Id like to start off this review with a quick recreation of what was running through my mind about 30 minutes into my first game of Strategy Firsts highlyaddictive, yet ridiculously underdocumented strategy title Europa Universalis.
{CUE FLASHBACK EFFECTS, HARP SOUND}
"[Scratches head] OK... lets see how do I board troops on my transport ship? Youd think this would be obvious, but I guess Ill have to look it up in the manual [grabs 120+ page manual]. Ill just go to the Table of Contents... Hmmm. Seems that there isnt a table of contents. Oh well, Ill just check the index... err, nope not one of those either. Sigh, well at least the manual must be laid out in logical sections that make it intuitive to find information. [Flips more pages]. OK, who the hell organized this thing... Pig Pen??? I just learned that France had to cede North American territories and Senegal in Africa to the English due to the Treaty of 1763, but I STILL HAVE NO CLUE HOW TO BOARD A TRANSPORT SHIP!!!... "
{CUE FLASHFORWARD EFFECTS, PRESENT TIME}
Europa Universalis is a topnotch, insanely detailed and addictive title that wouldve quite possibly become an alltime great were it not for one of the most abyssmal attempts at documentation Ive ever encountered. And given that this game has the learning curve of nonEuclidian geometry, the fact that the manual spends over 100pages telling you more about the choleric King Gustavus II Adolphus of Sweden than it does about game mechanics and strategies is just about inexcusable. The tutorial that comes with the game is not that great either, somewhat akin to teaching a person how to swim by dropping them out of the cargo hold of a 737 while flying over the Pacific Ocean.
The reason I rant so much about the documentation is because EU is truly one of the best strategy games available on the market, but its so frustrating to get the hang of that I often found the frustration factor impairing my ability to fully enjoy the title. EU places you, the initially confused but shortlytobe sleep depraved strategy gamer, at the helm of any number of civilizations spanning the years 1492 to 1792. Although the game is clearly centered around Europe (hence the title, Chowderhead), you can also explore Asia, bits of Africa, and the Americas as well.
You can select from a number of prerolled scenarios that drop you right in the thick of famous historical eras such as the American Revolution, where you start off with a number of resources, and little time to spend building up your forces, before the action heats up. Theres also The Grand Campaign which is just what it sounds like you choose a country, like say Ukraine and attempt to achieve victory either by eliminating your enemies or achieving the most victory points by the end of the game. Finally, for those who like starting out Civilizationstyle (you know, one settler and an entire world to explore), the ahistorical Fantasia scenario lets you build up an empire almost completely from scratch.
There are three main aspects to game play in EU: Diplomacy, Military, Exploration, and Economics... FOUR! Four main aspects to game play Diplomacy, Military, Exploration, and Economics. The diplomacy model is very well put together, allowing you to bribe your enemies, marry your women off to foreign dignitaries to gain favor, forge alliances, even send nasty insultfilled letters such as:
Dear King MucketyMuck:
May your cat come home with a Canadian mouse infected with the Bubonic Plague.
Signed,
His Royal Highness
Yomamasgood Enufformee
Countries will definitely remember how you act and react towards others, so if you wake up one morning with the strong urge to just completely annihilate the French (and dont we all?), you may incur the wrath of Frances allies (remember, this is a fictional game so its possible that France may actually have friends), and other countries may look at you in a less favorable way. This isnt anything that hasnt been done before in other strategy titles, but EU seems to pull this off quite a bit better than the competition as your actions REALLY DO have consequences in the game.
The military aspect of the game is pretty straight forward; armies are necessary to expand and defend, but armies cost money so youve got to be careful not to bulk up TOO much lest you run the risk of running out of ducats with which to upgrade the interior of your castle. All battles are carried out automatically by the computer, and the combat (as well as the game map, for that matter) will remind you a bit of Risk. You have access to infantry, cavalry, and artillery, which you can mix and match into pretty much any combination you wish to use to attack the enemy. You can also add into the mix special units such as Conquistadors, which lower the attrition rate that your armies suffer and Explorers, which enhance something or other I cant remember, and I cant find it in the manual. I suppose theyd probably enhance Exploration, dont you think?
Anyhow... youll spend much of the early game sharpening your swords on the necks of natives in the provinces you wish to colonize. The manual mentions that leaving natives alive can be a good thing at times as it gives any new cities an automatic population boost, but personally I chose to dust off the buggers before moving my moreadvanced humans into place. Cortez wouldve been proud!
Exploration is a major part of the game, as youll often start out with only a portion of the map exposed and youll have to send out troops to discover and conquer new territories. These territories, which have Risklike names such as Crimea, Antidisestablishmentarianismikstan, Irktskjkt, and New Maalox, make up the backbone of your expanding empire. Once discovered, you can choose to colonize these provinces by building cities with Colonists, or simply setting up shop with a couple of heavilyarmed traders. As your territory becomes larger, it obviously becomes more difficult to defend, so proper management of both military and economic resources becomes extremely important as the game wears on.
That brings me to the Economic model of the game. A part of the game that in all honesty I never quite mastered. Each province produces goods, which are then transported to a nearby Center of Trade which can contain up to six merchants from any one country. Any country with a large number of merchants in any given Center of Trade will reap the most rewards from that pool of cash, so youll invest your efforts trying to achieve dominance, or even a monopoly, in the various Trade Centers around the known world. Of course, if the month has an R in it, or its the third Wednesday of the month, you get a monetary bonus, and if Mars and Venus are in Leo youll receive a penalty. There are different commodities such as fish, wine, wood, and wool, and as demand for these products raises and lowers so do their prices. This in turn affects your bottom line, so its always a good idea to make sure your resources are always being expended on the most profitable crops. Theres also bank loans and their interest to take into account, how much to tax your populace, and how much money to dump into the various research avenues (Naval, Land, Stability, and such) as opposed to pocketing for yourself. The economic model isnt so much confusing as it is nonintuitive I always felt like I was missing something, and as previously mentioned the manual was not very much help.
Other aspects of the game include religious tolerance, terrain bonuses, securing supply lines, rebellions, and a multitude of other subtle, and notsosubtle, factors that enter into game play. I must admit that once I got to the point that I actually felt I knew what was going on in the game (about five minutes before I began writing this review), I became quickly addicted, and that similar just one more turn feeling took over quickly.
However, Im not sure if its fair to ask gamers to put in the amount of effort that is necessary to truly enjoy this title. Some folks apparently have 40+ hours a week to spend on learning the nuances of these deep strategy games (just check out Usenet), but for folks like myself with a family and a job Im afraid tackling a game like this without any help from the documentation is just a mountain I'm not often willing to climb.
With a proper manual and tutorial, this game could've been one of the alltime greats. Its a game that grognards should absolutely adore, and the developers deserve major kudos for attempting (and succeeding) at creating such a robust strategy title. However, next time remember to let your customers in on how to actually play the damn thing!