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Europa of Iron

by Rindis on April 13, 2013 at 12:00 pm
Posted In: Computer games

This is the second in a series of reviews of Paradox’s empire management games. See the first review here:
Europa Universalis II: A Tale of Two Europas

After Europa Universalis II, Paradox Interactive stuck with what they had proven that they do well, and started work on more empire management games. WWII is apparently Johan Anderson’s favorite historical period, which became the subject of Paradox’s third title, with Hearts of Iron covering the years 1936 to 1948. It is generally regarded as using the same ‘engine’ as EU II, but very little actual code survived the transition. It was released for Windows and Mac OS X in 2002, and did not have any expansions, but an version updated to the last patch (HoI Platinum) was released in 2004 with more events, re-done AI, a new scenario, and a revised manual. I’ve only played the Platinum version, so this review will only reference it.

At first look, HoI is very much the same thing as EU II: it is a pauseable real-time game where you take control of a country (any country), and manage its military, diplomatic, and economic development. (In fact, other than the real-time part, that’s what I mean by ’empire management game’.) It has an area-based map of the world, where military units can move about and fight in a battle that can take some time, but the only outside decision in the combat, once joined, is whether to retreat from a losing fight. So… change the date, put in tanks for cavalry and call it a day?

However, past the most superficial overview, there are major differences: Religion does not appear in the game. Since the scope of the game has contracted from four centuries to twelve years, hours tick by, instead of days (and the day/night cycle sweeps across the world, and can be seen in the minimap, and affects combat). Diplomacy is greatly simplified, and governments now have internal ministers that can provide various bonuses.

Economy

The trade and money system of the EU series is absent here, replaced by a resource system more common to various conquest-style games. The general resources are industrial capacity, coal, steel, oil, rubber and supplies.

Any sort of production (including research) consumes industrial capacity, which is the pool of industry available in all of your controlled provinces. In addition to the normal production of new units, it is used to generate consumer goods (if you don’t satisfy the demand the civilian population gets restless), and supplies, which exist in a pool which is consumed by military units (at a constant rate, higher on the move and in combat, and then there are surcharges for reinforcing a unit).

Steel, coal, oil and rubber come from specific provinces on the world map, and if you don’t have all of them, you need to trade what you do have for what you need. Instead of the wide variety of commodities generating money through trade as in EU, the economic system focuses on just these few. Trading with a foreign power is accomplished largely by making an offer in kind on the world market. If no one wants it, it’ll be marked in red, and you can sweeten the pot by offering more of what you have per unit of what you’re trading for.

Rubber is by far the most uncommon commodity, but this is the era where artificial rubber was starting to be produced, so you will automatically turn oil into rubber if you have one and not the other (at a fairly poor rate, but there is technology that improves this). Similarly, coal is the most abundant resource, and some will automatically be turned into oil if your oil stocks run out.

Shipping is also important, and if you have overseas territories that produce resources, convoys will have to be set up to ship them home so they can be used. These do not appear on the map, but are subject to being intercepted by enemy ships (that are on the map) during wartime.

Finally, there are improvements that can be made to the provinces themselves. Industrial capacity can be built, AA batteries can be built to defend against air attacks, fortifications can be build to defend against land or amphibious attacks, and the infrastructure can be improved to both increase resource output and increase movement speed in the province, but all these take some of the existing industrial capacity in the province out of action.

Politics and War

Instead of every country working out alliances out of practicality or for protection, HoI has a tripartite power struggle. Each country falls within a triangular space of political ideology with the points being democracy, socialism or fascism. There is one alliance for each of these ideologies, with the Axis permanently led by Germany and the Allies permanently led by Britain. (The Soviet Union is the leader of the Comintern, but can dissolve that alliance to join either the Axis or the Allies.)

Peace settlements are also much simpler than in EU. You can annex a country, or you can make it a satellite nation (both requiring that you hold significant parts of the victim), or you can return to the statis quo antebellum; there is no negotiating a peace in return for a couple of provinces, it’s all or nothing, unless you have specific territorial demands on a country, in which case you can diplomatically demand the territory, or go to war over it, in which case the other country can surrender the territory.

You can spend diplomatic influence with other nations to try to influence their governments towards your political ideology. A country that shares your ideology can then join your ideological alliance. In general, the game tries to enforce a tri- or bipartite power structure, as most wars will force one or both parties into the alliances, if they aren’t already in one.

However, the main democratic nations try to keep out of wars at the beginning. They have an extra rating of what percentage of the population supports going to war. This starts off low, and generally goes up about 1% a month. Aggressive actions from Fascist or Communist nations will tend to speed this up (though fighting within a faction will slow it down). Once at 100%, a declaration of war, or joining the already at-war Allies usually follows (this apparently will often target Germany, so playing a peaceful Germany is difficult to do).

To counterbalance the simplified external relations of the country, the internal power structure is more detailed. There are eight ministers that can be appointed out of a pool of historically appropriate people (in some cases the entire pool is one person…). In addition, there are two are special cases: the head of state (who can only be ousted by a coup or election) who determines the general ideological leaning of the nation, and the head of government, which is effectively the player, and determines the AI behavior of a non-player country. Each minister has a personality which provides bonuses or penalties to things like construction efficiency or dissent.

That last, dissent, is effectively the stability replacement of HoI. Dissent causes loss of production, guerrilla armies to crop up, and erodes the loyalty of the ministers, which is one of the few hidden statistics in the game. Ministers with very low loyalty can end up deliberately sabotaging government projects, but this is hard to see.

Military

Unlike in EU, military units are indeed units in this game. Instead of recruiting 1000 infantry which is slowly attritioned away and eventually disbanded or supplemented with fresh recruits, you organize a division (or air wing, or ship), which exists as a discrete organization. Every unit has a strength and a organization rating. The latter is effectively morale, and the usefulness of a unit is effectively its applicable combat statistic times strength times organization. A unit at zero organization is making no contribution to the battle (though it is continuing to absorb damage), and when all units in a force are at zero organization, it must retreat.

Organization slowly comes back to its maximum when the unit is sitting still and doing nothing. Strength can only be replenished by user intervention, and reinforcing a unit will drop its organization value while the new troops are properly integrated into the formation, forcing the unit to stop and reorganize for a while (at least, if there was any appreciable amount of strength to replace). Moving around in bad weather/climate can also reduce organization, making attacks in extreme climates harder to manage.

When moving into a province that currently has enemy units, a little clock dialog appears, where you set exactly when your units show up. This allows coordinated attacks from different provinces (which provides a bonus), air attacks to go in right before hand, infantry to engage the enemy right before the tanks show up and try to break through, etc.

Unlike the three basic troop types of EU II, there are a bunch of possibilities in HoI. Just in ground divisions, there is regular infantry, motorized and mechanized divisions, armor, mountain troops, paratroopers, marines and militia. All of these have different abilities, and most can have brigades (anti-armor, anti-air, artillery, or engineers) attached to them (as a permanent part of the unit) to enhance the normal stats. Units can be grouped together into larger structures as needed, and leaders can be assigned to them. These are rated by skill, which improves performance in combat, and rank, which determines how many units they can command without penalty. However, managing the units, and their parent organizations is one of the pain points of the interface, as most of the information you want isn’t present when managing the units. You can (for instance) separate a weakened unit from a force so it can stay behind and rest, but the display to do it only displays the unit names, so you need to work out which ones need to be culled first, and then remember their names.

In keeping with the mobile warfare, and continuous fronts, of twentieth century warfare, there is no need to besiege a province. It passes to the control of the invading country as soon as the enemy is driven out, and the fortifications that can be built in a province instead directly help the defending force in combat. Supply is very important in HoI, so a chain of provinces leading back to the home country is needed, or the cut-off forces will slowly become less and less combat ready (if invading overseas, a supply convoy must be set up to supply units, in the opposite pattern as convoying resources from overseas home).

Technology

WWII has sometimes been called ‘the wizard’s war’, with technological progress driving many of the turns the war took. This shows up in a number of WWII games, from the equipment upgrades of Panzer General, to the research projects of Axis and Allies.

HoI has one of the most extensive technology systems there is for a WWII game. There are fourteen different subject areas, each with theoretical and applied projects to research. The theoretical ones need to be researched in order to get the next batch of applied projects, but have no prerequisites other than the previous theoretical project. The applied projects are all grouped under various theoretical projects, and often have other prerequisites, either from within the subject area, or from another subject area.

The effects of the practical applications vary quite a bit. There are Land, Air, and Sea Doctrine subjects that mostly increase the maximum organization rating of the appropriate units, and therefore make them more effective in combat. Electronics research is often needed in other fields, and includes advances that make surprise more likely (when attacking) or less likely (when defending), mostly to do with encryption and radar technologies, and also includes the early computers developed in the period as an aid to further research. Rocket and Nuclear research needs a lot of work to pay off, but eventually allows new unit types. Infantry and Artillery research enhance the abilities of existing units. Armor, Aircraft and Naval research all allow new vehicle types, and units must either be upgraded to them or built fresh.

This last combines with several of the unit types, where they are assigned a particular vehicle type, and if you want to re-equip your armor division from Panzer IIs to Panzer IVs, you have to select it, and re-equip it, and it will then spend time off the map in the industry production queue. This only applies to tanks and planes however; with naval units there are upgrades to their basic stats that require you to refit the ship in the production queue, but you do not change the actual class of ship.

History

As usual, Paradox has provided a very good electronic time machine with HoI. It does concentrate on trying to bring forward many of the most important aspects of the period, the ideologies/politics, rapid evolution of technology, and a sweeping total global war.

HoI uses an event system similar to EU II‘s, scripting in major events such as the Spanish Civil War, and Lend-Lease shipments. There are several of these dealing with the start of WWII, which has the effect of scripting parts of the setup of the conflict—which certainly helps keep the AI on-script. In general though, there is much less use of events than in EU II.

For all the details about vehicle types, they don’t feel well served. All the interdependencies tend to be overly detailed (taking several otherwise useless steps to get a new model), and very logical and linear. Logical and linear in ways that don’t follow how actual vehicle development worked. Most egregious is tanks, where you must research light tanks, and then improved light tanks, and then move on to medium tanks. The game completely ignores that light, medium and heavy tanks all had different roles, and were generally developed in parallel. Concepts like the infantry tank (slow, heavily armored tanks with light guns) are effectively ignored to fit into the straitjacket of the progression. On the other hand, the development of things like tank destroyers is presented in a slightly parallel track, and just add bonuses to units, abstractly representing the integration of these specialist vehicles into the main organization.

Important themes like the strategic bombing campaigns, the struggle over shipping, the evolution of equipment and doctrine are all given attention, and handled well. Subjects like combined arms don’t work out as well (partially because things like paratroops are hard to use), but effort was put into it, and the ideas are sound.

AI

HoI is a complicated game, but the AI generally seems to know how to play it well, and what it lacks in smarts is made up by the ability to handle several subjects in detail at once.

Much of the point of ground combat is preserving supply lines, so units do not take lack of supply penalties, and can rest to regain organization when needed. The AI understands this, and generally maintains fronts well, which means that fronts with two AI players facing off tend to devolve into limited shoving matches, with the occasional breakthrough that is usually cut off, but more often turning into a staring contest between high stacks of units in rough terrain.

In naval affairs, the AI seems to have more trouble, with fleets in the Pacific in particular tending to get cut off far from home and supply, and vulnerable to defeat in detail. However, it does understand the convoy system well, and will effectively disrupt shipping if critical areas are not protected.

Conclusion

I have found that HoI is my least favorite of the initial Paradox empire management games. Part of this is because I find it overly fiddly, and concentrates too much on lower-level items that clash with what I expect to see in a grand-strategy title. Also, there are some real problems with the shift from the exploration and limited war model of EU II to the total war presented in HoI. You can end up needing to coordinate military operations in widely separated areas at the same time, and that is never a good fit with a real-time title, pauseable or not.

However, I think the real problem lies elsewhere. One of the things I enjoy about Paradox’s games is a certain sense of discovery. I like history, and I know something about any period they have, or will, tackle. However, these games always show me something new, there’s a lot of world out there, and just scrolling around the map will show you something that you hadn’t heard of. On the other hand, the world of 1936-48 is much more familiar to me, so I am not really finding new facets of history in it. Furthermore, I have a lot more experience with WWII from a game perspective, so I am also bringing more concrete expectations to it.

There are also some definite poor fits scale-wise. Using divisions as the basic unit of armies, which most major countries fielded well over a hundred of, and then (in Europe) fitting all these divisions (plus air units) into a front that’s maybe ten provinces wide causes all sorts of pain in trying to manage it all, that the UI just has no hope of dealing with.

All that said, it is a good game, and in representing many of the primary concerns of the period, shows a good amount of flexibility of approach from Paradox. For anyone who plays it, I recommend getting familiar with the game, and then looking at the Undocumented Features List thread on Paradox’s forum.

There’s some very good info in there, once you have some context for it. Item numbers 9, 27 and 7 are helpful to get around some of the problems with the UI.

└ Tags: gaming, Hearts of Iron, Paradox, review
6 Comments

A Day at the Circus

by Rindis on April 9, 2013 at 10:21 pm
Posted In: Boardgaming

Had the gang over for gaming on Sunday. Well, Patch and Jason at any rate (and Dave lives here…); Mark couldn’t make it.

The day kind of snuck up on me, and I didn’t have any real plans set. Dave brought out some of his games as possibilities, and I leaped on Circus Maximus. We had four, which was nice and evenly divisible by the standard field of eight. It had been long enough that everyone had to go over the rules again, which meant it went most of the day.

Jason had a winning combination of a fast team and good driver, who ended up with a top speed of 24, and he just stuck to the 24 speed lane for the corners and with few exceptions just cruised there, slowly pulling ahead of everyone, and had no real competition. I think one of my teams probably had the best chance of trying to do something about it, but I wasted too much time dealing with other teams (such as Dave’s second place team). Patch and I both lost chariots late in the race due to flipping while trying to take a corner hard, and the only truly successful attack of the game was when Patch forced Jason’s second team into the inner wall while coming out of the second turn.

It’d be nice to actually play it again within a time frame where I haven’t forgotten everything I learned the last time.

We had a little time left, and played a quick round of Red Empire to finish off the day. We actually got through without the government falling, though we failed two crises, and a third would have finished us off. We failed the big one when there just wasn’t enough points available, and the second one came up while Dave and Jason were both off on Junkets, and Patch and I couldn’t do it by ourselves. However, that turned out to be the last crisis in the deck, so it was actually clear sailing. I managed to get my hand clogged with Government cards, and past the beginning of the game, never had a shot at being President (barely lost out on it at the opening). However, I did manage to snipe a couple of purges, and had strong contributions to all of the crises that were resolved, so I ended up in second place just behind Jason.

└ Tags: Circus Maximus, gaming, Red Empire
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Two Rounds of Hannibal’s Camp

by Rindis on April 2, 2013 at 10:19 pm
Posted In: CC:Ancients

Well, the last short ASL scenario was shorter than I expected, and so Patch and I were back for another CC:A scenario from Truceless War. This time, Hannibal’s Camp was up, which is certainly unusual. It’s the first time we’ve actually seen ramparts and fortified camps in a scenario.

And now I realize we got the latter wrong. Forgot to take off a die for all attacks out of the camps. And that probably benefited me more than Patch, darn it. Well, we got the rest of it right….

Anyway, I had the Carthaginians first again, who definitely have the short end of the stick. The rebels go first, have six cards and three more units. The Carthaginians have the defensive position, but aren’t properly occupying it at the game start, and start the game with three cards, going up to five over the first couple turns. Oh, and they lose instantly if their leader dies.

I spent my first couple turns sorting out my defensive line on the ramparts, and worried that Patch would manage to envelop my flanks. (Not that likely at the rate units move in this game, but I wasn’t thinking of that.) Patch shook out his line before going in on the left, and crumpling my flank. I countered with a Mounted Charge to hit his leader-led mediums with my elephants, and move up the MC on the other flank. The elephants just barely took out the Med, advanced and took on the Heavies that the leader evaded to, but could only get two hits on six dice. The battle back killed them, but six blocks to two is better than we usually manage.

Patch followed up with a Line Command, and both sides got chewed up. He took out my left-side Mediums in three attacks, at the cost of half of an Aux and the death of his Heavy, with the leader going with it. He took out the Aux in the center of my line at the cost of two Heavy blocks, and he advanced into the rampart. He failed to damage the right-side Med, but they took three blocks off an Aux.

I activated the left flank area, where I was still grimly holding on, knocked out his Aux, damaged his Med and forced them to retreat two hexes with my Heavies, who Advanced and attacked his heavies to knock them out. 5-3

For the second round, I took a pretty slow and steady approach, trying to use as much archery as possible. Both flanks have some light troops, so it’s not hard to do some archery, and the sword hits that the defenses protect against don’t count on archery anyway. I got pretty lucky and reduced both ‘corner’ mediums to two blocks without much else happening. I advanced a little more, took a hit on my Heavies, and took out his left-side Med. Patch moved his MC up, got three hits on the Aux at the end of the line, and retreated out of the way.

Then I played the Line Command I’d finally drawn, engaging the center, and drawing close on the left flank (which I had a lot of cards for). My Med went after his remaining corner Med, suffered a First Strike that weakened them before knocking his Med out and occupying the camp on Momentum. The rest of his line held, one Aux losing two blocks in return for killing two Med and two Heavy blocks in my line. Patch managed to finish both of them off in his turn, but couldn’t touch the Med in the camp. I moved up the left flank, killing his elephants and forcing two light units back.

Patch pursued my right flank, finishing off the Aux, but failing to touch the Med again, and losing his Aux to the battle back. I forced a light to lose two blocks to a banner on the baseline, and Patch played Mounted Charge (he’d been about to play it when I got the elephants—thank goodness!), and his MC and my Med traded one block apiece. I managed to get another banner on his Light to kill it on the baseline for the win. 5-3

└ Tags: C&C Ancients, gaming
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D11 Ripe Pickings

by Rindis on March 28, 2013 at 12:00 pm
Posted In: ASL

Patch mentioned recently that he wanted to see the Americans in action again. I figured since we were still wanting to do some DASL, and I’ve been trying to go through more of the early scenarios, there should be something in Hedgerow Hell. Looking them over, we decided to give the first scenario from there, “Ripe Pickings”, a try, and Patch picked the Americans. Then I looked on ROAR and noted that the record is 15-49 in the German’s favor….

Hedgerow Hell suffers from the same oversized scenario problem as Streets of Fire, but D11 is small. The Germans have a nearly fixed setup (some minor CA choices can be made) with four Pz IVs and seven elite squads near a roadblock in the middle of three hedgerow-crowded DASL boards. The Americans get to set up a Sherman and four squads in a group nearby, having accidentally arrived in the German’s rear the preceding night. The Americans win by getting 20 CVP (normally 22, but we went with the American balance) in five turns, or by controlling the location of the roadblock at the end of the scenario. The Germans also have the problem of limited movement: they can only move as many MMC+vehicles as double the current turn number.

Patch set up in what has to be one of the more popular sites for the Americans, with a good view of the rear of two of the Pz IVs, and opened up with everything he had. The Sherman burned the Pz IV in H3, and a BAZ shot burned the one in I3. He rolled my SAN a couple of times in that, and as a small favor it went off once to pin a squad that hadn’t fired yet. The rest of his fire was at my squads in H2, but only pinned one of them on a pair of NMCs. Patch buttoned up the Sherman with an active Sniper nearby, but stayed put for my (limited) reaction.

D11 1A
Full scenario map, Turn 1. Plenty of room for a running fight.
↓ Read the rest of this entry…

└ Tags: ASL, DASL, gaming, Hedgerow Hell
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A Tale of Two Europas

by Rindis on March 16, 2013 at 4:53 pm
Posted In: Computer games

For me, 1997 represents a high water mark in computer gaming. Some of this is an accident of circumstance, where I had a fair amount of free time and money, and a roommate who shared my interests. But, for me, it is really hard to beat any year that sees titles like Panzer General II, Emperor of the Fading Suns, Warlords III, and Imperialism.

By 2000, the honeymoon was long over. By now, my circumstances had changed, and I was starting to drift back to my first love: board wargames. SSI was dying, and not putting out anything interesting. TalonSoft was purchased by Take Two, and stopped doing the serious wargames that had been their specialty. SSG had faded into the background where they remain. Meanwhile, ever more demanding RTS and FPS games were coming out and taking over the market, and had long since turned what had been entertaining novelty games into frustrating (and uninteresting) click-fests.

But I discovered something in a used game bin that year. If I hadn’t already been pretty seriously drifting away, I would have paid a lot more attention to the names “Strategy First” and “Paradox Interactive”. (And, sadly, the former is gone now too.)

Europa Universalis is of the grandest stripe of grand strategy games. It is what I call an “empire management game”. In it, you take charge of a country, and chart its course over three centuries of history on the world stage. EU covers from 1492 to 1792, taking it from the discovery of the New World to a little after the American Revolution. Unlike previous grand strategy games, it used a real-time format: days tick by one by one, and many actions require a certain amount of time to happen.

However, while being ‘real-time’ and ‘strategic’ it holds no real relationship with the real-time strategy genre; EU was grand strategy in scope, rather than purely tactical (‘strategy’ in the RTS name merely refers to needing strategy within the scope of the game, not to the military/wargaming idea of being ‘strategic’, which examines countries and wars, or even entire periods of history the way EU does). Beyond the scope, the game is pauseable, so you can stop and ponder the situation, and issue orders as needed. It is not designed to become a contest of who can issue orders the most efficiently, the way most RTS games do. In fact, its real time elements are more due to the game’s simulation roots, and comparison to the various games from Maxis might be a little closer to the mark. (Including the fact that few others have dared to tread on the respective ground broken by Maxis and Paradox….)

A second game dropped on me way too soon: Europa Universalis II. It is very much the same game, and there are cases where there are bigger changes caused by an expansion to a game than there are between these two games. However, there was some significant rewriting of core concepts (and presumably code), so a new full package is understandable. Notably, the event engine was completely rewritten and expanded, and made moddable. Also, the world map was redone, and the scope of the game expanded from three centuries to four (now covering 1419-1820). It markedly improved upon the original title, and the bulk of this review will be talking about EU II in particular, although most of it will apply to the original as well.

History

Three to four hundred years of history is a big subject, and EU has a lot of moving parts. Like many strategy games, the initial problem is that it is very hard to know what to do, or, really, what can be done. Here, the problem is all the greater because it is that rare animal: a sandbox strategy game. While it lends itself most easily to being a game of conquest and world domination, that’s not necessarily the core intent, and certainly not the only thing to do. The New World will be discovered early in the game, and it is possible to concentrate largely on colonization (…conquest with less shooting and more smallpox). In the early 16th Century religious controversy will erupt with the Reformation, forcing a reevaluation of the state’s stance on religious matters. Trade spans the globe, with money to be made wherever luxuries exist. Countries form alliances, declare war, insult each other, and issue warnings against would-be aggressors.

Of course, while all of this brings the game to life, and makes sure there is always something to be concerned with, most of it is only of interest as a means to an end, as a way of getting an advantage in other realms. And, that, generally, feeds back into the final test: the clash of arms. However, while some of the concerns above apply mainly to Europe, EU II does not have to be about Europe. The original game was very much focused on Europe, with the rest of the world mostly something to be exploited, but II expanded its scope to make most of the rest of the world come to the same vibrant life as Renaissance Europe.

While the ‘main cast’ of characters continue to be European, it is possible in EU II to play as any country in existence at the start of the scenario. You can play as the Aztecs and try to survive the coming of the colonial powers. You can play as one of the countries of India, and try to unify the subcontinent to present a united front to the Europeans. You can be one of the minor powers of the Holy Roman Empire, and try to survive the deadly politics, or perhaps, with hard work, become something much more. It is this ability to take unusual positions, and say ‘what if’ or ‘I wonder if I can…’ that makes this a true sandbox game. The fact that the world is not just what you make of it, but is also what the active agencies of the other NPC countries make of it that can make it so compelling.

Events

A regular occurrence for the player will be message boxes popping up and telling of an event that just happened. Some of these are generic, and just randomly happen from time to time if the circumstances are right. Others are based on actual historical events with consequences that are meant to mirror actions of the real thing. All these events have in-game effects, which are spelled out in the hover over tag. At the same time, the response button itself is nicely ‘in character’.

Some events fire off, and all you can do is acknowledge it. Others present two or three options. An interesting wrinkle in the game engine/AI is that an AI nation, confronted with an event with a choice, will usually choose the first option, but has a chance of choosing the second or third options. With a historical event, the historical choice is presented first, so that when it happens to an AI nation, it will most often choose to mirror history, but they can go off on tangents….

There is an annoying UI shortcoming here. When an event pops up, it pauses the game—which is good—and keeps you from working any other controls. Many events can actually change governmental settings, but because you’re locked out of the controls, you can’t go check what the current settings are.

And at this point I should mention that the historical events demonstrate a general philosophy of the game. Events and leaders are historically based, so the entire game is built around ‘acting out’ history even while parts of that history are redefined. It is also possible for an event to have ‘triggers’ so that they only happen when appropriate. For instance, The War of the Roses resulted in large part because of dissatisfaction with English losses in France at the end of the Hundred Years War. If England does not lose its French possessions, then that event doesn’t need to fire. But these are limited to obvious historical turning points, and the real focus of the game is to mirror actual history.

Government

The general idea of the EU series is that the player is the “Grey Eminence”, or the power behind the throne. Kings come and go, but the player remains, guiding the country to its destiny. What, precisely, this destiny is, is largely up to the player as mentioned before. Of course, the other nations around will sooner or later try to impose their goals on you, which not only means dealing with things like unwanted wars, but can also shape your goals. Getting revenge on a the stubborn AI power that keeps declaring war on you may have little to do with your initial goals, but it is by no means uncommon….

Even by the somewhat more modest standards of the 15th-18th centuries, governments are big complicated things, and in Europa Universalis, there are a lot of means at its disposal to pursue goals and dreams of glory.

In the original game, various countries had certain bonuses over others. England did better in naval matters, and Russia had lot of cheap infantry available. In EU II, this was turned into a system of policy sliders (rated from +5 to -5), where each slider represented an extreme policy on each end, and the various positions (at the ends and in between) had in-game effects, that are generally mixed, so that there is no one ‘perfect’ setting. For instance, Russia’s default high ‘Quantity’ setting allows you to buy more military units, and they are cheaper, but morale is lowered, making them less effective at winning battles. England’s high ‘Naval’ rating allows cheaper ships, with higher morale, but army expense is raised and army morale is lowered.

Military

The modern concept of the ‘standing army’ only really got started in the mid 15th century. However, the EU series ignores this, and armies, once deployed, are intended to stand around even in peacetime, though parts of it might be disbanded to save on upkeep. Being a high-level game, there’s not a lot of detail, and there’s no units below the armies that you move around the world, but men may be consolidated or split off freely.

Armies are divided into the standard branches of infantry, cavalry and artillery. Combat has a ‘shock’ phase and a ‘fire’ phase, with an army generating losses in men and morale depending the types of troops (cavalry does better in shock than fire, for instance), and the current military technology of the nation. At the beginning of the game, artillery does not exist, and once it does, it is nearly useless in combat despite being slow to build, slow to move and very expensive. Similarly, infantry and cavalry have no ‘fire’ ratings, and don’t do any damage in that phase, but the real point of military ‘technology’ is as a gage of how much re-equipping the military has done, and as technology levels go up, so do the shock and fire ratings of the troops—shock much more slowly than fire.

Cavalry never does that well in the fire phase, so combat slowly moves from being dominated by cavalry (especially in open terrain where there is a bonus for having more cavalry), to centering on the firepower of infantry and cavalry.

When an army is by itself in enemy-held territory, it settles down to siege the province, and take control of it. There are defensive bonuses for fortifications and rough terrain, and artillery, even the early, little value in combat forms, can provide an offensive bonus, which can speed up the process immensely.

Navies are built with individual ships, split into warships, galleys and transports. Galleys are the best ships at the start of the game, but are not very safe outside the Mediterranean, while warships become more effective as naval technology rises, and of course transports are useless in battle, but are needed to ferry land units across water.

I’m not horribly pleased about how sieges are handled, since for the most part they seem to last far longer than it normally took for an army to take control of a region. However, peace negotiations are fairly nice. Winning (and losing) battles, and capturing territories are added up into a war score, and various concessions (territory, money, vassalage) have a cost in war score. This gives a fair guide to the AI as to how things are going, and you can punish a recalcitrant player by low-balling your demands, forcing it to make peace or suffer internal instability. The system is by no means perfect, but does help avoid some abuses, and the fact that territory does not truly change hands until the peace treaty is signed is a nice reflection of the politics of the era.

Religion

In 1517 Martin Luther wrote his 95 Theses, sparking off the Protestant Reformation, and over a century of religious warfare. Naturally, one of the important themes of Europa Universalis and its sequel is religion in the state. To this end, it recognizes that each country has a religion, and then the population of each province has its own religion. If a province and state disagree about religion, there is a reduction of tax revenues and military recruiting (these are linked).

There is also a system for establishing how tolerant your government is to various religions. A series of sliders allow you to set how tolerant you are of each branch of your religion group, and every other major religion. These sliders are ‘zero sum’, so that the more tolerant a country is to one religion, the less tolerant is is of every other religion. These sliders affect both how happy the population of the provinces are, and your relations with other countries.

The original Europa Universalis only recognized Christianity and Islam, with all other religions being generically lumped together as ‘Pagan’. Within those two religions there is a fair amount of detail however, with the Moslems split between Suni and Shia, and Christianity starting out split between Catholic and Orthodox, with later events creating the Protestant and Reformed branches, and eventually allowing countries to be Counter-Reformed Catholic (which has some governmental bonuses over ‘regular’ Catholicism, but is otherwise considered identical with it). EU II, with its expanded focus on the rest of the world, introduced Hinduism, Buddhism, and Confucianism as separate world religions.

Exploration

When you start the game as any country, you can only see part of the world. (Western European powers can’t see much past Europe for instance.) Travelling off into ‘Terra Incognita’ is generally not possible; the edge of the map is the edge of the world.

The easy exception to this is taking the capital of another power in a war, which generally gets you access to their world map. There are explorer and conquistador leaders who can lead units to (slowly) explore new territory, and near the end of the game, any unit will gain the ability.

However, this is Earth, and this is history, so there are limitations keeping this from being an exploration game. The geography is always the same, so while early European explorers did not now the shape of the New World, you do. Also, the resource production of every province is fixed, so (at least after the first time) you will always know where the gold provinces are, where the rich china provinces in Asia are, and so on.

Of course, there’s an entire cast of characters (nations) in the hidden parts of the world, so when you get there, the situation can be unexpected. This is more true of Asia than of America, however, as most of the American countries do not have the power to do much to radically rearrange the map.

Summary

When Phillipe Thibault proposed doing a computer version of his boardgame, Europa Universalis, Johan Anderson quit his job to start a new company and start coding. From this beginning has grown Paradox Interactive, which has several lines of similar games, as well as publishing games from other developers. The quality of these initial games is reflected in the current size of the company.

When I first found the EU games, I fell in love with them. They were strategic, they were historical, and they were different. They aren’t perfect; a full game takes a long time to play through, and I’ve usually gotten what I want out of the game long before it’s over. But there’s always something new to do, someplace new to be. Redmond Simonsen once called wargames “paper time machines”, and Europa Universalis is a very good electronic time machine, and satisfies those cravings very well.

Playing This Game Today

This is an older game, and a bit creaky on modern systems. It was originally released for both Windows and Mac OS, but I’ve only played it on Windows. At release, EU II was plagued by ‘crash to desktop’ errors, that have been mostly dealt with during the life-cycle of patches. Currently, the loading screens flicker madly while loading occurs, but once loaded, the game looks good, and plays pretty rock-solid on my Win7 64-bit machine. As an added plus, the final version of the game does not need the CD in the drive to play, if you have an old physical copy (it is for sale in a downloadable version at GamersGate).

At one point Paradox released the source code for EU II, and the remaining community of fans that created some very extensive mods got together and reworked parts of the code, adding new features, and building the main community mod into the game. Paradox released this effort in 2009 as For the Glory. I have not played it myself, but it should be a very well-polished version of the game, with the same minimal hardware requirements. If you’re looking for a grand-strategy game for a low-power notebook, this would seem to be a great place to go.

└ Tags: Europa Universalis, gaming, Paradox, review
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