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Chariots
of War
Published
by KOCH Media
Developed by Paradox Entertainment/Slitherine Software
Platform: PC CD-ROM
Released - 4th July 2003
Price : £29.99
Chariots
of War puts you in the ancient world where combat is inevitable
and peace is an impossibility. Developed by Slitherine Strategies,
Chariots of War is similar, in many ways to Slitherine's previous
strategy game, Legion. Instead of focusing on the Roman Empire though,
Chariots of War covers the ancient east and places you in a hotbed
of mistrust and savage attacks. There are a staggering 58 ancient
nations included in Chariots of War such as the Lower and Upper
Egyptians, the Hittites, the Troglodytes and the Assyrians to name
but a few. Let's take a look at some ancient warfare.
If
you haven't played Legion you'll probably be surprised by the nature
of Chariots of War. The game is a turn-based strategy game but if
you were under any illusions that the game is a Civilization clone
then you'd be way off the mark. Chariots of War doesn't offer multiple
ways to win and is focused on battles. You don't get to start new
cities as they are already created at the start of the game. You
do get to develop your cities though and the purpose of this is
that you get to build more advanced troops if your city has the
relevant building to provide them. You also have to allocate the
population work in the appropriate locations in order to gather
reeds for instance. It is all uncomplicated stuff though and takes
seconds to perform. Research is carried out automatically and you'll
be informed when new technologies become available.
To
build units and buildings you're going to need to get your hands
on the nine resources in the game. The nine different resources
are food, wood, building materials, copper, tin, horses, gems and
incense. Whilst food and building materials can be grown and created,
resources such as copper and horses have to be traded for (although
you could always capture a city that has the resource you require).
Each building you construct takes a certain amount of months and
each turn equals one game month so in effect a building that takes
5 months will take 5 game turns to build. As each city gets bigger
it will have more building slots available to place new buildings.
Cities begin life as small encampments and can be developed all
the way to a large city which has 8 building slots. It is important
to build the appropriate buildings and facilities not only to keep
your armies nicely ticking over but to also maintain the happiness
of your citizens, after all you don't want them revolting. Education,
health and religious buildings are available to help you keep your
people happy and as the game progresses, and your cities increase
in size, you're going to need all the help you can get to keep everyone
happy.
There
are six different arenas to do battle in. You have the Grand Campaign
and Advanced Campaign that astonishingly sees you controlling one
of fifty-eight nations. Whilst both campaigns are similar, there
are some key differences. The Grand Campaign begins in 2500BC and
the Advanced Campaign begins five hundred years later, in 2000BC,
and begins with more technologies, and more developed cities. Other
campaigns, which are more confined and don't include so many rival
states, include Anatolia which is set in Asia Minor (1500BC), Egypt
(2750BC), Mesopotamia (3000BC) and Levant (2500BC). There is also
a small tutorial which teaches you the bare basics of the game.
You can choose to play these campaigns as 'historical setting' or
you can alter a few details and create an alternate history setting
if you wish. Each nation belongs to 1 of 10 ethnic groups (each
of these ethnic groups has its own special unit) and of course each
of these ethnic groups will have their own particularly hated rivals
which makes it all the more interesting. There are five difficulty
levels ranging from easy to impossible, which does seem impossible
(to me at least).
Battles,
as we've already said are the bread and butter of the gameplay in
Chariots of War. They do have an unusual style about them though
and not everybody will take to them. When you attack an enemy, or
are attacked, the game will switch to the battle deployment screen.
This shows an overview of your army and the enemy army (as your
scouts see them which is usually wildly inaccurate, because your
scouts are unable to locate hidden enemies, which can lead to nasty
surprises when the battle has actually begun). All units have scouting
abilities, some are better than others, so it pays to have those
units with good scouting abilities as part of your army to increase
the chances of locating as many enemies as possible before the start
of a battle. The battlefield is split into three equal thirds on
the deployment screen with you being able to position your troops
in the first third only. You have the option to instruct your men
to take up simple formations and you can also give out attack orders
such as advance, outflank, seek etc. When you're happy with all
this you simply click the button to start the battle and sit back
and watch the outcome. You can't get involved with the battle except
to tell your men to leave the field (which is suicidal because if
you lose the battle all your units will disappear).
Initially
I was disappointed with the lack of interaction in the battles but
if you read up on the battles around this period in history then
you'll find that once battles had commenced, there was no control
over the troops at all so in this respect it's very accurate. From
a gameplay point of view though and from somebody who has enjoyed
the excellent battles in the Total War games, it can come as a massive
shock to be able to do absolutely nothing to effect the outcome
of the battles. What will please wargamers though is that morale
has been modelled quite well. Your units have four states of cohesion.
The four states are ordered, disordered, shaken (a 50% penalty is
applied) and routed (where a 75% penalty is applied to their combat
rating and your men have all but given up). What makes the battles
interesting though is the variety of terrain that the game covers.
The battles can be carried out on plain ground, desert and marshes
(which is hopeless for heavy troops) etc. You also have to contend
with natural obstacles such as forests, mountains and hills, which
can hinder the use of certain units. It's clear that although you
can't do anything once in a battle you have to consider many variables
before you actually enter into battle and this gives the game a
unique feel.
The
main problem with Chariots of War is that it appears to oversimplify
areas of the game where most turn-based strategy gamers require
depth. The diplomacy model used in Chariots of War is virtually
non-existent and deeply dissatisfying. Your diplomats can be sent
to countries and recalled from countries and that's about it. You
are informed about the countries attitude towards your country,
not by a message though you have to constantly check the diplomats
status yourself which is unfortunate, but other than that there
is little point in having diplomats. There are no peace treaties,
no trade deals, no compromises over territories etc. At first I
was dismayed at the seemingly pointless function of the diplomats
but the more experienced a diplomat becomes, the more he will be
able to influence the mood of the territory, where he is located,
toward you so it pays to send diplomats to places which you perceive
to be a future threat. This is all handled transparently though
and you have no part in what the diplomat does. What is good is
that if you choose to evict a diplomat from your city you can choose
a method to remove him. There are seven different methods ranging
from showing him to the border to the rather more grotesque method
of just sending his head back to where he came from. Trading is
another aspect of the game that has been kept simple. Clicking on
the trade button brings up a menu which allows you to trade goods.
A trade can either be a reoccurring event each turn or it can be
a one-off trade. There are no moving caravan units like in Civilization
II.
Chariots
of War, visually speaking is very similar to titles such as Civ
III and Trade Empires. The resolution is fixed at 1024x768 and whilst
the graphics are in no way the best out there, they certainly do
the job very well indeed. In fact functional is perhaps the best
way to describe the graphics. There are no fancy 3D visuals here
that enable you to spin the campaign or battle maps, but there doesn't
need to be. The city views and the battles all provide enough detail
to show you the information you need. Of course a major benefit
of the game engine that has been used is that you don't need a high
specification machine to run the game.
Chariots
of War is fine for deaf gamers. All information is given in text
only and any events that occur are placed in your message log. The
messages button will have a number on it to indicate how many messages
have been received for that turn. The tutorial messages are all
placed in your message log so again you'll have to click on the
message button in order to receive the instructions. There is verbal
unit confirmations (which aren't in English) when you instruct your
units to move and these aren't showed in text but in all honesty
they add nothing to the gameplay and it is definitely no loss without
them.
If
you haven't played Legion, Slitherine's previous title, it's difficult
to know what to expect when playing Chariots of War for the first
time. It's actually closer to Warlords III than Civilization III
in that the battles are the heart and soul of the gameplay. Like
Civ III you do get to develop your cities but the trade and diplomacy
aspects are not as fleshed out as a Civ III fan would want. It's
difficult to put into words what makes Chariots of War so addictive
as the gameplay experience is definitely greater than the sum of
its parts. It's also the kind of game that will please casual gamers
because it doesn't go into too much depth. In fact I feel that Chariots
of War would make an ideal game for anyone looking to get into the
turn-based strategy genre as it doesn't come on too strong but it
still shows how addictive TBS gaming can be. Hardcore TBS players
will also appreciate a game that doesn't require encyclopaedic knowledge
of the game in order to be able to enjoy it, which is refreshing.
A multiplayer mode would have been great but it still offers unlimited
replayability as a single player game.
Overall
Game Rating: 8.2/10
Chariots
of War may not be the deepest turn-based strategy game but it's
a very addictive experience and is certainly more inviting to casual
gamers who are usually put off by TBS games.
Deaf
Gamers comment:
No problems at all for deaf gamers. All information is given in
text that you can read in your own time.
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