Age of Wonders III Preview

This entry is part 2 of 4 in the series Age of Wonders III
My army marches on a hostile city. The actual playable area extends to that open courtyard holding the soldiers in white.
My army marches into battle. You can see flame tanks and giants in the front row, while my leader rides the boar (second row).

 

This is it, the biggest battle of this map so far. On my side, four towering giants – amongst the most powerful units in the game – backed by the fruits of military technology:  cannon, musketeers, flame-throwing tanks. Against this, the computer’s forces are inadequate. Its giants are frightening, but outnumbered by my own. Its use of battlefield magic  – “Wind Ward”, which weakens ranged attacks – is clever, given my overwhelming superiority in ranged troops, but not enough. Its regular soldiers? Pfft. A flame tank explodes beneath an enemy giant’s fists – but I have more. The enemy army dwindles. Their giants stagger, pelted by bullets and flames and magic. The last enemy giant turns toward his tormentor.  I check the tooltips. The moment is ripe.  My general storms in with “Charge” and “Flanking” bonuses. The giant falls.

 

At this point, I notice my general is riding a giant boar.

 

Welcome to Age of Wonders III, the upcoming fantasy turn-based strategy game from Triumph Studios. I’ve dabbled with the previous AoW games, and after interviewing designer Lennart Sas when AoW3 was first announced last year, I jumped at the chance to try out a preview build. After a number of hours, I’ve now finished two maps — the first mission in each of the game’s two campaigns – and spent some time with a third, random map; here are my impressions.

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Hearts of Iron IV Q&A, with Dan Lind

This entry is part 2 of 3 in the series Hearts of Iron

HeartsofIronIV_logo_R_NormalI am a long-time fan of Hearts of Iron, a grand strategy series in which players control all aspects of a World War II nation, from armies and fleets to research, production, and diplomacy. So when developer Paradox Development Studio took the wraps off the upcoming Hearts of Iron IV, I was eager to find out more. Read on for my email Q&A with project lead Dan Lind, in which I ask about his vision for the project and how it will fit into the series:

 

Peter Sahui: Hello Dan — welcome to the site!

 

It’s been five years since Hearts of Iron III launched, and in your first developer diary, you talk about lessons learned from Crusader Kings 2, Europa Universalis 4, and HOI3. What inspiration have you drawn from other sources — other games, books, etc.?

 

Foto: Oskar KullanderDan Lind, Project Lead: As you know, Hearts of Iron is, like most Paradox Development Studio titles, a grand strategy game in an open sandbox and victory is determined by the goals you set up for yourself during the WWII time-span. The Hearts of Iron series is all about taking control of your nation in the years around World War II and leading it to victory – a wargame where you have to look at the entire war and take decisions in a multiple of aspects to reach victory. So Hearts of Iron IV is at its core is not a pure old-fashioned wargame.

 

Therefore, to be frank, there are not a lot of other grand strategy wargames to look at unfortunately. But I’m personally fan of World of Tanks as well as War Thunder and I hope we can bring in more of their flavor and attention to detail. My team also really liked Unity of Command when we tried it since it is a pretty different game that shows how you can make a fun historical strategy game and still keep things easy to understand. When it comes to books, we have tried to have both a top-down and bottom-up approach. So we take a lot of inspiration from Winston Churchill’s books on WWII as well as writings by Otto Carius (a famous German tank commander) as well as memoirs of Russian artillerymen.

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Paradox’s Latest Games

Paradox has announced two new games and two new expansions, all of which will come from Paradox Development Studio, its first-party arm. The games are Hearts of Iron IV and a new IP — Runemaster, an RPG set in a world inspired by Norse myth. The expansions are Rajas of India, which will expand Crusader Kings II‘s map all the way to the subcontinent, and Wealth of Nations, which will flesh out EU4‘s trade system and — it seems — add chartered companies such as the British and Dutch East India Companies. Detail is scant at this stage, but I can speculate…

 

Of the four, I’m most interested in Rajas. It should be reasonably likely to pan out:  Paradox has plenty of experience producing expansions for Crusader Kings II, a game that has been out for two years. It’ll be unique: other than Champion of the Raj, have there been any other historical strategy games set in India? And I can’t wait to see the alternate histories that’ll arise from the collision of Norse, Indians, and Mongols. (It makes me wonder if anyone at Paradox has read a delightful book named GURPS Alternate Earths 2, which contains a timeline in which super-Vikings made it all the way to Southeast Asia.) I’m also interested in Wealth of Nations, which promises to cover one of my favourite aspects of the period, but I’d have to see more specifics.

 

The new games are more of a wild card. Hearts of Iron 3 was an interesting but unsuccessful design experiment, and IV could be very good or very disappointing, depending on the extent to which Paradox learns from past mistakes. About the only thing we know is that “battle plans”, a HOI3 feature allowing players to doodle arrows on the map, can now be used to give orders; this suggests that automation, HOI3‘s central (and most unique) concept, will return in hopefully improved form. I’d guess HOI4 will improve over 3 Crusader Kings 2 and EU4 marked a clear upturn in the quality of Paradox games — but for now, it’s too early to tell.

 

Meanwhile, Runemaster will be Paradox’s first in-house RPG. (This surprised me, incidentally — I was expecting a strategy game in that setting, along the lines of Holistic Design’s Hammer of the Gods.) Paradox describes it as follows:

 

Runemaster is an RPG set in a fantasy realm based in the rich, majestic traditions of Norse mythology, casting each player in the role of a unique champion in a time of chaotic upheaval. Procedural maps and quests will ensure that no two playthroughs are identical, allowing players to tell a saga that is uniquely their own. Explore vast vistas through the six worlds of Norse myth, command troops in tactical combat, and define your champion through the choices they make.

 

It’ll be interesting to see how Paradox, a strategy developer, adapts to the new genre. Perhaps as a newcomer, it’ll be more innovative — compare Dragon Commander, a genre-blending strategy game from a RPG studio. Like HOI4, I can see this going either way, but it may be one to watch regardless.

Announcing Tataraba: A Princess Mononoke Mod for Dominions 4

This entry is part 4 of 4 in the series Dominions 4

I am very pleased to unveil a project I’ve worked on for some time — a Dominions 4 mod inspired by the classic anime movie Princess Mononoke! The mod is fully playable, although it doesn’t yet have its own sprites, and balance remains a work in progress. It adds one new Late Era faction, Tataraba, whose features are below:

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Pandora’s Toy Box: Observations on Dominions 4

This entry is part 3 of 4 in the series Dominions 4

Spring, Year 4 of the Ascension Wars. The rival empires of Jomon, T’ien Ch’i, and Pythium have soaked their borderlands in blood; the prize, the Thrones of Ascension that will allow a pretender god to rule the world. For years, they have battled to little avail; but now a breakthrough seems imminent. After months of siege, a T’ien Ch’i army stands ready to storm Jomon’s fortress in the province of Carnag — and once it falls, the way will be clear to march on Jomon itself.

 

Morale is high in the besiegers’ camp. T’ien Ch’i soldiers, backed by the steppe horsemen who recently made themselves overlords of the empire, have repeatedly shown themselves equal to the samurai of Jomon. Numbers are on the attackers’ side. Yes, Jomonese shugenja and onmyo-ji mystics have been seen inside the fortress. Yes, rumours suggest the great celestial dragon the Jomonese worship has been raising an army beneath the waves. But so far, neither the mystics nor the dragon have amounted to much. What could possibly go wrong?

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IMMELMANN TURN: Sid Meier’s Ace Patrol quick impressions

Ace Patrol Running for Home

 

At first, I didn’t like Sid Meier’s Ace Patrol very much, its designer notwithstanding. On paper, this turn-based, TRPG take on World War I air combat had it all: a clean, simple interface; pilots who levelled up and learned new manoeuvres; and those manoeuvres! Half-loops followed by rolls when I wanted to get away in a hurry, or full loops when I wanted to turn the tables on a pursuer. Climbs into the cloudbanks, then dives into the midst of German patrols. But everything was so boringly easy. Where was the challenge? Where was the incentive to learn how to use those manoeuvres?

 

Then I cranked up the difficulty.

 

And minutes later, as my pilots fought for my lives, the realisation hit me: this game is Diet XCOM.

 

I mean that in several ways. This was originally a mobile game, and it shows: Ace Patrol is very short by strategy game standards – you can finish the campaign in a few hours, less time than a single match of Civilization V. Its production values are modest; there isn’t even any music (1). It’s cheap (although Australians, beware regional pricing). And its mood is far lighter than XCOM: the planes are painted in bright, cheery colours, and the pilots can’t permanently die. They even seem to realise this – look at how they’re grinning in the screenshot!

 

But the resemblance is there. Like XCOM, Ace Patrol really must be played on an appropriate difficulty setting; once I dialled up the difficulty I found myself thinking about the interplay between tactics and equipment. My French SPADs were faster but slower-turning than the German planes; that encouraged me to run for home once I completed objectives, instead of sticking around to dogfight. Like XCOM, it’s necessary to develop a well-rounded roster: wounded pilots won’t be available for several missions, so it’s not wise to place every egg in a single ace’s basket, lest you be stuck sending a hapless rookie against the Red Baron. And like XCOM, this game generates emergent stories. The absence of permadeath means the stakes are nowhere near as high; but after just a couple of hours with Ace Patrol, I remember the time my rookie fought 3 Germans by herself and almost won; the table-turning mission that saw my bombers shred incoming Germans without much help from their escort; and the pilot in the screenshot, who shot down his target and made it home against the odds.

 

How does Ace Patrol stack up against other “light” strategy games? Perhaps the most comparable recent game is Skulls of the Shogun, and so far I think Skulls edges out Ace Patrol. Skulls is better at presenting information – for instance, in Ace Patrol, to find out why a manoeuvre isn’t available, I have to open a separate screen; whereas in Skulls everything is clearly laid out – and Skulls also benefits from higher production values and a superior aesthetic. Lastly, while Ace Patrol’s campaign is dynamic, I don’t think this adds enough depth to compensate for the genuinely good, funny writing that went into Skulls’ scripted campaign.

 

But there is no shame in not measuring up to Skulls, the benchmark for short-form strategy. I quite like Ace Patrol in its own right, and as I write this, I’ve just downloaded its newly released sequel, Ace Patrol: Pacific Skies, on Steam. I look forward to continuing my aerial adventures!

 

(1) Though I did learn that Guile’s Theme from Street Fighter truly does go with everything: it makes a great accompaniment to a rookie pilot’s bid for glory.

Quick impressions: Transport Tycoon (Android version)

This is the mobile version of the PC strategy classic, a title I loved as a kid – I still own the official game guide. There are plenty of minor differences (most notably, the random map generator is gone, replaced with a long list of scenarios); but on the whole, this is a faithful adaptation (1). Each map presents the player with scattered towns and industries, which supply and demand various types of cargo; for example, towns both generate and require passengers, while a steel mill requires iron and coal from their respective mines, and produces steel that can then be shipped to factories. Scenario objectives can be open-ended ( “make X dollars”) or more prescriptive (“move Y units of a given cargo”). To meet these objectives, players buy vehicles (buses, planes, trains, ships, and more); lay track and build stations;; and reinvest the profits into new routes and better vehicles, a cycle as pleasant as it was 20 years ago. The largest scenario I’ve played so far, a medium-difficulty freeform map, did drag once I was past the initial difficulty hump (2), but it ended at about the right point to avert boredom – and besides, this is probably why the game offers multiple scenarios.

 

The key issue, as with any mobile port of an established game, is how well the controls/interface work with a touchscreen. Here, I think the answer is “not badly”. Everything – font, buttons, tiles – is nice and big, even on a 7” screen, and the developers have been quite clever about adapting the controls. However, it’s not perfect. For instance, in the PC version, railways are built by clicking on the desired tile, easy with a mouse but probably too fiddly for touchscreens. In the Android version, you tap the start tile, then select the direction you’d like to build in, and finally extend the line just by tapping a button. This works well for shorter and less complex routes, but the need to lay segments of track one at a time means that lengthy, curvy rail routes can still be a hassle – I could really have used a mouse when building my longest (and most profitable) line (3). Similarly, the simple act of telling a vehicle to go from station A to station B requires that I tap through several screens and often fumble with scrolling the map; over the course of a game, that adds up. And while I don’t remember if this was present in the PC version, I would really like some way to sort vehicles by profitability – it’s easy to mock “spreadsheet” games, but spreadsheets were invented for a reason! Still, I should stress that on the whole, the interface works reasonably well, well enough for the underlying game to shine through.

 

Overall, I quite like Transport Tycoon so far. There are other strategy games on Android, and other PC ports; but this is one of the few to combine PC-grade scale with a mobile-friendly interface. Definitely worth a look if you enjoyed the original, or if this sounds like your cup of tea.

 

Technical note: The Android version apparently suffered from nasty lag when it was launched; however, the game ran smoothly by the time I bought my copy.

 

(1) Perhaps it’s a little too faithful in its aesthetic – the low-res sprites have not aged well.

 

(2) Effectively, I was making enough money that I could snowball.

 

(3) Ideally, I’d like to see the game calculate optimal track layouts based on the start and end points, but oh well.

I played, I thought, I wrote: a design analysis of Rome II, the Total War series, and what makes a good 4X game

This is not a review of Creative Assembly’s Total War: Rome II, but if it were, my opinion would be, “Worth a look… but wait for the <$10 Steam sale.” I’m around 30 hours into Rome II, spread across two campaigns and multiple stand-alone battles. I’ve had enjoyable times, and some spectacular moments. I’ve thundered elephants through the flank of a distracted foe, raised last-ditch armies, and marched from the Tiber to the English Channel, but the whole of my experience has been less than the sum of its parts. And the really interesting question is why.

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Dominions 4 Q&A, with Johan Karlsson and Kristoffer Osterman

This entry is part 2 of 4 in the series Dominions 4
Dom4 Virtue
Dominions depicts clashes between pretender gods, such as the Virtue seen above.

Johan Karlsson and Kristoffer Osterman of Illwinter Game Design are the creators of indie masterpiece Dominions 3, a strategy game of near-unrivalled imagination, depth, and player choice. With Dominions 4 about to launch (and following my July preview), I am very pleased to present my email interview with Johan and Kristoffer, in which we talk about Illwinter’s history, its inspirations, the future of Dominions, and more. Did you know that Illwinter even considered adding real-time battles and a 3D map? Read on:

 

Peter Sahui: Hello, and welcome to the site!

 

I’d like you to start by telling us about Illwinter Game Design. How did you get started developing games?

 

Johan: My first game was a long time ago just before I moved out to go and study computer science. My favorite old game was Chaos, a game for Spectrum 48 where up to 8 wizards battled it out in a very simple fashion. I got my Atari ST computer after that and felt that you could make a much better Chaos game on that computer. So my first attempt at a game was to create a Chaos clone for the Atari ST, written completely in basic. It got to a playable state and was better than the original in many ways, monsters had hit points and there were more of them as well. But it was not good enough to be sold, so it never got played by other than me and my friends.

 

When I started my Computer Science education I began to create a more sophisticated game that was called Conquest of Elysium. That’s also when I met Kristoffer who joined in and took over the graphics part. Being 2 people helped a lot I think and we managed to finish the game and sell it as shareware. Shareware was the thing back then and I remember that it was really bothersome and crappy compared to how it works today with Desura etc.

 

Illwinter Game Design had started to exist now and we continued to create a new game every few years until we had 3 CoE and now 4 Dominions as well.

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The World That May Have Been, a Europa Universalis IV Let’s Play – Part 5 (FINAL): Bend with the Wind

This entry is part 7 of 12 in the series Europa Universalis IV

If you walk around London today, you will still find monuments to the war heroes of the 18th century, and cross streets named after the ministers who led Britain to victory over France and Portugal and the Dutch. But from a modern perspective, what stands out is how much blood was shed for so little effect. When the century opened, Britain, France, Portugal and Spain were the foremost powers of western Europe; and a hundred years later that had not changed. The true change of the period occurred inside borders, not between them.

 

EU4_pt5_1_revolutionaries

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Total War: Rome II – Prologue Impressions

My design analysis of Rome II, the Total War series, and what makes a good 4X game is now up! You can find it here.

 

Total War: Rome II has been this year’s highest-profile strategy release, but its initial launch was dogged by reports of bugs, technical glitches, and AI failings. Since then it’s received several significant patches, and last night I finished its prologue chapter (which begins as a scripted tutorial, but eventually broadens into freeform strategy). Here are my initial observations:

 

Technical

 

* I’ve encountered only one significant glitch, but it is both frequent and irksome: large black panels appearing instead of terrain, on both the campaign and battle (see below) maps. As I write this I’m downloading a driver update; hopefully that’ll fix the problem. (UPDATE: well, that didn’t work — my computer did not like the ATI beta drivers I installed. Hopefully either CA or AMD will address this issue soon.)

 

R2_Prologue_Graphical_Glitch

 

Graphics

 

* It took me a fair bit of fiddling, but I think I’ve found an acceptable compromise between performance and appearance. (For context, my machine is 3 years old, but still meets Rome 2’s recommended specs.) A picture is worth 1,000 words, so here are two of my nicest screenshots so far:

 

R2_Prologue_Slingers

 

R2_Prologue_Zoomed_Out

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The World That May Have Been, a Europa Universalis IV Let’s Play – Part 4: The Death and Rebirth of the British Empire

This entry is part 6 of 12 in the series Europa Universalis IV

EU4_Pt4_01_FranceoccupiesGB

 

In 1665, Great Britain lay in ruins, her navy and trade fleets sunk, her cities occupied by French soldiers. It was the culmination of a series of unsuccessful wars waged throughout the 17th century, and as His Britannic Majesty’s hangdog envoys filed into the negotiating room, it was in doubt whether Britain would even survive. Previous wars had seen Wales, Cornwall, Northumberland lost, albeit temporarily. Could her victorious enemies even force her to give up Scotland?

 

The troubles had begun in the year 1600, when Great Britain had barely found its feet after the last century’s Wars of Religion. Decades earlier, Catholic rebels had not just wrested Ireland from the British crown; they had pledged their fealty to France. For Britain’s king, Octavius I, this was intolerable. His plan seemed foolproof: the British fleet would keep the French bottled up in harbour, Britain’s Austrian and Spanish allies would keep the French army busy on the European mainland, and Britain’s own modest army could seize an undefended Ireland. What could go wrong?

 

As it turned out, plenty. Distracted by rivals closer to home, the Austrians soon signed peace with France. The French demolished the Spanish army, and occupied Spain. Britain in turn occupied Ireland, but compared to the victories the French had racked up on the continent, that mattered little. The war settled into stalemate – the French fleet unable to match the British, the British army unable to match the French – and it could have dragged on forever.

 

(If this were a normal war Spain would have separately capitulated, but Spain and I were in a coalition war, in which individual coalition members can’t sign separate peace treaties. This rule seems a little odd – after all, if Napoleon could pick off coalition members, why can’t we?)

 

EU4_Pt4_02_FranceoccupiesSpain

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The World that May Have Been, a Europa Universalis IV Let’s Play — Part 3: If You Can’t Beat Them…

This entry is part 5 of 12 in the series Europa Universalis IV

In 1584, under siege by French-backed Catholic rebels, King Augustus I of Great Britain renounced the Protestant faith. It was a last resort; the British treasury was empty, the army shattered, the realm ruined – and the rebels endless. One could almost hear the cackles in Paris as Augustus put his signature to the document reinstating Catholicism as the state religion of Britain; it was the greatest humiliation a British monarch had suffered since the Hundred Years’ War. Well satisfied, the Catholic rebels went home. The British Wars of Religion had come to an end.

 

eu4_pt2_001_endofreligiousturmoil

 

Or had they?

 

eu4_pt2_002_derbyprotestants

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The World that May Have Been, a Europa Universalis IV Let’s Play — Part 2: The Best of Times, the Worst of Times

This entry is part 4 of 12 in the series Europa Universalis IV

The Navigator Queen

 

eu4_pt2_001_anne

 

In the summer of 1475, Anne, Queen of England, celebrated the fifth anniversary of her assumption of power from her regency council. They had been five fruitful years; her first act had been to standardise weights and measures throughout the realm. Some of these we still use today. Her second act had been to order the reconquest of Wales and Cornwall, which had broken away after the English defeat in the Hundred Years’ War. These campaigns did not last long: the English army was a pale shadow of what it had been a generation earlier, but it still outnumbered the Welsh and Cornish three to one. Now, as foreign ambassadors filed in to pay their respects, the queen seemed justified in resting on her laurels.

 

(Anne was a competent though uninspired ruler – she had a 3 in all her stats, out of a maximum of 6. Still, after Henry VI’s solid zeroes, this felt like manna from heaven.)

 

Then, as Anne waited for her next audience to begin, a man tumbled out of a rug. A moment later, he began to speak – very quickly, as the queen’s guards and the bolder courtiers were advancing on him. Apologies for the intrusion, but this was the only way he could think of to gain an audience. His name was Albert Gloucester, navigator and sea captain. He planned to sail west through the Atlantic, and that way reach distant Asia. Would the queen sponsor him?

 

eu4_pt2_002_quest_for_the_new_world

 

She would. The next year, in May 1476, Gloucester set sail from the Portuguese-controlled Azores with three ships. He was not heard from until the following January, when his three ships limped back into the Azores, badly damaged, their crews half-dead, starving… and bearing tales of a New World.

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The World that May Have Been, a Europa Universalis IV Let’s Play — Part 1: Never Pick on Someone Your Own Size

This entry is part 3 of 12 in the series Europa Universalis IV

The World that May Have Been

 

eu4_map_---_1444_11_11_1

 

 

Introduction

 

November, 1444. Under the Ming Dynasty, China is the greatest empire in the world:

 

Eu4 Ming Start

 

Further west, the rising Ottoman Empire dominates the Middle East and is pushing into eastern Europe:

 

EU4 Ottoman Start

 

Western Europe is a chaotic patchwork of kingdoms and duchies and free cities:

 

EU4 England Start

 

The world system that existed just a century or two ago, which saw Europe and China tenuously connected by the likes of Marco Polo, has fragmented; now Europeans and Asians and Americans carry on in their separate spheres.

 

The world will not stay this way.

 

Welcome to my Let’s Play of Europa Universalis IV, a grand strategy game from Paradox Development Studio set during the early modern era of world history. I am playing as England from the earliest possible start date, 1444; I will continue until either the game ends (in the early 19th century) or I stop having fun. In that time, I’ll explore aspects of the game such as exploration, trade, diplomacy, and war. I am also playing Ironman mode, which means I have just the one save slot and can’t abuse save/reload, and I am not using any mods except for one that enlarges the font (uncomfortably small by default). Lastly, I’ll emphasise narrative rather than gameplay, and if I do interject with an “out of universe” comment, I’ll mark it clearly, (like so). Onward to the game!

 

Part 1: Never Pick on Someone Your Own Size

1444 to 1469

King Henry VI, Queen Anne I

 

War has many faces, yet one face everywhere: anguish for the victims in the middle of it. – Lauro Martines, Furies: War in Europe 1450-1700

 

The winter of 1444 saw the Hundred Years’ War between England and France enter its twilight. 17,000 English soldiers huddled in continental garrisons, split between northern and western France; confronting them were over 40,000 French soldiers on the northern front alone. Henry V of England had beaten those odds a generation earlier – but his son, the reigning king in 1444, was no Henry V.

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Tropico 5 announced

Well, this is big news – publisher Kalypso has announced Tropico 5, due out on Xbox 360 and PC in 2014. I was a big fan of Tropico 4, and while that was apparently an evolutionary rather than a revolutionary upgrade over 3, the upcoming 5 sounds like a far more radical change. Promised new features include a dynasty system, progression from the 19th to the 21st centuries, exploration, and trade fleets – the last sounding a bit like the Anno games. Below, I’ve embedded the relevant part of the press release:

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Expeditions: Conquistador & Occult Chronicles impressions

I’m long overdue to post my impressions of two recent, interesting games, Occult Chronicles (still officially in “buy-in beta”) and Expeditions Conquistador. While they are very different, they have enough in common to be worth discussing in the same post, so let’s take a look:

 

Occult Chronicles is the latest project from Vic Davis (of Armageddon Empires fame); it is inspired by roguelikes and “haunted house” board games. The player controls a single investigator who wanders around a haunted mansion, uncovering tiles with each step. Most tiles are blank, but some contain encounters, which are represented as a series of randomly selected cards (e.g. a three of Wands, a Knight of Cups) that the player’s own random cards must beat. The player character gradually levels up or acquires new goodies from beating these encounters; and ultimately, s/he must descend into the basement of the house for the final encounter. Strategy is a matter of resource allocation and balancing risk/reward: Do I use my finite pool of items to modify this card draw, or do I save them for a rainy day? How do I allot my skill points? How much time can I afford to spend levelling upstairs before the – luckily customisable – in-game timer (1) pressures me to head into the basement? My biggest reservation is that there is still a lot of chance involved, especially visible (a) on higher difficulty levels (I’ve never won on anything above the easiest setting!), (b) early on, as low-level characters have few ways to influence the cards, and (c) in the occasional bouts of random sadism (2).

 

Conquistador is a bit like a cross between a tactical RPG and an Age of Discovery-themed King’s Bounty. The player character rides around the overworld map in search of quests, resolves them via dialogue or violence,  and fights out battles on a hex grid using a squad of up to six. Character customisation is fairly limited, but combat is distinct and satisfying. The basic strategy (use tanky characters to slow down the enemy, while healers, ranged specialists, and fast-moving characters play to their respective strengths) comes from Tactical RPGs 101, and can safely be recycled in every battle, but the details change:  I might use a barricade (3) to block off a given route on the battle map, then park an arquebusier there to snipe from safety; or use Character A to stun an enemy so the injured Character B can safely slip past. In between battles, the player must manage the camp to ensure food and medicine don’t run out, though in practice this is simple with the right party.

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Race to Mars Q&A, with Szymon Janus

ea628dec4e69fbbbccb3b223ca0bca11_largeInspired by tycoon games and the classic Buzz Aldrin’s Race into Space, indie developer INTERMARUM is raising funds on Kickstarter for its upcoming turn-based strategy game, Race to Mars. RTM will task players with helming a private space company, with the end goal of establishing a base on Mars. Read on for my email interview with INTERMARUM CEO Szymon Janus:

 

Peter Sahui: Hello, and welcome to the site! Could you please tell us more about your team & your previous experience?

Szymon Janus: Hello Peter. My name is Szymon and I am the owner and founder of INTERMARUM, a game development studio in a small little city called Opole. Right now there are 12 people working on Race To Mars with different levels of involvement. Up until now we did mostly contract work and this is our first independent production. We cooperate with many different developers from known Polish companies though.

 

PS: How will the typical Race to Mars campaign will play out? It looks like the basic “flow” of gameplay will be: (1) accept simple contracts, (2) use the profits to develop new facilities and technology, (3) use the new capabilities to take on more ambitious contracts, and so on, until you finally have enough money and technology to settle Mars and win the game.

SJ: Roughly speaking – everything is correct ;) . Adding to that is making sure the tech has a good enough degree of quality or the safety level. It will also be important to deal with random events or training your team.
What it will definitely NOT feature is being able to choose just any contract – we will compete with different companies and, for example, we will not be able to compete with them on price at a certain stage, which will force a change in expansion strategy.

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What’s new in Dominions 4: Thrones of Ascension

This entry is part 1 of 4 in the series Dominions 4
A game of Dominions begins with creating your pretender god. In my case, I've chosen the Celestial General, a powerful air, earth, and astral mage whose land is thriving and prosperous.
A game of Dominions begins with creating your pretender god. In my case, I’ve chosen the Celestial General, a powerful mage whose land is thriving and prosperous.

I’m several hours into a preview copy of Dominions 4, the follow-up to one of my favourite strategy games. Dominions 3 was user-unfriendly, a beast to learn, and a devil to master; it was also deep, rich, and rewarding, both in its gameplay and also in its mythically-inspired lore. For newcomers to the series, Gamespot’s review is very fair and, I think, very good at identifying who will like and who will not like Dominions; meanwhile, for those interested in what made Dominions’ atmosphere and worldbuilding so remarkable, check out a guest piece I wrote at Flash of Steel several years ago. For series veterans, Dominions 4 is recognisably an evolution, not a revolution; going from 3 to 4, the differences are much less visible than going from 2 to 3, or 1 to 2. However, the changes are real and, from what I have seen, positive. Here’s what I’ve noticed:

 

New content:

* While most of the nations in Dom4 are returnees from the previous game, each of the three Dominions eras (early, middle, late) has received a new nation or two.

*I also spotted a number of new pretender chassis, new magic items, and some new spells (e.g. some painful-looking high-level direct damage Water spells; new Nature buffs/debuffs).

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Hearts of Iron, Observations of Matchsticks

This entry is part 1 of 3 in the series Hearts of Iron

For the last decade, I’ve been a fan of Paradox Development Studio’s Hearts of Iron grand strategy games. HOI players control all aspects of their chosen nation during World War II: army, navy, and air force; diplomacy, espionage, scientific research, industrial output, and domestic politics. This can be as overwhelming as it sounds, and it’s interesting, and a little instructive, to compare the approaches taken by different games in the series.

 

The original Hearts of Iron (2002) was an unwieldy monstrosity, its vast scope at odds with its obsessive granularity. To build tanks, you had to separately research a tank chassis, and tank suspension, and tank propulsion, and choose a calibre for the gun, and repeat this for each model of tank… and yet, at the time, I loved it to bits. Hearts of Iron II (2005) was far more polished, with a far keener sense of what was genuine depth and what was just bloat, and I loved it too. Hearts of Iron III (2009) was poorly received at launch, but several expansions left it in much better shape. And lastly, Paradox eventually licensed HOI2 to several fan groups, which produced their own spin-offs; I tried two and enjoyed one, Darkest Hour (2011) (1).

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Europa Universalis IV Q&A, with Thomas Johansson

This entry is part 2 of 12 in the series Europa Universalis IV

EuropaUniversalisIV_Coverart_lowrez_shrunkEuropa Universalis IV is an upcoming grand strategy game by Paradox Development Studio, set during the early modern era of world history (roughly 1450 to 1800). When it was announced last year, it immediately caught my eye: I’m a long-time player of Paradox games (including the previous Europa Universalis titles); and to me, the game’s period is one of the most fascinating in history – its rich mix of global interactions ultimately laid the groundwork for our modern, industrialised world. So with the game due out in August 2013, just a couple of months away, the time seemed ripe for a chat with the developers. Read on for my email Q&A with Thomas Johansson, project lead for Europa Universalis IV.

 

Europa Univeralis IV and other Paradox games

 

Peter Sahui: Paradox Development Studio’s last major release, Crusader Kings II, has also probably been its most successful to date (both critically, and in terms of its ability to break out beyond the traditional PDS niche). What lessons did you learn from CK2’s success, and how are you applying them to EU4?

 

Thomas Johansson, Project Lead of EU4
Thomas Johansson, Project Lead of EU4

Thomas Johansson: Crusader Kings II’s two biggest strengths were that it was well polished and we had worked hard on improving the interface. We worked hard with the tutorial, the hint system and to make it a very polished release. With Europa Universalis IV, we are aiming to do even better! Our goal is our most polished release to date and have the best interfaces we have ever created. The main focus of the whole development team is polishing the game and refining the interfaces.

What I also believe has really helped Crusader Kings II is that it was a breakthrough for gamers to realize that the game creates stories that you want to tell other people about. So the simple answer would be that it is a game that makes people talk about it, because they want to share their dramatic events, the intrigue, backstabbing and romances with their friends. Because it constantly surprises you. Just when you thought you had everything going and an easy road to power, money and conquering new territories – then you get stabbed in the back, your wife gets murdered and your sister steals your throne. Just like life… ;)

So the fact that the storytelling came across strong with Crusader Kings II, we hope that people can see that Europa Universalis IV also allows you yourself to create the stories when playing the game. You attack your neighbours, alliances gets broken, you get an incompetent ruler and need to get creative on how to handle his/hers strength and weaknesses while keeping your territory hungry opponents at bay.

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Wargame: AirLand Battle — The Verdict

This entry is part 10 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon
Wargame players will spend most of their time looking at blips on the map...
Wargame players will spend most of their time looking at blips on the map…

 

Eugen Systems, the studio behind Wargame: AirLand Battle, is now one of my favourite developers of strategy games, of historical games, and indeed, of historical strategy games.

 

I don’t say this lightly. That is exalted company to be in, alongside the likes of Paradox, Firaxis, and Creative Assembly, but I think it’s deserved. With AB, Eugen has demonstrated three things:

 

1. They can capture the spirit of a setting – in this case, a Cold War gone hot in Europe.

2. They know what makes a good strategy game: a series of interesting decisions that produce clear, understandable outcomes.

3.  They can learn from past mistakes.

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Crusader Kings II: The Old Gods, As Told in Classified Ads

This entry is part 5 of 5 in the series Crusader Kings II game diary, by Rachel McFadden

crusaderkingsii_the_old_gods_image_1

 

Not a Review

 

For sale: 1 longboat fleet. 1 careful owner. 5,670 miles on the clock. Used for raiding around the Russ. No damage, good insurance record. Has provided years of joy and much treasure, sale by necessity only. Owner converted to Christianity so raiding no longer possible. All reasonable offers considered.

 

***

 

Hello good friend. I am King of Mercia, most Excellent Eadward the Bearded, and you help I am nedding. My Kingdom which is of Mercia being conquered by Vikings unJustly and against wishes of my own loving good people who like me their King in bad coup of conquests. I have large treasury (10,000,000 gold bits of pure gold) which i need to Trangsfer out of country without border taxes or being stealed by naughty People. You help me now and I make you Rich by giving you generous share of my large treaserary (10,000,000 coin in g0ld) being worth 10%. You ‘ll be a Rich man. All you need to do to Help me is send by fastest carrier pigeon your treasury key and guard passwords so that i can send by direct transfer directly the whole of my own treasury (10,000,000 peices of gold) under the label of a Random event choose Gift event choice 2. Then it arriving safely in your country and I giving you generous 10% of total to keep as to make you a Rich man who has lots of monies.

 

Replie immediately as this time limited offer due to Vikings killing everyone and robbing all my country. Remember: send treasury key and guard pastwords by fastest carrier pigeon now for lots of gain! Send carrying pigeons to: notascam@yesreally.co.uk

 

Yes, this great opportuinity for to Kind and great man who help Mighty king down on his luck with big treasury (10,000,000 golds!) due to Vikings.

 

***

 

Rebel with a clue seeks army for rebellion. No experience necessary; however, dedication to the cause is a must as aimless rebelling is no longer permitted. All applicants will be considered. Apprenticeships available for ages 18-24.

 

***

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Let’s defend Scandinavia in Wargame: AirLand Battle! Part 2 (FINAL): Who Dares, Wins

This entry is part 9 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon

WAB Day 4 Pt 2 Start

 

Welcome back to my Let’s Play of Wargame: AirLand Battle!

 

In Part 1 of this LP, my effort to defend Scandinavia (playing NATO in the War in the North campaign) got off to a promising start:

 

1. The Danish army wiped out two Warsaw Pact brigades that attempted to seize Aarhus;

2. The Swedish army did the same with an amphibious landing at Malmo;

3. As at the end of the last instalment, the Swedish and Norwegian armies had recovered their fighting trim and were in position along an Oslo-Stockholm defensive line.

 

What were the key lessons learned? First – and I am indebted to this excellent guide from the official forum – that the objective in battle isn’t to kill so many of the enemy that the survivors run away, it’s to wipe them out (which will earn me the morale points I need to win the campaign). In game terms, that means (a) pinching off the enemy reinforcement sectors so they can’t retreat, and then (b) win the battle by hunting down their command vehicles. Unable to flee, the losers will surrender.

 

In practice, the campaign is designed such that it is difficult to decisively win battles unless there is a large discrepancy (due to some combination of morale, initiative, positioning, and equipment) between the combatants. Otherwise the two forces tend to get stuck in a spiral of falling initiative (reducing the forces they can deploy) and increasing morale (making it harder for them to rout the other), broken only when the arrival of a fresh brigade tips the balance. Other players have complained about this, and I can see both sides of the argument; I like what the developers were aiming for, but I do agree it could do with some reworking.

 

For present purposes, though, what the rules should be is beside the point. The key is to focus on what the rules are, and if I need to engineer massive mismatches to win, then that is what I shall do. That means (a) ensuring each sector of the line has fresh brigades in reserve, so that they can polish off a weakened enemy, and (b) conserving my strategic buffs/debuffs (e.g. air raids) until the time is right.

 

With that in mind, let’s see how the rest of my Nordic campaign plays out.

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Let’s defend Scandinavia in Wargame: AirLand Battle! Part 1: Something Rotten in Denmark

This entry is part 8 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon
Welcome to Scandinavia, the setting of Wargame: AirLand Battle
Welcome to Scandinavia, the setting of Wargame: AirLand Battle

March 1985, Moscow. Mikhail Gorbachev loses the race to succeed Konstantin Chernenko as head of the USSR.

 

Early September, 1985. A clash between Soviet and US Navy aircraft leaves several pilots dead. The world totters on the brink of war.

 

Late September, 1985. World War III erupts. Norway and Denmark, comprising NATO’s northern flank, are on the front line. The Norwegian army manages to halt the Soviet advance – only for Soviet troops to roll into neutral Sweden, threatening Norway’s eastern flank. To the south, the Soviet advance into West Germany leaves their forces on the border with Denmark.

 

NATO’s troops are badly battered. Enemy reinforcements abound. Scandinavia hangs in the balance. Can my leadership save the day?

 

Welcome to my Let’s Play of Wargame: AirLand Battle.

 

Introduction

 

Wargame: AirLand Battle is  a newly released strategy game for PC, a blend between the real-time strategy and traditional wargame genres (for more background, check out the other posts I’ve written about the Wargame series, linked  at the top of this page). In addition to multiplayer and skirmish modes, AB offers four single-player campaigns of varying length and difficulty; I have finished the shortest and simplest campaign, which is really a tutorial in disguise. For this LP, I will be jumping all the way to the longest and most challenging, “War in the North”.

 

WAB WITN Intro Cropped

 

The game bills this campaign as “Very Hard”, but I’m confident I’ll be up to it. (And, hey, everything worked out the last time I LPed a difficult game.) I will play the campaign either until I win/lose, or until it stops being fun. Here goes!

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Wargame: AirLand Battle: right troops, right place, right time

This entry is part 7 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon
A view to a kill: a French Super Etendard strike plane fires a missile at a command vehicle.
A view to a kill: a French Super Etendard strike plane fires a missile at a command vehicle.

 

 

My last attack failed. This one, I promise myself, won’t.

 

I’m playing a NATO vs NATO mirror match, one of the options available in skirmish and, in this case, multiplayer. (In universe, I imagine it as an especially realistic military exercise.) Last time I made the rookie mistake of advancing without reconnaissance; my raiding force drove straight into a platoon of Challenger main battle tanks. This time, I’ve infiltrated an SAS patrol behind enemy lines to scout out my objective, and they’ve spotted nothing but a platoon of mechanised infantry. Since then, I’ve spent several minutes hatching my plans: Norwegian infantry will assault from the south, US marines and French tanks will come from the southeast, and I’ll use artillery smoke shells to screen their advance.

 

It’s time to go. A smokescreen billows into life, and my tanks and APCs burst out of cover. No resistance so far – the recon work paid off. Excellent. I look at the minimap… and see an enemy horde advancing on the other side of the map,  towards an objective I’d secured earlier. My opponent, it seems, chose the exact same time to make his push.

 

I’ve already committed my ground reserve, but I have one last lever to pull – RAF Tornados loaded with tank-busting cluster bombs. Aircraft are as fragile as they are valuable, and if the attackers brought enough anti-air units, my Tornado pilots could be flying into a suicide mission, their planes’ advanced countermeasures notwithstanding. But sometimes, fortune favours the bold…

 

Welcome to the second part of my Wargame: AirLand Battle preview, based on the game’s current pre-order beta! I’ve divided this into two sections, below – one for new players, and one for returning European Escalation veterans – before offering up some concluding thoughts.

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StarDrive: First impressions

This entry is part 1 of 1 in the series StarDrive
StarDrive main map
The main map of StarDrive. You’ll spend a lot of time on this screen.

 

I’m five hours (per Steam) and three abortive practice games into StarDrive, a new PC space strategy title from one-man studio Zer0 Sum Games. So far, I can perhaps best describe this by reference to two games: one that’s obvious, space 4X stalwart Distant Worlds, and one you perhaps may not expect, fantasy TBS Warlock: Master of the Arcane.

 

Just as Warlock looks very much like Civilization V, StarDrive’s vast galaxy and pausable real-time gameplay appear to resemble Distant Worlds; but for both these games, appearances are deceptive. I get the impression that StarDrive’s design goals are very different to Distant Worlds’ – where DW aspired to be a living universe simulator, complete with a bustling ecosystem of NPC civilian spaceships, AI advisors, and derelict armadas, StarDrive strikes me as a far more warfare-centric game. Let’s break down what I’ve seen of StarDrive, X by X.

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