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EU: Rome Updates

January 18th, 2008 by Troy Goodfellow · Ancients, Design, Paradox, Preview

There have been 11 Developer’s Diaries for Europa Universalis: Rome. It’s probably a good time to summarize what we do and don’t know and, of course, poke at a few of the details.

Not everything in this list is equally important, and the list is a little more negative than my expectations are. I am very much looking forward to EU:R, but, as always, it’s a lot easier to write about things that concern me than things that I’m excited about. Plus, I’m a little tired, so the bitchiness is probably dominant at the moment. Paradox did send me some not very tasty but stylish EU:R gold chocolate coins for Christmas, so I should probably be nice…but then I’d be selling out. So the whiner takes over.

1. The name is still Europa Universalis: Rome. Not a good name. First, it’s not just about Rome. Second, the game system will derive many of its mechanics from the personality stuff in Crusader Kings, which was not called Europa Universalis: Holy Land. But what would be better? Mare Nostrum? SPQR is too Roman and already taken, I suppose. Grain and Iron? Blood and Bronze? Game names are hard.

2. Character names are generated, of course, but ahistorically. The Romans were creative about many things, but naming wasn’t one of them. There were regular patterns of first names, family names and nicknames. If Gaius Julius Caesar had a legally recognized son, he would have been named Gaius Julius Caesar. In fact, that’s the name that Gaius Octavius took when he was adopted. Gaius Julius Caesar Octavianus (this meaning “adopted from the Octavian family.) This is one of those historical changes that only nitpickers like me will notice and point out. Ultimately, it doesn’t matter one bit. Names are just labels to attach to characters and if that means that an Aulus Porcius Scipio gets generated, then so be it.

3. The clock time defaults to Ab Urbe Condita, measuring years from the founding of Rome. Bad idea. Romans almost never used this calendar (preferring consul lists), but, most importantly, it is inferior gameplay wise to using BC or BCE. Why? Because gamers are more likely to find historical reference points in the latter. And if touching history is an important part of the experience, I don’t want to keep subtracting the date from 753 to know if I am where I should be.

4. National ideas are back. The national ideas in EU3 were one of those great ideas that didn’t quite pan out. Intended to introduce some customization to the gaming experience, there were only a dozen ideas of the 40 (45 with the expansion) that were really useful. You almost always wanted to maximize colonial profits. You wanted to keep stability and research costs down, you wanted to avoid revolts. Here’s hoping that the National Ideas in Rome are more balanced.

5. The new economic system has a more direct trade mechanic. One province exports, one province imports. How is the price set? How does this affect provincial development? Can trade be interrupted by pirates? We get some more details here.

6. Research in tech does not confer immediate benefits. Instead, advancement can trigger specific discoveries. Different nations have different discoveries and there’s no guarantee that they will trigger at all. Given how much difficulty Paradox has had getting things to trigger properly in 1.0 versions, how will people know if there is anything wrong? Clever, no?

7. Barbarians are the roving hordes of Plutarch and Gibbon. Having just finished reading Rome and the Barbarians by Thomas Burns, I’m not sure how accurate the model is. In any case, the good news is that there are multiple options for dealing with the hordes. Fight ’em off like Marius did, let them settle in new land a la Galatia or pay them to go away. Barbarians affect the rate of Roman/Hellen/Carthago-ization as the uncouth park themselves in your provinces.

8. Provincial control is indirect, through governors. This sounds a lot like the vassal system in CK, only in a Republic like Rome, the guy you have raking in the cash in Asia could try to spend it all to become the consul, whom you control. Plus all the corruption that tends to go with long distance governance. This reflects historical reality pretty well, since, despite what you may have played in other games, the central government had a lot of difficulty setting even broad policy practices, leaving it to the people on the ground to work things out. Though I’ve written before about the pleasures of ceding power, I wonder how well this will work. Even in CK you had quite a bit of control over who would succeed you, and your vassals rarely had much money to spend.

9. Diplomacy is carried out by characters. This is another nice nod to history and it opens up a lot of possibilities. You would want to send an influential character to force the will of the Republic/Kingdom on potential allies or enemies, but maybe you want a mission to fail because it gets a casus belli so you send a blundering nitwit off to Pella to tell Phillip to step off.

10. Lots of things are not yet clear. How will elections work in Republics? How is a casus belli created? Is the historical datebase complete like that in EU3? How does kingdom management differ from that of more open systems? What are the differences in military cultures? Does religion move beyond omens? How will civil wars or wars of succession be manifested? How are client kingdoms different from allies? What will the music be like?

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THQ buys BHG

January 16th, 2008 by Troy Goodfellow · Industry

Local strategy game developer Big Huge Games (Rise of Legends, Rise of Nations, Asian Dynasties, Catan) is now a wholly owned subsidiary of THQ (Company of Heroes, Supreme Commander, Titan Quest, Baby Bratz).

Though this means we probably won’t see any more of the BHG take on the Age of Empires series, and that there will be increasing pressure to turn out a franchise RTS, I can see the motivation here. BHG has been more popular with critics and fellow designers than consumers and hasn’t had a huge hit of its own since Rise of Nations. The easy thing would have been to do RoN II, but they went in a more original direction with Rise of Legends. You need to pay the bills and it gets harder to seek out publishers on your own when you are making AAA games and selling less than the design deserves.

Considering BHG’s long history with Microsoft, it’s a little surprising that they would go to a publisher with whom they have no real record. Did they go to Microsoft first, only to be told that they already owned Ensemble? I’ve heard no rumblings of trouble in the relationship, so it’s unlikely that Redmond didn’t know this was in the works. Maybe they’ve been hearing good things about how THQ treats its development arms and wanted a piece of the action.

But while the specifics are a little surprising, the general “independent developer sells out to bigger publisher” is not. AAA games are expensive, and Brian Reynolds and Tim Train make AAA games. The RTS world is getting even more competitive with every blockbuster of the year. And I know of more than one genius type developer who started his own company only to find out that he really didn’t like managing all the day to day business stuff that goes along with success. Sometimes it’s better to have someone else handle the big picture.

BHG is working on a role playing game at the moment, so here’s hoping it serves their corporate masters. THQ has published some really good stuff in the last couple of years, as well as a plethora of Disney licensed titles, American Girl games and Juiced.

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What I’ve Written For Crispy Gamer

January 14th, 2008 by Troy Goodfellow · Crispy Gamer

Reviews

Supreme Commander: Forged Alliance
Geometry Wars: Galaxies DS
Neverwinter Nights 2: Mask of the Betrayer
Europa Universalis: Rome
XIII Century: Death or Glory
Galactic Civilizations II: Twilight of the Arnor
Supreme Commander (360)
Space Siege
Romance of the Three Kingdoms XI
Hinterland
Battleforge
Stalin vs Martians
East India Company
Hearts of Iron 3
Majesty 2
Tropico 3
Solium Infernum

Print Screen

Book Review: Mass Effect
Movie Review: In the Name of the King
Book Review: Second Lives
Book Review: Grand Theft Childhood
Thoughts on a Bioshock Movie
Dungeons and Desktops
This Gaming Life
Game Boys
Porn & Pong
Rogue Leaders
Xmas List
Changing the Game
Total Franchise Reboot
Racing the Beam and Street Fighter
Narrative Ludology
Halo Novels and World Building
Ethics of Game Design
Game Design by the Book
Interview with Gary Whitta
Gamer
Are you Gaming Literate?

Previews
Il-2 Sturmovik: Birds of Prey
Heroes of Telara
Hearts of Iron 3
East India Company
Supreme Commander 2

Dissenting Opinion

Empire: Total War

Interview

Johan Andersson, Paradox Studios

Features

Age of Ensemble Part 1, Part 2, Part 3
Saved Games: The Art of Game Preservation
War and Peace and Everything In Between
Social Games: The Industry’s New Wild West

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Out For A While

January 12th, 2008 by Troy Goodfellow · Me

I’m on a road trip to the West Coast for the next few days, so no updates till mid-week.

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February Games for Windows

January 11th, 2008 by Troy Goodfellow · CGW

The new Games for Windows magazine has a long cover story about Demigod, the new I’m-not-quite-sure-what-it-is from Gas Powered Games. Lots of screenshots.

The key other story is the long feature on games that were delayed or canceled. In Jeff Green’s wrap-up of the problem ridden Rise and Fall: Civilizations at War, he mentions that Stainless Steel founder Rick Goodman is working on something new. No details. I contributed a brief summary of the delays associated with Matrix Games’ Empires in Arms. (Thanks guys, for letting me write about a game only your most discerning readers will be interested in.)

My PCGamer has not arrived yet, which is odd since they usually beat GfW by a week or so.

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Sins of a Solar Empire

January 10th, 2008 by Troy Goodfellow · Preview, RTS, Stardock

I’ll have a full preview up soon, but I do want to keep the buzz going for Sins of a Solar Empire. For the uninitiated, it’s a real time 4X sci-fi game. Sort of a real time Galactic Civilizations, which makes sense since Stardock is publishing it.

I wasn’t quite sure how you could keep the careful planning of your typical 4x game in a real time environment, but Ironclad Games seems to have done it. There is a lot to manage, and until you get into the rhythm of things, Sins can be a little bit frantic, especially on the larger maps. But the developer makes good use of whatever space he has on screen for blinking alerts and flashing messages.

It has some of the usual RTS stuff to fuss over. How do you balance income and military expansion? Do you rush for the crystals or the metal? Should I fill the population cap with builders or soldiers?

But it has standard turn based stuff, too. Where are the map’s choke points? Can I use diplomacy to quiet a tense front? Do I invest in research or exploration?

Just like Civilization, it’s easy for a newcomer to just get wrapped up in the building stuff. And, just like Age of Empires, there’s a lot of combat to watch with little bits of micromanagement. And, like Supreme Commander and GalCiv, you can zoom way out to get the grand view.

More gameplay impressions when the preview gets published. But this is a game worth getting excited about.

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