Imperialism 1870 (Curt Sibling review)
From SLeague
| Score | Thumb | Title | Description | Reviewer | Designer |
|---|---|---|---|---|---|
| 26/30 | | Imperialism 1870 | An industrial-age scenario that recreates the stuggle for world supremacy by the major Imperial powers of the Bismarck age. | Curt Sibling | Exile |
| Genre | Historical |
|---|---|
| Map | Giant |
| Timespan | 1870AD - 1900AD |
Contents |
[edit] Overall View
Exile is a CIV2 designer that is well-known for accurate and excellent scenario creations. And also he seldom concentrates on mundane subject matter. His past works include The Modern Age, Age of Crusades, and Panzers at the River Chir...All are great works that show Exile's full understanding and clever manipulation of CIV2's game mechanics. Imperialism 1870 is something of a master-creation by the author, in that the most cunning scenario-making tricks and historical concepts are brought to bear on a huge giga-map. A map that is home to various Empires struggling with each other for nothing less than complete control over the Earth!
Personally, this scenario ranks in my top five that I have burned away unholy amounts of hours playing. This is the kind of world-wide imperial duel that CIV2 is (for once) quite good at representing. Many 5am CIV2 sessions have been enjoyed, due to the very strong 'one more turn' factor in this work. The desire to develop your empire, gain the next level of battle-units, and the long and delicious tech tree grips the player right away. What more would a CIV2 megalomaniac want?
[edit] Playability: 9
You take your pick of one of the imperial powers: The British, German, French, Russian Japanese, American or Latin Empires. After a view of the giant map you rub your hands together...This will be fun! Time to rush-buy stout soldiers and cannon! With visions of Victorian grandeur filling your head, you march to the treasury...(by pressing F5) Your eyes promptly water at the deficit...But from these post-Napoleonic doldrums, greatness can be grown. The object of keeping the momentum of your empire/nation going is to set up lucrative trade routes. And this is where Exile has really put together something really special. He has gauged the level of tech progression and technology choices almost perfectly...
Resounding overall accuracy, with the fun elements still intact is truly one of this author's trademarks. It is possible to really conduct global operations with the sophistication of industrial units and improvements all moving forward. Unit strengths and weaknesses are all set at a logical level, and the AI seems to be able to use everything. Wars are not fast, but methodical affairs that capture the infantry-orientated nature of late 1800s militarism. Trade leads to techs, and ever-more potent units...You are indeed playing in an adventurous age of power and invention, with the horrors of the great war on the distant horizon...
With a proper 19th century emphasis on traditional ground, naval and artillery units making way to tanks, machine guns and zepplins, warlords will be rewarded with a vast map to conquer...But to oil the gears of the war machine, keeping trade units flowing to big foreign cities is totally essential...The scenario emphasises quick Bismarckian wars, whilst feeding your empire's coffers with monies from ferrying goods....You must build, fight and be moustache-twiddlingly cunning...Or you stand to be crushed underfoot by the ruthless and treacherous imperial AI!
The AI deserves a mention, also. They are bound to attack the player at some point, and drive a mean diplomatic bargain. I found that powerful alliances are possible but in perfect tune with the scenario era, these will sour. Pacts are like good weather, enjoy them while it lasts. Another thing that is great about this scenario is that with full open diplomacy, empires can be bribed to attack each other if the price is right, leaving you to trade and build while your enemies blow each other out of the water...Jolly good!
[edit] Level of General Care: 8.5
Exile has obviously spent a lot of time perfecting the map and balancing the powers in this scenario. On a massive map, with some huge cities and cash being generated, he has managed to keep a lid on what have been the AI running away with a distorted game balance. The naval units are a big focus here, as is always the case with Exile, and these progress very well. The ability to control the seas really does lead to dominance of the land too in this scenario, and the AI tends to build huge fleets, and uses them too! I have seen powerful steam frigates bombarding, then dropping troops into the battered city many times. This is the way CIV2's AI should conduct war. Exile has managed to engineer the rules to wring exactly what he wants from the scenario, while using tools like CIV-CITY to fine-tune the rest.
Imperialism 1870 is not free from small blemishes, however. None are game-ruining, and some are just symptoms of the game engine. For one, the map has used free space to the maximum with 'oriental' barbs with units that represent tribal capitals. But the AI never seems to make headway against these, the Japanese being a notable example. The starting weapons are more or less useless for city attack, but I guess this is to encourage the player to research, but the AI tends not to and gets slaughtered. All part of the fun, from some views.
Being a moaning Scot, I noticed that despite the obscure parts of the Victorian world being represented, the city of Glasgow is placed geo-graphically where Edinburgh resides in the UK...Being one of the most important cities in the British Empire, it cannot be regarded as a mere backwater...But this oversight is easily righted by the player.
For Imperialism 1870, I would personally recommend installing the 'no-limits' MGE add-on, as it allows you to hoard more than 30,000 gold in your treasury, a factor that WILL happen in this scenario...Unless you are constantly rush-building. But having a ton of gold in reserve may be useful, as some powerful AI empires will demand you to pay 15,000 and over as payment for them to go to war. Some later units cost a fortune too, but can tilt the balance if you rush-buy and use them quickly. Imperialism 1870 really empowers the player with the ability to play CIV2 in high finance mode!
[edit] Artwork/Originality: 8.5
The artwork is mixed, but works very well. It ranges from great units by Alex Mor, Exile himself and fairline. The cities are the distinctive, flat, non-isometric, 2D types which are favoured by the author. The terrain is clear and easy to determine. The improvement images and other visuals all match the era, and recreate the imperialistic mood very well. I was very happy with the sounds, which fitted the units well. Overall, Imperialism 1870 is a grand work, the full skills and savvy of a top designer have been poured into a scenario that recpatures the long-gone Victorian world of unfettred power, wonders and horrors. This is the breed of scenario that CIV2 was made for.
I would heartily encourage all CIV2 empire-builders and war-mongers to check it out!
[edit] Downloads
http://spanish.apolyton.net/civ2/bestonet/files/imp1870v2.zip http://spanish.apolyton.net/civ2/bestonet/files/impsound1v2.zip http://spanish.apolyton.net/civ2/bestonet/files/impsound2v2.zip http://spanish.apolyton.net/civ2/bestonet/files/impsound3v2.zip
