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Playability
Rating |
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7 / 10 |
COMMENTS:
The playability score is
really split - read it as "8 as Whites, 6 as Reds."
The game is enjoyable as
the Whites, providing a good challenge and many fronts that change
the scope of the game as it progresses. One question I had was
the utility of the White Guards, which cost as much as Infantry
while being far weaker. I ignored them altogether while spending
most of my time building courthouses to stem rampant corruption
(though techumseh intended this). To oppose me, the Reds did
not make armored trains (which looked like was intentional) or
cavalry - just a sea of artillery. I would recommend that Gunpowder
be eliminated from the tech tree altogether, for I think this
affects the computer's choice of units.
I
suspect that playing with the Reds is far easier than the author
intended. First off, they have many more cities than any other
nation (certainly more than they contolled in the real world
in November 1917). I spent two tedious turns selling off useless
city improvments to buy powerful armored trains. Although I had
eliminated the Central Powers and secured 67 of 69 objectives,
I was only afforded a marginal victory (in fact it is impossible
to score a decisive victory as the Bolsheviks - you need more
objectives than are available). I was also surprised about building
the Eiffel Tower (renamed) because a lot of the diplomatic twists
of the game are event-controlled and it doesn't matter what your
reputation is.
As I mentioned before, the
atmosphere of the game is well-done. It is obvious that techumseh
delved into research not only of the Russian struggle, but also
into the side conflicts that arose because of it. I would have
liked some more changes to the improvments, but this does not
affect play. I also thirsted for more railway workers to repair
damage done by pillaging, but again I suspect that was purposeful.
Techumseh could also have considered combining several of the
Allies (at least the US and Britian, and probably France) into
one civ to better tell the story of the emergent nations, as
Finland, the Ukraine, and Poland all play a significant part
in the scenario under control of the Whites.
The biggest thing I felt
was out-of-balance were the armored trains. I built these to
the exclusion of everything else while it seemed my opponent
could not in both versions). Although a house rule confines them
to the railroad tracks, I still used them to conquer all of Europe
except France -- and of course the computer sent them wherever
it pleased. I have thought about how to limit them but came up
with no better answers. Perhaps they would work better appearing
via the events file only. |