Tag Archives: TBS

A Game: Colonization

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For a game that now claims membership of the Civilization family, Colonization lacks the breadth, depth, variety and sheer richness of its more famous cousins and is the poorer game for it. For one thing, it covers only a narrow slice of history, from 1492 to 1792 to be exact and despite its generic name, it covers only the colonization of the Americas. Folks who might have wanted a game that covers the colonization of Africa or Asia for example will have to walk away disappointed. For another thing, while there are many paths to prosperity, there is only one route to victory: successfully declaring independence from your mother nation and defeating their forces on the battlefield.

You start the game with a motley group of colonists out to make a new life in the New World. Unlike the Civilization games, you get a naval unit as part of your initial force, so you’re expected to spend some time exploring to find the best spot for your first settlement. Again, unlike Civilization, you’ll inevitably find that while the New World is indeed a vast land filled with riches, the best spots are already occupied by the native indians, so there is potential from conflict right from the beginning.

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Massacring natives for fun and profit (redux)

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Colonization is another one of the games that 2K Games sent me a while back but I’ve only just gotten around to checking it out. Its complete title is Sid Meier’s Civilization IV: Colonization which is quite a mouthful. This is because it is a remake of the original Colonization from 1994 using the Civilization IV engine. The original game is considered one of the great classics published by Microprose back in the day and one of the rare few that I missed out on playing. As such I’m particularly glad to have to have the chance to play this updated version.

In this game, the player takes control of settlers from one of four European nations who must found a colony in the New World. There you have to contend with not only the native population, but also the colonies of the other European powers. The object of the game is to grow the colony into a powerful nation in its own right and eventually become strong enough to declare independence from your mother nation and defeat its forces. Contrary to expectations however, Colonization is not a 4X game in the traditional sense, but an economics and logistics management game.

As such, gameplay in Colonization feels more similar to a city builder like The Settlers than any game in the Civilization series. Your colonists, each of whom can be individually named, can be tasked with various jobs, including gathering raw resources, processing them, preaching in churches to attract more colonists from Europe or constructing buildings. Colonists outside of a settlement can be assigned a job as a pioneer capable of building roads or tile improvements by equipping them with tools. Similarly, any colonist can be turned into a soldier by giving them guns.

While any colonist can be assigned to any job, some have skills that make them dramatically better at some jobs, so a big part of the game is shuffling colonists around to places where they can do the most good. Furthermore, since it is far more lucrative to export processed goods, like cigars and cloth, instead of the tobacco and cotton raw materials, it’s in your interest to build up the infrastructure to support these higher value industries. This raises the cash necessary to buy the weapons, ships and most importantly, skilled colonists, that you’ll need to win.

My initial impressions on this game are, frankly, not that good. For one thing, it’s an extremely micro-management intensive game. Most of your time is spent checking on the inventories of different materials in each of your settlements and transporting them around in wagon trains. There’s also not much combat in this game until the endgame phase as it’s usually easier to achieve your aims through peaceful trade. Finally, I have doubts about the game’s longevity since there are only four different European nations to choose from and I suspect that most games will turn out more or less the same. There aren’t even any scenarios to spice things up a little. Anyway, I still haven’t managed to win a game yet, so I’ll hold off on my conclusions until then.

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A Game: Sword of the Stars (Ultimate) + Argos Naval Yards

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There’s no denying that Kerberos Productions has their priorities right: in a space-based 4X game, the big draw are the ships and Sword of the Stars, with all of its expansions added in, delivers that in spades. Want to build a missile boat with launch tubes dotting its entire surface? You can do that. How about an impactor ship that can fire powerful long-range rail cannons but whose arc of fire is limited to enemies directly in front of it? You can do that too. As of the A Murder of Crows expansion, you can even build drone carriers if fielding a swarm of carrier-based fighters is your thing.

As I’ve previously mentioned, Sword of the Stars is best understood as a space-based version of the Total War games. While the turn-based strategic layer is present, it’s extremely streamlined and designed to be able to be played quickly in order to facilitate multi-player sessions. A campaign game takes place in a randomly generated galaxy and you’re given a huge variety of options on what your galaxy looks like, including total number of stars, average distance between stars and the overall shape of the galaxy. The galaxy itself is in true 3D, which can be hard to make sense of since you’re going to have to constantly pan and rotate the galactic map. If that’s a problem, simply choose a disc-shaped flat galaxy to make things more or less 2D.

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Total War in space!

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Sword of the Stars is a game that was first released way back in 2006. Despite its promising premise and a design that initially appealed to me, I held back from buying it due to the poor reviews it received. Then there was the matter of the minor controversy it generated on QT3. One of the game’s designers had the unfortunate tendency to take criticisms against the game rather poorly and had a habit of getting into flame wars with potential customers.

But it was when the designer decided to pick a fight with QT3 owner Tom Chick that the consensus on the forum turned against it. Tom Chick, a freelance game reviewer, had delivered a less than flattering review of the game. The designer responded by accusing Chick of being biased since he was involved in writing the manual for Galactic Civilizations 2, which can be seen as a direct competitor to Sword of the Stars. You can still read Chick’s reply to that accusation here.

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A Quick Guide to the Grigori

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It’s been a while since the first of these strategy guides, but as I’ve said, I expect Fall from Heaven 2 to be a game that stays permanently on my hard drive and that I’ll come back to again and again, so here finally is my guide for playing as the Grigori. In many ways, this faction is considered the easiest for newcomers to the game to pick up and play as even the manual uses it in its introductory walkthrough. They’re certainly the most vanilla of the various factions available.

The reason for this is that in the lore, the Grigori are plain, unmodified humans who have rejected the Gods. They don’t have any special powers or abilities and most importantly, they can’t adopt a state religion. In game terms, this is a huge disadvantage as having a state religion opens the door to special buildings, units and even civics. To make up for this, the Grigori are the only faction who can access the special Adventurer units, which have the potential to become some of the most powerful units on Erebor.

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A Quick Guide to the Ljosalfar

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Far from it for me to call myself any sort of expert on Fall from Heaven 2, but I thought there might be some interest in some simple guides for playing each of the factions in the game. They’ll include both stuff from my individual playing experiences and advice that I’ve read elsewhere on the net, most notably from the Civfanatics forums. I don’t know if I’ll ever actually complete playthroughs for each of the factions, but I’ll keep it up for as long as it holds my interest.

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A Game: Fall from Heaven 2

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One of the most important lessons any aspiring designer can learn is to heed Sid Meier’s dictum that a good game is a series of interesting decisions. This is precisely what the dark fantasy-themed Fall from Heaven 2 is all about. There is no point in the game where a particular path of action becomes so overbearingly obvious as to make the choice a non-decision. While the ultimate objective remains, as in any 4X game, to achieve complete dominance over the other factions, there are many different paths to this end and countless means within each path to advance along it.

Fall from Heaven 2 of course benefits from being a mod of Civilization 4 which provides it with a sound base to work on, but the new mechanics, factions, units, religions and events it adds makes it a worthy game more than capable of standing on its own. The cornucopia of choices begins with choosing one of a total of 21 available factions. Each faction generally has two different leaders available. Then there’s a total of 7 religions to pick from, each of which offers synergies different enough to drastically alter your playstyle. Next, you’ll want to think about which victory condition to shoot for. In addition to the ones already in Civilization 4, the Alpha Centauri victory is replaced by the Tower of Mastery victory inspired by the venerable Master of Magic game and there’s a religious Altar of Luonnatar victory condition.

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