Showing posts with label Divine Wind. Show all posts
Showing posts with label Divine Wind. Show all posts

Saturday, September 24, 2011

Storming The Shogun’s Mansion-The SA’s Final Verdict On Paradox’s Sengoku

Now that Paradox and the SA have given everyone a shot at winning a copy of Sengoku, it's time to take a look at the finished product. We wrote a lengthy preview of the game a few weeks ago that detailed many of its features and game mechanics, so you can check that out here. For this review, we'd like to focus instead on how well the game works in recreating the strife and intrigue of the fractured world of 15th-16th century Japan from both an historical and gameplay standpoint. Does the game triumphantly storm into the Shogun’s mansion, or should the heads of the developers be set on pikes on the road to Kyoto?

From a historical standpoint, Sengoku emerges as one of the best sims to date. The setup accurately portrays the situation at the beginning of the Onin War, with over 350 small provinces (called ‘kori’) up for grabs. Clan layouts and holdings are accurate and most of the starting characters are taken straight from history. As with any game of this scale, playability tradeoffs had to be made-for example, the highly localized nature of the main Hosokawa-Yamana conflict in Kyoto was difficult to recreate, but clan affiliations and conflicts are historical. Armies in the game don’t have a plethora of goofy and exotic unit types. Rather, they stick to what was actually used-ashigaru footsoldier units and mounted samurai with their foot retainers (both being supported with archers). Having armies comprised of both levies (raised on a regional basis as needed) and personal retinues (a leader’s personal standing army that follows him around) also resonates with history, allowing a clan to greatly increase the size and utility of their troops as their powerbase, economy, and wealth increase. Ninja are rare, difficult and dangerous to employ, have realistic missions, and supplement rather than unbalance the game mechanics. The influence of foreign powers and Christianity is relegated to its proper timeframe, and the advantage of the gunpowder weapons they introduced is more pronounced than in some other games.

Most of the historical glitches tend to be very minor and bordering on minutiae- for example, the majority of the hairstyles given to female characters come from the later Edo period. Clan flags often have incorrect color schemes, but this actually works better from a gameplay standpoint as it makes factions easier to differentiate (not to mention many of the color schemes have been lost to history). Players can have four wives instead of the one legal wife that would be appropriate (so just assume that the other three are concubines-if it’s Hideyoshi, he should be allowed to have a hundred or more!). And having a ‘Geisha House’ is an anachronism, as Geisha didn’t show their painted faces until the 18th century. It does, however, sound better than ‘Whorehouse’. None of these has any impact on gameplay whatsoever, so they’re largely non-issues. The only serious historical issue we had with Sengoku was its treatment of religion. For most of Japanese history, Buddhism and ‘Shinto’ have coexisted peacefully and hand in hand. Most Buddhist temples have Shinto shrines on their grounds, Shinto deities also have incarnations as Buddhist Bodhisattvas, etc. The game, however, splits them (much as the Meiji government forcibly did in the late 1800’s) and makes a player choose between one or the other for each of their holdings. In an interview with designer Chris King, he told the SA that it was done to highlight the power of the various Buddhist warrior monk groups. We feel that the game would have been better served to have instead split the Buddhist element into different schools (Shingon/Tendai, Jodo Shinshu/Ikko-ikki, and the violent and exclusionist Nichiren school), but this would have brought a new set of problems into play. At any rate, the Shinto/Buddhist split doesn’t seem to be an issue with the playerbase. From an overall historical standpoint, Sengoku is perhaps the most accurate game to date that deals with the samurai era.

The gameplay succeeds every bit as well. Graphics are attractive and there’s a sortable map display for pretty much anything a player might need-by terrain, clan, personal holdings, kuni, diplomacy, relations, factions, and revolt risk. The interface is deep and takes some getting used to-it’s very easy to get lost and have a hard time returning to your start point. Still, any information you might find a use for is readily available. The game plays out in daily turns, but can be sped up or slowed down substantially as needed-most players find it useful to slow down the default speed, as the game moves along smoothly and quickly. Music conveys the mood well and the loading screen artwork is nicely done.

Sengoku is intended as a mid-level Paradox game and is more basic than many of their more complex entries (and more inexpensive), making it a good introduction to the world of serious strategy simulations for new players. It’s also a more straightforward game with a clearly defined goal-take at least 50% of Japan, claim the title of Shogun, and maintain your holdings for 3 years. While things might be overwhelming at first for new players, just playing a few turns of a trial game will have you comfortable with plotting the deaths of enemies and grabbing their territory in no time.

Unlike many games, your character is limited in the amount of territory he can govern-this is called his demense and is usually limited to about five provinces. Trying to govern more than this will outstrip your capacity to effectively govern and result in unrest among the people, leading to potential uprisings. This game mechanic actually works to the player’s advantage-it gives you territory and titles to gift your vassals with, strengthening your relationship with them and reducing the amount of micromanaging. The vassals in turn will develop their lands with buildings, improved castles, and guilds at no cost to yourself. Economics and province development also tend to be very basic, limited to assigning your court ministers to develop buildings that add to an area’s tax base and allow for larger retinues, strengthen castles, or establish guilds that add specific benefits. Again, this is a welcome break from number crunching and micromanaging, allowing players to concentrate on the character interaction that determines the course of the game.

The core of the gameplay is the vassal and diplomacy system. As with all the best games, it’s easy to learn but very difficult to master. Keeping an eye on potential enemies means keeping an eye on EVERYONE-even your most trusted retainers. You can’t win the game without military conquests, but that takes a substantial amount of income, honor, and time invested in plotting. However, plotting and declarations of war can result in a large loss of honor, which in turn leads to your vassals having a lower opinion of you. It’s a constant juggling act between working on keeping your power base secure and expansion. Adding to this is the need to ensure that you have produced a suitable heir (or optimally several of them) and that he’ll have the backing necessary to take command of the clan upon your character’s demise. Marry early and often, and do the same with your heirs! It’s an often overlooked aspect that can kill off a promising game in a hurry. It’s also very easy to end up intermarrying and weakening the genetic pool of your family if you’re not careful. This will result in congenital birth defects that drive down the stats of your characters, making things even harder.

And while your vassals might be happy, your people may not, leading to rebellions that can disrupt the best laid plans. If you’re really unlucky, you might even be the target of a massive Ikko-ikki uprising that could take years or even decades to eradicate. The warlords of Sengoku Japan had a multitude of threats and problems facing them, and the game pretty much throws them all in your path. If something can go wrong-expect it to do so. Never get complacent. Never stop watching your neighbors or vassals. Even the most powerful positions are only a Honno-ji away from failing miserably. And then there’s that damn foreign religion and their powerful weapons lurking in the future…

Developing plots can range from conspiring from within to overthrow a clan leader or working with neighboring clans to attack a common enemy. Plots can take years to come to fruition, and there’s always the danger of being discovered. They’re the most challenging aspect of gameplay to master, but essential to success (especially when playing as a kokujin or daimyo as opposed to a clan leader).

Military matters are handled in a pretty straightforward way that doesn’t involve trickery, battlefield genius (no real-time battles here), or involved use of terrain. Usually the side that has “the fustest and mostest” is going to come out on top. It’s more important for players to weigh the benefits of raising a levy and sending it off to attack or holding it back for defense in the event of a siege. Wise use of the standing retinue army combined with sticking to areas with advantageous terrain (and hoping the game chooses to use them during a battle) and using ‘chokepoint provinces’ (which will be available after the upcoming patch) can help out as well. The mix of units can also be important-samurai mounted horseman are more powerful than ashigaru, but are worthless when directly assaulting a castle. And again, keeping relations strong with your vassals is important as they’re far more likely to come to your aid with their retinue (which you don’t directly control) if your bonds are tight.

Early player complaints have been of the minor variety with a common issue being a lack of scripted events to add flavor to the proceedings (something which Paradox is working on for the next patch). The lack of attention given by the game to important diplomatic messages and other vital notices is also a shortcoming that’s been addressed. Still, the game is largely bug-free and seems to work well on most computers. We haven’t taken the opportunity to explore the multiplayer mode, but if you (and up to 31 friends!) would like to give it a try, it opens up a whole new human element. Find out who’s a real friend and who’s a treacherous self-serving bastard as you make and break alliances to combat the AI! You can do this either with a LAN setup, directly through the internet, or facilitated by Paradox’s ‘matchmaking’ metaserver. If the game is eventually released in Japanese language, we’ll be setting it up for a LAN campaign for our father-in-law’s samurai re-enactment group, but we’d be interested in hearing how someone’s multiplayer campaign has went.

Game balance is largely up to the player. There are five difficulty settings ranging from Very Easy to Very Hard. Each playable character is also rated for difficulty based on their holdings, troops, and starting position. Obviously, it’s going to be easier to win with a large clan with few or no enemies that’s in a strong starting position (such as being tucked away in a corner of Japan or on an island). It’s much more difficult to rise from a lowly kokujin, establish your own clan or overthrow the original one, and conquer Japan. Still, we managed to take the Chiba to the top of the rice pile and win the game even though they were a kokujin and faced with being at war with the powerful Uesugi clan. Yeah, it took a few restarts, some amazing luck in the early game with the Uesugi being fractured by internal conflicts, and some daring diplomacy. If you’re going to play as a kokujin, you’ll have to be very familiar with the game system and how plots work, and be VERY lucky. But it can be done!

One of Sengoku's strongest points is that like most Paradox games, it's a work in progress. The development team has been keeping close tabs on player reactions, likes, and dislikes. Many of these suggestions (like extending the short lifespan of characters and not wiping out unfinished construction products done by characters that die) have been incorporated into an upcoming patch which will also address the few bugs that made it into the finished game. Since the game is put together with mods in mind, the player community has wasted no time in putting together a number of interesting mods that are available to anyone who registers their game on the Sengoku forum at Paradox Interactive. Already available are mods that add building options, split some of the powerful clans into branch families, add education events, make mountain ranges truly impassable, and a fantasy scenario extending into the 1800's that shatters Japan into a state where each of its kori is independent. Perhaps the most impressive mod is '1551', where a classic 'Nobunaga no Yabou' type scenario complete with historical daimyo is set up for those who enjoy playing out the late Sengoku. Basic modding can be done by even inexperienced players, with more advanced concepts being not much harder. Without much effort we were able to change the Chiba's battle flag to its historical colors, change some character names to historical names, and boost a few stats. Between the continuing efforts of the development team and the player base, the possibilities for Sengoku are limited only by the imagination.

From both an historical and gameplay standpoint, Sengoku is an unqualified success. Players will come away with a better understanding of why things played out as they did, and an appreciation for just how difficult it was for the warlords of the era to create stability from chaos. Unlike most games where a powerful military can simply steamroll the competition, diplomacy-both internal and external-is every bit as important as martial might, and usually more so. The balancing act of rewarding one’s own vassals, watching them like hawks for treachery, developing holdings, plotting with other leaders, and conducting military campaigns means that even a strong late game position can collapse in the blink of an eye. It also means that there is always hope for those in a weak position if they excel at intrigue and keep their eyes and ears open. The option to play as a lowly kokujin holding a single kori to a powerful clan leader with dozens of vassals and provinces introduces extra levels of difficulty. From start to finish it’s an effort that faithfully reflects the Warring States era of Japan, challenging the player without having to resort to artificial stat boosts for the enemy. It belongs on the shelf of any gamer with an interest in Japanese history, and for strategy gamers in general. The game seems to be doing well, so hopefully we can look forward to expansions and other content in the future. Sengoku storms the Shogun’s mansion and establishes itself as the premier samurai strategy game for some time to come. It's available as a digital download through Amazon and many other outlets.

Saturday, September 17, 2011

Winners Of The Paradox/Samurai Archives "Sengoku" Onin War Trivia Contest

The entries for the Paradox/Samurai Archives "Sengoku" Onin War Trivia Contest have been collected, graded, and the winners drawn. First, here are the correct answers:

The Onin War Trivia Quiz

1) Which of the following two families were the primary combatants in the Onin War?

B) The Hosokawa and Yamana

2) Which family was traditionally given the post of Kanto Kanrei (Shogunal Deputy in Eastern Japan)?

A) The Uesugi

3) Which location served as the main battleground of the Onin War?

D) Miyako (Kyoto)

4) What does the "Onin" in "Onin War" mean?

A) it was the name of the Japanese era (nengo) that the war started in

5) Which of the following buildings was constructed by Shogun Ashikaga Yoshimasa after the war, further depleting the Shogunate's treasury and showing how out of touch the Shogun had become?

B) Ginkakuji (The Silver Pavilion)

77% of the entries received had all five answers correct. The most frequently missed question was #2, as some answers confused the Shikken (regents) of the Kamakura Hojo with the later office of Kanto Kanrei (an office that came into existence later under the Ashikaga).

The winners of a digital copy of Sengoku are Christian T. from The Phillipines, Ashley S. from USA, Ian W. from USA, James C. from England, and Christian R. from The Netherlands.

The winners of a digital copy of Europa Universalis III Chronicles are Robert M. from USA, Michal Z. from Poland/Czech Republic, Bruno P. from Portugal, Gonçalo P. from Portugal, and Jon L. from USA.

All winners have been sent their codes via email along with instructions on how to redeem them. If you haven't received the email within 24 hours of this post, please contact us at randyschadelATsamurai-archives.com (replacing AT with @). Thanks to all who took the time and effort to enter, our friends at Paradox for supplying the great prizes, and a special thanks to Boel and Daniela at Paradox! If you're still without a copy of this great game, consider picking it up from any of these outlets.

Watch for the SA's review of the finished game within the next couple of days.

Tuesday, September 06, 2011

The Paradox/Samurai Archives “Sengoku” Onin War Trivia Contest

Thanks to our friends at Paradox Interactive, the Samurai Archives will be giving away five copies of their upcoming release “Sengoku” as well as five copies of “Europa Universalis III: Chronicles” (which includes the “Divine Wind” expansion for Japan).

“Sengoku”, of course, is the innovative game set in the warring states period of Japanese history (the Sengoku Jidai-roughly 1467-1603) that emphasizes character interaction, diplomacy, and political skill every bit as much as combat. This exciting new simulation promises to deliver a gaming experience never before seen in Japanese history strategy games. We’ve covered it here and here on the Shogun-ki, but here’s Paradox’s capsule summary:

“Wash blood with blood” – ancient Japanese proverb
Rise to power in Feudal Japan with your Samurai family in the epic Grand Strategy Sengoku
In this deep character driven strategy game, you play as the head of an illustrious Samurai family.

Description

The year is 1467 and civil war has broken out. The authority of the Ashikaga Shoguns has collapsed and it is every man for himself in the provinces. Honor and duty vie with survival in the delicate dance of power, conquest and betrayal as you attempt to unite the land of the Rising Sun through a combination of deal-making with foreign powers, sending your powerful samurai armies into battle against your enemies, and unleashing shadowy Ninja clans under the cover of darkness to assassinate your rivals!

Features

Control a noble family in Feudal Japan

Rise in influence and power within your clan and go on to claim the ultimate prize

Conquer and grow while rewarding your most valued retainers in your bid to become Shogun

Detailed historical map of Japan during the warring states period

Make deals with external powers, including the Portuguese and the Dutch

Employ the aid of powerful Ninja clans when your Samurai armies are not enough




“Europa Universalis III: Chronicles” is the classic game that allows you to assume control of virtually any nation at any point in time from 1399-1820. “Chronicles” includes the “Divine Wind” expansion that expands the role of Japan and China within the game. We’ve also covered it here, but Paradox’s capsule for “Divine Wind” follows:

At the demand of the devout fanbase, this is the 4th expansion of the classic historical strategy game Europa Universalis III. Enhancing every aspect of the game to create an even deeper and more rewarding experience.

Features

New graphical style, with detailed and beautiful map, including lots of new provinces.

Play as any of the four major daimyo’s in Japan and vie for influence over the Emperor and control over the Shogunate.

Enhanced diplomacy, with more options for alliances and peace negotiation

Dozens of new culture-specific types of buildings, where you have greater control over the development of your provinces.

More realistic development of trade, with control over strategic resources giving bonuses.

Manage the internal factions in China to keep the Mandate of Heaven.

Over 50 Achievements for players to unlock.



So-what do you need to do to win? Well, since the SA is above all a history site, we thought an easy quiz dealing with the Onin War (the war that kicked off the Sengoku Jidai) would be an appropriate way to award the prizes. All you need to do is send in your answers to the following five simple questions, the answers to which can all be easily found online:


The Onin War Trivia Quiz


1) Which of the following two families were the primary combatants in the Onin War?

A) The Taira and Minamoto

B) The Hosokawa and Yamana

C) The Tokugawa and Toyotomi

D) The Northern Imperial Court and Southern Imperial Court


2) Which family was traditionally given the post of Kanto Kanrei (Shogunal Deputy in Eastern Japan)?

A) The Uesugi

B) The Go-Hojo (later Hojo, as opposed to the Kamakura Hojo)

C) The Ouchi

D) The Chiba


3) Which location served as the main battleground of the Onin War?

A) Edo

B) Osaka Castle

C) Minatogawa

D) Miyako (Kyoto)


4) What does the "Onin" in "Onin War" mean?

A) it was the name of the Japanese era (nengo) that the war started in

B) it was the name of the temple that was burnt down in an incident that instigated the war

C) it was the name of the retired Emperor

D) it was a Shogunal title


5) Which of the following buildings was constructed by Shogun Ashikaga Yoshimasa after the war, further depleting the Shogunate's treasury and showing how out of touch the Shogun had become?

A) Kinkakuji (The Golden Pavilion)

B) Ginkakuji (The Silver Pavilion)

C) Higashi Honganji (Eastern Temple of the Original Vow)

D) Nishi Honganji (Western Temple of the Original Vow)



Paradox/Samurai Archives "Sengoku" Onin War Trivia Contest Official Rules

1) To enter, send an email with your answers to the quiz along with your
first name and country of origin to randyschadelATsamurai-archives.com
(replacing the AT with @ )

2) The contest is open to everyone-you don't need to be an SA member to
win. But if you like the game, you'll love the SA, so register anyway ;)

3) Only one entry per email address/IP Address. Multiple submissions from
either will result in all being disqualified. The idea here is obviously
one entry per person, but over the net it'd be almost impossible to
enforce. But since we're all honorable samurai who follow the tenets of
Bushido, that shouldn't be a problem, right?

4) Prizes will be drawn from the pool of correct entries. The first five
names drawn will receive a digital copy of Paradox's new "Sengoku" PC
Game, and the next five names will receive a digital copy of Paradox's
"Europa Universalis III Chronicles" PC Game. Odds of winning depend on the
number of correct entries submitted. In the (highly) unlikely event ten
correct entries are not received, remaining prizes will be awarded in a
random drawing from the remaining entries.

5) The contest will be open until 12:01 AM on Saturday, September 17th (as
determined by United States Eastern Standard Time). All entries received
after then will be void. Winners will be announced sometime on Saturday,
September 17th on the Paradox Interactive Forum, The SA's Japanese
Entertainment Forum, and right here.

6) Winners will be notified by email and given their code along with
instructions on how to redeem it.

7) To redeem your prize, you'll need:

A) A computer capable of running the games along with an internet
connection. Here are the specs for running Sengoku:

System requirements

Operating system: XP/Vista/Windows7

Processor: Intel® Pentium® IV 2.4 GHz or AMD 3500+

Memory: 2 Gb RAM

Hard disk space: 2 GB Available HDD Space

Video: NVIDIA® GeForce 8800 or ATI Radeon® X1900

Resolution at least: 1024*768

Sound: Direct X-compatible sound card

DirectX®: DirectX 9

Controller support: 3-button mouse, keyboard and speakers

Special multiplayer requirements: Internet Connection for multiplayer


B) You'll also need a Gamersgate Account. If you don't have an account,
just go to gamersgate.com and register-it's free and the site is great.

C) Substitute codes will not be issued under any circumstances. There will will no substitution of prizes.

8) All decisions of the kami-like judges (that being Tatsunoshi of the SA
and his lovely wife Ayame, who will be drawing the names) are final.



Again, thanks to our friends at Paradox Interactive for providing the
prizes! Special thanks to Boel Bermann, Daniela Sjunnesson, and Susana Meza Graham of the Paradox PR Department.

You can learn more about Sengoku at:

Sengoku Game Website
Sengoku Game Facebook
Sengoku Game Twitter
Paradox Forums

And preorder it at Gamersgate.com .

Saturday, July 16, 2011

The History Of Japan-As Seen Through Paradox

Paradox Interactive has long been known as a producer of highly detailed, accurate, and immersive historical simulations for home computers. Their upcoming effort "Sengoku" promises to debut as the be-all end-all of strategy games for Japan's Warring States period (the Sengoku Jidai, which began with the Onin War in 1467 and lasted for well over a hundred years). Slated for a September release, we'll be doing an interview with the game's developers and designers along with an in-depth review. Until then, we'd thought we'd spotlight two other recent Paradox sims that between them stretch from the days of the Muromachi Bakufu in 1399 to the early years of the 20th century. "Europa Universalis III: Divine Wind" introduces Japan and China to the popular Europa Universalis series, while "Pride of Nations" is an original effort by AGEOD that covers the world's great powers between 1850 and 1920.

The original Europa Universalis was introduced in 2000 and proved to be wildly popular among strategy gamers, with two later versions of the game and four expansion packs. Currently, you can play as any of over 300 historical nations controlling more than 1700 provinces and regions in games that can stretch from 1399-1820. And in DAILY turns. Yes, daily-and we're not even going to speculate if it's the Gregorian, Julian, or Lunar calendar. "Divine Wind" is the latest expansion pack, giving a new dimension to the previously generic nations of Japan and China. While Europa Universalis II had released a special version (entitled 'Asia Chapters') giving life to the Orient for Asian markets, this is the first time it has done so in the West. Since this is, after all, the Shogun-ki, we'll be focusing on gameplay as Japan.

The first thing you'll notice is that instead of the game using historical 'clans', it uses a system popular in Japanese gaming-having the nation controlled by the Genpei Toukitsu, the "Four Famous Clans" of Minamoto, Taira, Tachibana, and Fujiwara that almost all samurai supposedly can trace their roots to. Since the game covers roughly 400 years and the entire world, this was probably a good choice-with all the other nations, it simply wouldn't have been possible to keep track of all the tiny clans that emerged and were destroyed over the years. Just think of the 'Genpei Toukitsu' as representing the different clans that descended from them. While you're perfectly free to try anything you want anywhere in the world (we invaded Ming China on Turn One just to see if we could), this will cause disruption and unrest among your people, so it's best to concentrate on consolidating Japan under your leadership first. After all, only the Shogun can effectively carry on diplomatic relations with outside countries.

Juggling your economic resources to keep your people happy, developing your provinces with buildings, and recruiting military units are the basic building blocks of this type of game. However, you can also recruit leaders and other 'great men of history', each with their unique strengths and weaknesses. As the economy and technology develop, more and more choices and options open to players. Missions are given to players and can range from elaborate to simple-our first mission involved adding to the nation's culture by cultivating the art of tending to cherry blossoms. These missions sometimes require concurrent advances in different fields along with using up specialized personnel. Diplomacy allows players to do something as subtle as insulting a rival to provoke a war and leave your opponent looking like the bad guy. You can sponsor artists and writers to heighten the nation's culture. Keeping your military tradition high is crucial in insuring you will have effective generals and admirals to recruit. Battles are played out on a strategic level, and there are no 'real time' tactical level battles. Players can set priorities for their nations by adjusting sliders that determine how much of a country's resources will go into them. Each aspect of the game has repercussions for every other aspect, meaning that a wise player will not just look at the immediate effects of a decision but also how it will affect other factors over time.

The level of depth and options in Europa Universalis is staggering. You can recruit all sorts of agents-spies, admirals, conquistadors, diplomats, missionaries, all with different functions. Spies can perform all sorts of actions, ranging from counterfeiting another area's currency to undermining their guild structures and spreading false rumors. Unlike many games of this ilk, steamrolling province after province without provocation will result in bad things happening to the player. Unbridled aggression will drive up a player's infamy, a game device which fits in well with Japanese history-think of how Oda Nobunaga or Taira no Kiyomori tended to unite the ranks of their disorganized foes. Provoking opponents into rash attacks or coming into a war on the side of an ally who was 'unjustly attacked' provide much safer avenues for expansion.

One area in the game we noticed that comes up a bit short is 'localization'. Most game terms are European (understandable, since the game is centered on Europe, and having more than one set of commands would cause mass confusion). Likewise, many of the portraits the game uses are of Europeans and look completely out of place when matched up with a Japanese character. Many of the Japanese characters have clearly Chinese names. Overall, given the scale of the game, this a relatively minor annoyance.

Graphics are effective, relatively uncluttered, and there are multiple intuitive interfaces and filters that will tell you at the click of a button virtually any bit of information you'd ever want to know. Even though the game runs day-by-day over 400 years, it can be sped up greatly so the days fall away like a fluttering desk calendar. It can also be slowed down or paused during times of great activity where precision is paramount. And of course, playing as Japan just scratches the surface of what's on tap. Virtually any nation you can think of in any time period covered is available, offering a whole new gaming experience. Exploration, colonization, and developing new technologies become a big part of gameplay. While historical technology can be sped up by infusing it with development cash, it becomes much harder to do so the further it diverges from its historical appearance. Victory is determined largely by the goals players set for themselves-obviously, making France, England, or Russia the #1 nation in the world will be much easier than doing so with a small Germanic state-or even Japan. But often realizing a modest goal with a small faction is far tougher than meeting a large goal with a large nation. This makes for an almost endless variety of game experiences, as the goals for each nation are set by the players themselves and are easily changed from game to game. While there are no scenarios per se, there are bookmarked years that allow players to start the game in years of note-like the discovery of the new world, the League of Cambrai, the Thirty Years War, and the American and French Revolutions. There are ample mods for the game, which we'll delve into later in the review. Anyone interested in the game would likely be better off buying the "Europa Universalis III: Chronicles" pack which includes the original game and all the expansions, including Divine Wind. It's far more convenient than buying them separately.

We could go on and on giving details for Europa Universalis, but we still have "Pride of Nations" to cover. While similar in play to the Europa Universalis series, Pride of Nations is even more elaborate. While the main playable choices are the USA, Great Britain, Germany, France, Japan, Russia, Austria-Hungary, and Italy, you can actually play as virtually any country on the map (albeit without getting country specific 'events').

We started off as Japan again, and found that the game rewards players that proceed in an historical manner. Thus your early goal is to keep the Tokugawa Shogunate in business, putting down rebels and earning valuable Prestige Points that make your nation stronger. Early turns in our mini-campaign were spent building up Japan's basic economy as quickly as possible while also putting together a small fleet that could trade with Southeast Asia. Trying to speed up history and getting rid of the Tokugawa will result in a shattered country that could provide easy pickings for circling Europeans. The change in the political climate will come soon enough, and it's important to have a Japan that can economically take advantage of it-as well as one with enough prestige to count on the world stage.

The strongest aspect of the game is the military component (an aspect of play that AGEOD has excelled at), an armchair general's fantasy. You have all the building blocks you need to form any unit from a company to an army, and they can be combined in any way imaginable (although there is a minimum size for an independent unit). Supply units, engineers, infantry, artillery, cavalry, and more-they're all here. Leader units usually have a photo of the historical leader on their counters, and clicking on each unit will show an illustration of their uniforms and arms-again, specific to each country. Individual ships will have a photo of the historical ship on the counter wherever possible. Garrisons are raised automatically as needed (representing a sort of 'local militia'). Each unit is rated in a mind-boggling variety of categories-range, ammo, cohesion, aggressiveness, speed, discipline, and recon being a few. There are over FIVE HUNDRED special abilities a unit can possess. Combat is again played out on the strategic level-no tactical battles. Units can simply march to a location, or use rail and naval transport (if you have it).

Pride of Nations also emphasizes logistics and supply. Putting together a large force to send to East Africa is easy-keeping it alive once it's there is a whole other story. An army far from home that doesn't has access to plentiful ammo, food, and replacement parts is an army in a world of trouble. Whether it's horse drawn supply attached to units, rail, or naval transport, setting up your the supply network is all important. Attrition to units via climate, disease, and moving through rough terrain can deplete an elite unit in no time. Much like the real world, non-battlefield casualties account for just as much damage or more than those sustained in battle. And also much like the real world, the army with the best logistics will be the one in the best position to win. Players with the patience and ability to put together a strong supply network will find the going much easier. Other than the Takeda series of games, we can't recall a sim involving Japan where supply was such a crucial element.

Diplomacy is a bit abstract-there are the standard options for making alliances, defensive treaties, and right of access along with less common ones like making inter-country loans. Declaring war is somewhat difficult-it's not as easy as just saying so. Players will need a casus belli to do so, which often comes out of a 'crisis'. This is an event generated by the game and is determined by several factors-the state of diplomatic relations between counties, troops gathered on a border, or a disputed parcel of land being some of these. This triggers a crisis where the player has six turns to either go up by three dominance points or simply be ahead at the end. Dominance is established by press conferences, oratory, calling for a resolution or delay, or attempting to gain the support of third parties. Winning a crisis might garner enough prestige points to justify declaring war on an opponent.

The economic aspect of the game is excellent. It's largely based on manufacturing while keeping your population happy enough to prevent rioting. Manufacturing allows for lucrative international trade in conjunction with a merchant fleet. These are vital for procuring raw materials and items not found in your country (a real problem for resource-starved Japan) to keep those factories running and the cash rolling in. The level of detail is so layered that a player can actually set up a factory in a different country (pursuant to an agreement to do so) and ship finished goods back to the homeland. Another nice aspect is the distinction between private and government funds-government funds are raised from different sources and are used mainly for military funding, whereas private funds bankroll factories. Colonization is obviously a big help in supplying whatever resource a country might be lacking in, so most of the game's battles center on colony disputes rather than direct invasions of the mother country. In countries that have elections, you can also attempt to push one candidate over the other (although as always your people might have different ideas!). Social classes, education, religion, nationalism, and ethnicity all have a hand in determining the stability of the home front.

Graphics are a bit more whimsical than in Europa Universalis, with tiny animated ships traversing the globe. We found the old fashioned real-time clock in the upper right a nice reminder that we needed to keep track of things in the real world, since the game is very addictive. Another nice touch was the background music-over 100 selections that reprise some of the more memorable period tunes. The map has several different modes (military, economic, decision, colonial) and several filters can show the supply grid, key cities, and even the weather. Unlike a lot of games, turns are simultaneous-when you click end turn, all of your orders made during the turn are then executed at the same time that every other country's orders are executed. This makes things far more unpredictable, as enemy forces will often move before an attack can be carried out.

Even with all of the research that went into the game, there were still some things that made us groan in the set-up. Shimazu Nariakira was shown as Daimyo of Tosa on Shikoku, not in Kagoshima (Satsuma) on Kyushu. Likewise, one of the Tokugawa is shown as being in control of Hiroshima and Tokugawa Yoshinobu is installed as a leader in Edo in 1850 (when he's only 13 and should be in Mito). Thankfully, he hasn't been made Shogun yet.

The biggest complaint among players of the game centers around its length. The Grand Campaign runs for 1680 turns, and on top of that the computer AI takes a LONG time between turns to make its decisions and sort out/coordinate all the orders given by all the factions. Mods are on the way that will double the time periods each turn covers (halving the number of turns), and hopefully some sort of patch that will address the AI decision making lag. If you're really impatient, there are four short 'battle scenarios' (including the Russo-Japanese War) that remove the economic element and allow you to slug it out-with the Spanish-American War scenario also available as DLC.

Pride of Nations is an amazing game that provides players with an avalanche of information, options, and materials but somehow makes it all manageable. With the different situations facing each country, it also has unlimited replay value-which is extended even further by the AI giving each country different objective cities each playthrough. With a strong military aspect, an excellent economic and diplomatic component, and establishing trade and colonialism as an integral part of success, it takes its place at the top of the list in grand strategic games.

Paradox makes their strategy games mod-friendly, so there are tons of interesting player-created mods for Europa Universalis and there are probably just as many on the way for the recently released Pride of Nations. Mods range from simply setting up new scenarios to changing the map, introducing new artwork and unit appearances, and plugging in new scripts. The load screens for the games even allow you to choose any mod you've downloaded before booting up! The best place to find mods to download is at the Paradox Interactive Forums...not to mention the skilled and knowledgeable players that will be able to help you out in any situation you might get into. Both games also offer online multiplayer (both LAN and online), with up to 32 different players taking part in the same campaign for Europa Universalis.

Both of these games make for great learning tools for those who don't just want to read about why history played out as it did, but also to experience it. They're the descendants of the monster board wargames of the 1970's and 80's with the advantages of greater depth and zero recordkeeping. While you won't get the 'real time battles' of "Total War-Shogun 2", you will get a much greater sense of running a faction's diplomacy, economy, and military along with an unmatched level of control and detail. There are no quick fixes here-you have to be thinking out your strategy years in advance, just not a couple of turns. You won't find more involved, well-researched, and addictive history games than these. Did we mention how inexpensive they are? Europa Universalis Chronicles lately has been on sale at Gamersgate for under $10, a steal. Pride of Nations is less than 20 bucks. Considering the amount of well-spent time you can enjoy playing them, it's the cheapest entertainment option around.You can find "Europa Universalis III Chronicles" and "Pride of Nations" on Amazon.com, or (recommended) in downloadable form at venues such as Gamersgate or Steam.