability. For instance, Livewire the hacker is a valuable support character — she’s a poor shot, but will automatically reveal every enemy in battle if the player has intel for that location.

Also new is that characters gain new abilities as they level up — my current favourite is the ability to move further when wearing light or no armour. Scope the markswoman, who starts with that ability, can easily move to a new firing position each turn.

Battles place a premium on planning. If everything goes according to plan, they can be easy or anticlimactic. If the plan misfires, or if the enemy is particularly strong or alert, things become “exciting”. As of the time of writing (soon after the release of the 1.03 patch), the most popular playstyle is a combination of stealth and aimed, single-shot rifle fire, which aligns pretty well with how I play:

  • Plan A usually involves picking off lone sentries, navigating to high ground or good vantage points, and then opening up on the unwary enemy.
  • If that fails, Plan B involves explosives and a machine gun.

The ebb and flow of battle lends itself to emergent narratives. Once, my idea of sneaking into a city district turned out to be impossible: I walked into the middle of a set-piece battle between a large enemy squad and a handful of friendly NPCs protecting a public building. I used my scarce handful of 40mm grenades to thin out the enemy squad, before moving in to clear out the remnants. But as I was at the cusp of victory, an enemy soldier — nearly the last survivor of his squad — ran behind a civilian, creating an unscripted human shield situation — and prompting a save-reload so I could safely get rid of him. Rather than being frustrated, I loved the resulting narrative.

In another case, I played a different battle — a counterattack on a harbour I had liberated — three times, trying to keep my NPC allies safe. Again, rather than frustrating me, each replay held my interest as I tried different tactics and watched the battle unfold different ways. One ally, a machete-wielding woman, had a habit of getting herself killed charging machine gunners. On the third try, she manoeuvred between market stalls to stay out of sight, hacked down the first gunner, climbed up a nearby roof to stay safe, climbed back down, and outflanked the second gunner. Wow!

The strategic map. Camp la Barriere will probably be my next target – it controls passage along the river. By taking it, I can speedily move upriver by boat, and protect my downstream settlements from attack.

The strategic map is where the squad prepares for future battles — repairing gear; treating wounds; training militia to defend friendly settlements; and — this is new — crafting ammunition or explosives. All this takes time, and with the need to pay wages, time is money.

Early on, when money was tight, I found there was a trade-off between an easy tactical game and a harder strategic game. I started with Ivan, one of the best, most iconic characters in the franchise — and whom JA3 prices to match. Ivan single-handedly carried the team through the tutorial area, averting multiple squad wipes. But the need to capture enough territory to pay his wages meant I had to play very aggressively on the strategic map.

Ivan is so good, people have beaten the game using him alone. He has high stats and the unique ability to recover action points after a kill.

Progression in JA3 is faster than it was in JA2. In JA3, there are multiple rifles available in the tutorial area, so the “ineffectual pistols and SMGs” phase only lasts for the first couple of battles, rather than dragging on as it did in JA2. Instead, the limiting factor in JA3 is ammunition availability. There is no more Bobby Ray’s — the online weapon store in JA2 — so reliably sourcing ammunition requires either crafting it, or visiting shopkeepers in town.

Between this and a damage penalty that applies to burst and automatic fire, I find I rarely use these weapon modes — better to fire single shots instead. This is probably my main niggle about balance — while I could easily mod out or reduce the damage penalty, I’m interested in how the developers will approach the issue 1. And to be fair, this isn’t new to the series — burst fire was too inaccurate to be useful in JA2.

The music deserves a final shout-out. I like the main theme, performed by orchestra, so much that after wrapping up the game for the night, I usually linger on the main menu to listen.

So far, JA3 is everything I’d hoped for. I’m playing slowly; nearly one month after release, I’d guess that I’m about 40% through. If it holds up just as well in the late game, it will be a genre classic.

  1. Strengthening burst and automatic fire would probably also strengthen enemies, who have a habit of blazing away in these modes from too far away

Rule the Waves 3: Still rules

This entry is part 1 of 1 in the series Rule the Waves
The strategic map screen at the end of my French campaign in RTW 3. The yellow column in the top-right indicates high tension (and a high risk of war) with the UK. The coloured bars in each region show the strength of each country’s fleet there.

The highest praise I can give Rule the Waves 3 is that, for two weeks, it was the one game that I played alongside Zelda: Tears of the Kingdom.

The second-highest praise I can give is that it’s a brilliant depiction of strategy. Like its predecessors, Rule the Waves 3 puts the player in command of a navy — designing ships, building fleets, and commanding them in battle. This involves several trade-offs:

  1. Objectives vs resources — It’s the player’s job to design a fleet that can bridge the gap between the nation’s requirements and its available resources. These are very different for each country in the RTW series. For instance, the UK and France have to patrol large empires while fending off powerful enemies in Europe. Japan starts with a smaller industrial base but benefits from isolation. The US has a huge economy and is an ocean away from major threats. What force structure and doctrine are suitable for each?
  2. Current vs future capabilities — There is never enough money to go around. Building new ships takes time & money. Maintaining existing ships also costs money. When is it best to upgrade old ships? And when is it best to bite the bullet, scrap old ships, and put the money into new ships that won’t be ready for a few years?

Adding to this is the player’s position. While in-game events allow us to give advice, the government makes the big decisions: war & peace, naval funding, and naval treaties. Sometimes the government will also intervene in the details, by demanding X number of new battleships or destroyers. Regardless, when a war breaks out, the player has to get the job done.

This makes the RTW series almost unique in its focus on policy and force structure — an area I’d like to see more games explore.

The ships list – the companion screen to the strategic map. I spent most of my time looking at this screen. With my battleships undergoing modernisation, the carriers and cruisers were the largest ships in service when the game ended in 1970. A larger force of destroyers and ASW corvettes supplemented them.

Whereas the previous RTW games covered shorter periods, Rule the Waves 3 extends the timeline to 1890-1970. Over this time, naval technology evolves through:

  • The pre-dreadnought age (1890s-1900s)
  • The age of dreadnought battleships and battlecruisers (1900s-1930s or 1940s)
  • The carrier age (roughly 1930s-1950s)
  • The jet & missile age (newly added, 1950s-1970)
A game-changing technology. SAMs are much, much effective than AA guns.

Over the course of a successful French campaign, I fought against, alongside, or sometimes both (at different times) the navies of Italy, Germany, Austria-Hungary, the UK, and the US.

Some wars were one-sided — on two occasions, Il Duce sued for peace almost as soon as the war began. Others were less so — I lost a two-ocean war in the North Sea & Mediterranean against Germany and Italy in 1914-1915. The “final boss” of the campaign was a Franco-US war against Italy and the UK in the early 1960s — I hung on by the skin of my teeth before the diplomats managed to negotiate peace on the status quo ante bellum.

Some of my ships became legends. The four Aquitaine-class battleships entered service in the early 1930s as battlecruisers, were redesignated as fast battleships in the 1940s, and periodically received the latest radar and fire control. They were murderously effective against German heavy cruisers as late as the 1950s, before finally meeting their match in the form of modern Anglo-Italian missiles and torpedoes in the 1960s. Two survived to the end of the game in 1970.

The game ended before the final incarnation of the Aquitaines came online. This would have complemented the 16″ guns by adding surface-to-air missiles and CIWS missile defences.

Other designs were less successful. At the other extreme, the guided missile age made my last big gun cruiser, the Gloire, obsolete while under construction. I hastily refitted her to incorporate surface-to-air missiles, only for the Italians to sink her in her first battle.

The ill-fated Gloire.

Like its predecessors, RTW3 won’t be for everyone. The interface is a little fiddly, the graphics are rudimentary, and there is no music. Players need to come armed with their imagination.

The tactical battle view. I think this was the Gloire’s first and last battle.

For players who don’t mind this, RTW3 offers rich rewards. I plan to try another campaign some time. After France, perhaps Japan might be an interesting change of pace…

Further reading

I wrote about Rule the Waves 2 in 2019 and Rule the Waves 1 all the way back in 2015.

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Zelda: Tears of the Kingdom first impressions: flying high

This entry is part 1 of 1 in the series The Legend of Zelda: Tears of the Kingdom
An early flight in Zelda: Tears of the Kingdom.

The Legend of Zelda: Tears of the Kingdom was a day 1 purchase for me — its predecessor, Breath of the Wild, might be my favourite game ever. So far, I’m having a great time.

I think the running theme so far has been the balance between the familiar, the changed, and the new. Tears of the Kingdom contains many echoes of, and homages to, the original — but the details are very different, giving it a distinct identity.

A good example is the role of verticality. In both games, gliding from a height makes it possible to travel farther, faster, and more safely than travelling at ground level. But the details differ.

  • In Breath of the Wild, reaching those heights required a difficult, time-consuming climb.
  • In Tears of the Kingdom, while climbing is still needed, in many places Link can teleport upwards, launch himself from giant towers, or reverse time to ride a falling rock back up to the sky.

Using these techniques, I was able to cover a large amount of ground (and fly over difficult terrain) — although I still had a panicky moment when I had to escape a lynel. Thankfully it was unaware…

Another example is narrative. Old friends are still around, but they’re in different locations and in different stages of their lives. The story takes us to familiar places, but in a different order and different circumstances. It’s still Hyrule, but it’s changed over the intervening years.

Returning to an old home-away-from-home in Tears of the Kingdom.

Other differences, I think, come from me rather than the game. I’m dying less in TOTK than I did at this stage of BOTW. Is that because the game is easier? I’m not sure. Link is fragile — many of the early enemies can kill him in two hits — and even near the starting area, I had to run from a couple of bosses. Or is it because I’m more skilful and experienced? Coming from Elden Ring has made me confident and aggressive in combat, even when I have nothing better than a stick.

My plan is to go broad before I go deep. In other words, I want to explore, map out the early areas (either on horse or by glider), and maybe travel to the various hub towns before I attempt major quests. Hyrule is still a beautiful world, and I want to see more of it. And more experienced or not, I want better equipment and more health before I fancy my odds in tougher areas!

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Let’s Play Shadow Empire: Oceania — Part 2: War of the Machines

This entry is part 4 of 4 in the series Shadow Empire

Welcome back to my Let’s Play of Shadow Empire.

This was the situation at the end of Part 1, with my army fighting the militarists of Panzerraum:

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ENEMY CAPITAL IN SIGHT!

War over by Landing Day?


As Part 2 opens, the vehicle designers bring good news. Despite only incorporating a limited amount of new technology (side skirts that increase protection against infantry anti-tank weapons), the Bedwyr II has significantly better stats than the original. Extensive use in battle has improved the Bedwyr’s design stats, benefiting subsequent iterations.

To the west (around the middle of the map, above), Panzerraum digs in around the city of Errisspring. This was originally the capital of one of the farmer city-states that began the game next to me — Panzerraum conquered them not long after declaring war on me.

Unfortunately, the AI has chosen the wrong place to make a stand. The Lantern Bearers advance from the north. The Sarmatians, the Swords at Sunset, and a lot of militia advance from the south and west. Between them, they trap and encircle the defenders.

The siege of Errisspring becomes a foregone conclusion:

To the east, the Companions follow the road northeast and discover the Panzerraum capital, Hirschstein. The possibility of a knock-out blow is irresistible.


SETBACK!

Editorial: Dangers of overconfidence?


I send the Companions forward. They reach the suburbs of Hirschstein, but the defenders hold. And this time, massed tank battalions emerge on my flank, poised to cut off my spearhead. As the enemy tanks advance, I retreat to safety:

This is how the Panzerraum AI should have fought from day one — machine against machine, and manoeuvre against manoeuvre. (Possibly it didn’t have the resources at the time — armoured brigades are not cheap. Or possibly it was distracted by a multi-front war — besides me, Panzerraum is at war with at least one minor faction.) And current circumstances — a much shorter front — favour the AI’s use of fewer, larger units, making it harder for me to punch through overstretched lines.

With the possibility of a coup de main gone, I settle in for a war of attrition. I look for opportunities to encircle and pick off a regiment here, or whittle down a tank battalion there. The AI returns the favour, with occasional bloody pushes.

And so the war drags on.


ISLAND GETAWAY!

Visit Avalon’s newest member city


While the war rages, life goes on across the rest of the planet.

I invest in infrastructure — with my armies far from home, I pour metal and industrial production into building railways from my capital, Albion, to nearer the front.

Across the western sea, I diplo-annex the island city-state of Belhors:

  • First, another city is always welcome.
  • Second, I can use this to practice the newly added maritime logistics in the Oceania expansion. I pay for a rather expensive shipping contract, allowing me to send materials back and forth. The idea is to get resource production off the ground in Belhors, so it becomes self-sustaining.
  • And third, Belhors is just across a narrow strait from Polyshelf — the empire that extorted me back in Part 1. If the time comes for payback, their territory will be useful.

I also pay for reconnaissance of the ocean — and the surrounding shores — north of my continent. Across the ocean, at least two empires are fighting a war of their own:

Finally, I meet another major empire nearby, the theocracy of Monterra. Located northeast of Panzerraum, Monterra is tenuously connected to the rest of the continent by a narrow isthmus. For the moment, we have no border in common.

Like Panzerraum, Monterra instantly takes a dislike to me. Random event pop-ups give me the chance to support the peace party within their government. So far, this hasn’t paid off — I suspect I will have to fight them eventually.


INVENTOR DEMONSTRATES FLYING MACHINE!

General Staff sends observers


Instead of the brute-force approach — raising more brigades — I decide to try other approaches against Panzerraum.

I begin fielding my first aircraft — the Merlin light helicopters:

Unfortunately, the Merlin underwhelms in practice. I suspect the issue is size — it’s too small to carry a meaningful bomb load.

Now that the war has become more static, I start fielding artillery. Taking advantage of custom military formations — a feature that wasn’t in the game at launch, and which I’d never tried before — I modify my standard light tank brigades, the Companions and the Sarmatians, to add self-propelled artillery.

The big guns devour ammunition, but gradually whittle down the enemy:

And I hit the military technology jackpot with the introduction of polymer armour. This is a step-change — for a given weight, it is far, far stronger.

In this example, I upgraded my “Cai” medium tanks from 50mm of steel armour to 100mm of polymer armour. The polymer armour had 3.5x the strength and still weighed less:


AMMUNITION PRODUCTION RAMPS UP!

Big push imminent?


Turn after turn, the artillery fires. Turn after turn, the little Merlins sortie. And turn after turn, my army creeps closer to Hirschstein, Panzerraum’s last city.

A new Bedwyr model arrives just in time:

When it comes, the final push into Hirschstein is an anticlimax.

The exhausted defenders give way:

Fighting has devastated the city — there are zero upgrades left standing. No truck depots, no farms, no government offices, no private-sector amenities, nothing. I’ll need to invest in infrastructure as a priority.

I give the ruined city a new name:

With this, the war against Panzerraum is effectively won. A large Panzerraum army remains in the field, but without a city to provide supplies, I expect them to wither away.

Here is the victory tally. I remain well in front:

After this, my priority will be to consolidate. I want to upgrade my production buildings at home, while rebuilding and integrating the new territories. The question is whether events will get in the way.

Let’s Play Shadow Empire: Oceania! Part 1: The Rise of Avalon

This entry is part 3 of 4 in the series Shadow Empire

With the release of Shadow Empire’s new DLC, “Oceania”, I’ve jumped back into the game — and chronicled my adventures in an LP.

In this, I aim to convey the feel of the game and why I like it so much. Every time I play, I find something new to appreciate. Sometimes it’s the science-fiction worldbuilding, which can make two games play very differently. Sometimes, it’s the strategic depth; there are many levers, and it’s important to choose the right one for the circumstances.

Let’s see how I fare.

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WELCOME TO AVALON!

Our planet’s last beacon of hope


I begin by choosing one of the new planet types — a Gaia world. The first Oceania game I played, on “Hard”, was a slog — I started on a tiny island, hemmed in by marauders, hostile alien wildlife, pirates, and an enemy empire.

This time, I set the game to “Normal” and generate a continental map. Eraliria Minor, the planet for this game, is home to nearly 6 million people, plus sentient aliens. It has a breathable atmosphere and a pleasant, Earthlike climate:

Here is my starting position — the country of Avalon.  In the middle is Albion, my capital. (My previous Oceania game randomly named my capital city “Albion”, which fit the “Avalon” naming theme, so I kept the name for this game.) Following my usual playstyle, Avalon is a democracy with an emphasis on scientific research. On a post-apocalyptic world, there are far worse places to live!

I start on the lowest tech level, which requires me to research nearly everything. I also opt to start with a single infantry brigade, which I name the Lantern Bearers.


AMBASSADORS ARRIVE!

Linguists assure public that aliens are friendly


The first few turns are tranquil: no marauders and no giant, hostile wildlife. I send out explorers and — mostly — establish friendly relationships with the neighbours:

  • To the west are two tribes of hunters — I agree to peace with them.
  • To the south, east, and north-east are four separate city-states of farmers.
  • To the north are my most exotic neighbours, the Obaran Territory — a group of native Cephaloids, 4-metre tall sentient herbivores with rifles. I quickly agree to peace, then start investing in learning their language.

I invest early on in setting up a Foreign Affairs Council, which unlocks advanced diplomacy. Out of the four farmer neighbours, two agree to come under my protection, and a third agrees to peace.

As for the fourth…


BORDER CLASHES ESCALATE!

Army deploys new superweapon to northeast frontier


The peaceful start ends abruptly when the fourth neighbouring farmer city-state, Votherum, declares war on me. (Reloading the save to inspect the details, it looks like I provoked them by driving scouts too close to their capital. But they still fired the first shot…)

In response, the Lantern Bearers march out. Their starting equipment is little better than Votherum’s, and other events in the northeast are concerning. I receive word that the Britmountain Clan, a hunter tribe just past Votherum, is hiring mercenaries. But with my hands full, I can’t do much about it.

After a number of turns, I pull an ace from my sleeve — a single battalion of newly designed Bedwyr light tanks.

The ability to field light tanks is the first military inflection point in Shadow Empire. Early infantry can do little more than hold the line against marauders and minor factions. The arrival of tanks tips the balance.

By early-game standards, the Bedwyr is a superweapon: it has a powerful gun, enough armour to shrug off small arms fire, and a high “structural design” score that future-proofs it when the time comes to upgrade.

When the Bedwyrs arrive, the Lantern Bearers press on towards Micatown, the capital of Votherum.

Just as they’re about to take Micatown, the conquest of which knocks Votherum out of the game, a rogue cabinet official from my own government orchestrates a rebellion (magenta) back in the south — barely a few hexes away from Albion itself.

I quickly raise a second infantry brigade in the capital, the Swords at Sunset, to meet the threat. With support from a second battalion of tanks, they bring the rebellion under control.

Around this time, I diplo-annex another one of the neighbouring farmer city-states (to the east in the above screenshot). This takes me to three cities in total (Albion, the captured Micatown, and the newest city, Hessen) — a strong start.


WAR!!!

Enemy armies pour across eastern frontier


A side effect of Hessen joining Avalon is that I now have a border with the nearby empire of Panzerraum — a militarist regime that takes an instant dislike to me.

It comes as little surprise when Panzerraum eventually declares war, around the time I finish off the last rebels. Despite their powerful army, I’m not that worried. First, I have several times their population. Second, their army has several weaknesses I can exploit:

  • The Panzerraum infantry have better small arms, but very little in the way of anti-tank weaponry.
  • And while they have a handful of pre-apocalypse Romulus tanks, whose technology is far beyond anything I can build, they have only a few tanks of their own manufacture.

On the other hand, I have a good tank design — the Bedwyr — together with the industry and the metal to scale up production.

My plan, then, is to play for time and eventually, fight a war of machines against men. In the meantime, I rush the Swords at Sunset to hold the line in the east.

On the same turn that Panzerraum declares war, I receive a second declaration of war — from Britmountain. This time the shoe is on the other foot: after Britmountain grabbed land, I refused to agree to their borders.

And so, while Panzerraum occupies my main attention, the Lantern Bearers find themselves fighting an economy-of-force action against Britmountain in the northeast. As a minor faction, Britmountain is far less dangerous than Panzerraum. But their large, numerous mercenary “Shadow Regiments” come as an unpleasant surprise. Even with basic, improvised gear, Britmountain’s sheer numbers let them overwhelm two Lantern Bearer battalions.


FRIENDS IN NEED!

Neighbours receive a hero’s welcome


This is when my early investments in diplomacy pay off. I diplo-annex another minor to my south, giving me a fourth city (Ziemerfeld) and their giant army of militia. The sea of militia flows east, to join the fight against Panzerraum.

Meanwhile, the friendly Cephaloids agree to send a small contingent of mercenaries. I deploy them to reinforce the Lantern Bearers against Britmountain.

Not every neighbour is so helpful: the nearby empire of Polyshelf demands tribute. Out of all the major empires in the game, Polyshelf is the runt of the litter. Stuck on a small island, they have neither a large population nor significant territory. But, not wanting to risk a three-front war, I pay up.

Avalon will remember this.


TWIN VICTORIES!

Prime Minister announces “end of the beginning”


In the east, casualties are high as Panzerraum pushes against my militia and regular infantry. But they buy the time that my strategy needs. Equipping my infantry with newly-designed combat armour mitigates Panzerraum’s firepower advantage, while metal mines, oil wells, and paved roads let me field and supply a powerful armoured force.

If fielding tanks is the first military inflection point in Shadow Empire, then massing tanks is the second inflection point. I raise an entire armoured brigade (comprising five light tank battalions) — the “Companions”. Before, I had two tank battalions. Now, I have seven.

The Panzerraum AI has organised its army into what looks like a small number of large units. Their size makes them dangerous, but it also leaves them with too few units to hold a long front. And with an army of mostly infantry, they don’t have the mobility to manoeuvre, outflank, or do anything other than frontal assaults.

At the same time, I have a lot of militia, plus a critical mass of tanks. This lets me hold the line, probe for gaps in the Panzerraum line, and use the tanks’ speed and firepower to cut off stragglers.

Panzerraum’s anti-tank units turn out to be less dangerous than they seem — being organised into discrete units rather than sprinkled into combined-arms formations (perhaps the AI didn’t research these?) makes them easier to cut off and destroy.

In the far southeast of the front, where there are few Panzerraum troops, I score my first major victory of the war. Spearheaded by the Companions, my army captures the city of Reunionforest — from the looks of it, a formerly independent city-state that succumbed to Panzerraum.

Meanwhile, in the northeast, the Lantern Bearers, their Cephaloid allies, and a single battalion of Bedwyrs begin to see success against Britmountain.

Punching through and encircling enemy forces thins out the survivors to the point where I can advance up the road and take Britmountain proper, knocking them out of the game.

This is the current situation. The Lantern Bearers and the former territory of Britmountain are in the north. In the middle, Panzerraum (green) faces off against militia and the Swords at Sunset. The Companions are in the far south:

Victory against Britmountain has freed up the Lantern Bearers to strike south, although I need to beware unidentified enemies to the northeast (marauders?). Meanwhile, I may able to encircle and destroy several Panzerraum units, or else dart around behind them to cut off their supply lines.

To accomplish this, I have:

  • A lot of militia
  • Cephaloid auxiliaries — the original contingent, plus the rest of their tribe, who joined me later
  • 2 infantry brigades (total 10 battalions) — the Lantern Bearers and the Swords at Sunset
  • 12 light tank battalions — the Companions; a second, newly raised armoured brigade, the “Sarmatians”; and two independent battalions
  • A single battalion of medium tanks on the Panzerraum front
  • 2 independent recon battalions

Further west, the homeland is peaceful and already bearing the fruits of development:

Longer term, the outcome of this game already looks like a foregone conclusion — I have the largest population of any empire. Panzerraum is a very distant second:

The priority is to defeat Panzerraum, then see what else is out there. Are there any other major empires on my continent? Or will it be time to look across the oceans?

Terra Invicta: winning the long war

This entry is part 2 of 2 in the series Terra Invicta

In September 2022, in the Terra Invicta timeline, humanity made first contact with aliens.

A decade later, in the 2030s, the aliens landed ground troops on Earth. They cut a swathe of destruction through Earth’s armies before succumbing to superior human numbers. A second wave landed in 2036, attacked several world capitals, and fell prey to the computer players’ nuclear weapons — after I reloaded.

On 25 November 2047, alien fleet Victor-104 swept into its usual hunting grounds, low Earth orbit, and prepared to swat the newly built Oliver Hazard Perry Station out of the sky. Instead, they met the eleven human spacecraft of Earth Command — seven battleships and four armed troop transports. When the dust settled, Earth Command did not lose a single spacecraft. Victor-104 took nearly 100% losses.

On 25 November 2057, exactly ten years later, humanity’s larger, more technologically sophisticated Second Expeditionary Fleet destroyed the aliens’ main fleet in orbit of Makemake, in the Kuiper Belt. And several weeks later, on 1 January 2058, humanity ended the alien threat once and for all.

The Second Expeditionary Fleet closes in on Alien Station Able above Makemake. Alien stations mount a ferocious array of defences – which can be countered with long-range energy weapons and lots of armour.

I previously wrote about Terra Invicta about a week into Early Access. Now that I’ve finished my campaign, I’m very glad I took a chance on the Early Access release. I like how the game proceeds through distinct phases, and how it conveys the feel of an ebbing, flowing war, rather than a diagonal line up and to the right. At the same time, there is room to improve challenge & pacing in the late game. Overall, I think the game is very well placed to fulfill its potential once it comes out of Early Access.

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Game progression: through struggle, to the stars

My game progressed through many phases. My earlier post covered the first two:

  • Getting started on Earth
  • The early race into space, when I established bases on the Moon, Mars, and Mercury in the 2020s
Humanity resorted to drastic methods to defeat the alien armies.
  • Fending off the alien ground invasions in the 2030s one timeline (in another, abortive timeline, the aliens captured the Russian nuclear arsenal, making it impossible to completely clear them off Earth. Unable to find a solution, I eventually reloaded)
Until I fielded a “proper” fleet in the 2040s, defence modules – on planetary bases and space stations – were my main protection against the aliens.
  • The long, painful contest of endurance in the 2030s and 2040s. The aliens waged a bombardment campaign against my offworld stations and mining bases. I slowly researched the fusion drive technology that would form the backbone of my space fleet, while fighting constant wars on Earth as alien infiltrators subverted world governments
Discovered in the late 2030s, Z-pinch fusion technology took years to apply to spacecraft design. Eventually, Z-pinch reactors powered the human fleet at Oliver Hazard Perry Station, nearly a decade after the initial breakthrough.
  • Turning the tide in the 2040s, first tentatively committing my new fleet and then going all-in over Earth in 2047
The battle of Oliver Hazard Perry Station, the turning point in the space war.
  • Going on the offensive, first in the asteroid belt in 2049, and then pushing the aliens off the moons of Jupiter at the start of the 2050s
Clearing a large alien fleet from around Ganymede, where the aliens loved to bombard my mining bases. Note the large alien mothership in the top left.
  • Finally, fielding antimatter-powered fleets for the push into the outer Solar System in the 2050s
The assault on Able was the final space battle I fought before victory.

In-game, one of my starting characters died of old age, Earth’s political map changed as I unified swathes of the planet, humanity became a multi-planet species, and technologies such as fusion power and genetic engineering would presumably have transformed life on Earth.

Decades after alien contact, Earth’s political map would look very different to someone from 2022.

In real life, this unfolded over months since the game’s initial early access release in September. The developers released numerous updates for the game, which fixed bugs, tweaked balance, and improved quality of life. I upgraded my PC, which drastically improved performance — a previous bugbear.

What the game did well

The long game highlighted two strengths of Terra Invicta.

First, the phases of the game felt distinct and interesting. In the early game, alien fleets felt like an invincible force of nature. In the middle, they were destructive and dangerous, but I could bleed them white. By the end, they were pests to swat. The Moon went from a crucial first step into space to a backwater. Flying from Earth to Mars went from a major undertaking to a routine patrol. Resources that were in short supply become abundant once I secured the Jovian moons.

This was one of my early fleets – a handful of spacecraft loaded with nuclear torpedoes. They became obsolete very quickly.

Second, Terra Invicta made it enjoyable to play through ups and downs. This is a Solar System-wide war where losing fleets, bases, armies, and countries is inevitable — the trick is recovering afterwards.

Here, the game does better than most of the genre. Strategy games can suffer from a cascading effect where defeat tips the player into a death spiral — losing experienced characters in Firaxis’s XCOM is a good example.

In contrast, Terra Invicta is generally good at giving the player tools to deal with setbacks (the main exception being the nuclear-armed alien administration on Earth), while the sheer scale of the game provides players with strategic depth. There’s even a Steam achievement for winning as the Resistance, Terra Invicta’s XCOM equivalent, after one of the pro-alien factions has already won.

What could be better

Terra Invicta has room to improve its late game, which is lengthy and exhibits the same inverted difficulty curve as XCOM. Once I went on the offensive, the outcome became a foregone conclusion, yet I still had to go a long way before I won.

The issues are solvable — I’d put them into two major categories:

1. High threshold to win

This is easy to solve. I had a unique story objective, which was fine. However, most of the work came from a quantitative victory condition —  reducing the relative strength of the alien fleet below a percentage threshold. The solution is, reduce or allow players to customise these quantitative objectives.

This would probably be even more helpful for other factions in the game, some of whom have very grindy objectives.

Clearing out the fleet defending Alien Station Able – essential so I could reduce the aliens’ fleet strength relative to mine.

2. The aliens can’t keep up in the late game

There are several sub-issues here:

2a. Do the aliens need more late-game tools?

Alien capabilities reach a plateau long before humans reach the end of the technology tree. This is tricky to solve: it’s a design issue and probably thematic. But perhaps the aliens would benefit from additional technologies or equipment tiers, unlocked once they take humans seriously. Or, since going to “total war” mode already raises the cap on the number of alien bases, perhaps the increase could be larger.

2b. AI tweaks

A stronger AI would keep the alien fleets competitive for longer. Some of these fixes, I think, would be relatively simple:

  • Stay in formation instead of breaking formation at the start of every battle
  • Increase the amount of armour on ship designs
  • Move away from easily-countered missile spam to plasma weapons
  • Mass fleets in friendly territory and commit them en masse, instead of dribbling reinforcements in piecemeal. This was the mistake the aliens made after I wrested away the Jovian moons — they wanted to counterattack but came in dribs and drabs
This alien mothership had a plasma main gun and – for the AI – relatively heavy armour. (Human players typically add much more armour.) Perhaps the AI should design more ships this way.

Conclusions

Several months ago, I wrote that Terra Invicta ”may well turn out to be one of my all-time strategy greats”. Now that I’ve finished the game, I’ll go further and say it may become one of the all-time strategy greats, up there with the pantheon of the 1990s. It is not perfect, and it remains a work in progress. But in a few months of Early Access, the game has already taken great strides, and I’m confident it will be even better by the time it reaches its 1.0 release.

Would I replay it? Given the time required, I can’t see myself playing another grand campaign. But if the developers add shorter scenarios, I might return to the fray.