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Title: Hegemony Gold: Wars of Ancient Greece
Genre: Indie, Strategy
Developer:
Longbow Games
Publisher:
Longbow Games
Release Date: 30 Mar, 2012
English
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Although this game has a number of UI problems, it is probably the best grand strategy game I've played. It may not be as "grand" as the Paradox games, but in my opinion it's a lot more fun.
First of all, unlike most Paradox-style games, Hegemony is story-driven, which really appeals to me. I've never been too fond of pure sandbox games that give you no goals to accomplish and no reason to do the work of playing them. Hegemony aims to tell the story of the return to power of the kingdom of Macedonia under the rule of Philip II. To that end, it gives you goals that roughly parallel the historical actions of Philip. In the very beginning, you're limited to carrying them out in a linear fashion. This serves as the tutorial of the game, which gradually introduces more freedom and new units rather than overwhelming you with options at the start. Many of these rewards go along with the historical actions that led to them. (Some are new combat units, such as the newer siege weapons whose development Philip helped guide. Others are simply new wives to marry, changes in relations between factions, etc. that came about as a result of Philip's actions.) Of course, some historical liberties have been taken for gameplay reasons, and once the game opens up you can replicate Philip's accomplishments in an ahistorical order if you like. When you complete all of Philips major historical accomplishments, you win the campaign. (There are two additional campaigns that come with the Gold version of the game, plus a sandbox mode. I haven't tried them yet.)
As for the gameplay itself, it's simple compared to Paradox games (with one key exception). There aren't hundreds of (nearly identical) types of combat units, just half a dozen or so, each with a clear role. As for combat itself, it's a bit more like Total War than Europa Universalis, in that you maneuver individual units on the battlefield to set up pincer attacks, flanking maneuvers, cavalry charges, etc.
The economy, diplomacy, etc. are fairly simple but they work well enough and let you focus on your goals. Money comes from taxes (which you can't adjust) and mines (which you can work with hired men or slaves), but unspent money doesn't accumulate. Diplomacy lets you ask for truces and alliances, and these generally cost money, with the price determined by how much they like you and how intimidated they are by you. If they're intimidated enough, they may even pay you for a truce.
What's not simple is the logistics network. Every combat unit needs food, and they can only carry so much with them. Food ultimately comes from farms (and the occasional herd of sheep) and must be transported from farms to cities, forts, and soldiers. To this end, you set up trade routes between farms, cities, and forts, over either land or sea. Farmland is not equally rich or abundant throughout the empire, so ensuring food gets from where it's produced to where it's eaten is crucial. Capturing or burning farms, interdicting trade caravans, and blockading trade routes are how you starve out your enemies. And of course, your enemies will do the same to you. As the game progresses and your opposition gets tougher, managing food becomes more important to success. When you go on campaign into enemy territory, to siege a city for example, you must ensure your siege forces can outlast the defenders. You can employ workers or slaves to carry extra food with you, raid enemy farms and caravans, capture enemy forts and their associated food stores, etc. Of course, the enemy won't sid idly by while you attempt to starve them.
I like the basic gameplay a lot. Unfortunately, the game's UI is missing obvious quality-of-life features. For example, despite the logistic network being so important, there's no way to see a map view that shows where food is abundant or scarce or where bottlenecks are. Recruits are also important, but there's no easy way to see where fresh men are available. You can view a list of your cities, but the list doesn't show how many men are available to recruit. You can view a list of trade routes, but the list doesn't show how much food is being moved over the trade routes. You generally have to mouse over or click on every city and trade route to see where bottlenecks are, and as your empire grows this gets to be a pain. Another complaint is that cities fed by pasture land instead of farm land are a pain to maintain, since you have to manually move the sheep to your city every season, and this doesn't scale well as your empire grows.
Overall, I like the game a lot and I think it's easily worth the full price of $15. I just wish the UI was a bit better. There is a demo if you want to try before you buy.. "Hegemony Gold Wars of Ancient Greece" is a delightful game,an absolute gem.It reminds me of the passion that Oliver Keppelmuller put into his " The Seven Years War" and looks a bit like that game as well.Somebody on "H.G:W.O.A.G".. team sure knows their history and some one else knows how to make a very good,huge, wonderful game.Recommended particularly at the moment as it's greatly reduced in price. Yes indeed..... Although this game has a number of UI problems, it is probably the best grand strategy game I've played. It may not be as "grand" as the Paradox games, but in my opinion it's a lot more fun.
First of all, unlike most Paradox-style games, Hegemony is story-driven, which really appeals to me. I've never been too fond of pure sandbox games that give you no goals to accomplish and no reason to do the work of playing them. Hegemony aims to tell the story of the return to power of the kingdom of Macedonia under the rule of Philip II. To that end, it gives you goals that roughly parallel the historical actions of Philip. In the very beginning, you're limited to carrying them out in a linear fashion. This serves as the tutorial of the game, which gradually introduces more freedom and new units rather than overwhelming you with options at the start. Many of these rewards go along with the historical actions that led to them. (Some are new combat units, such as the newer siege weapons whose development Philip helped guide. Others are simply new wives to marry, changes in relations between factions, etc. that came about as a result of Philip's actions.) Of course, some historical liberties have been taken for gameplay reasons, and once the game opens up you can replicate Philip's accomplishments in an ahistorical order if you like. When you complete all of Philips major historical accomplishments, you win the campaign. (There are two additional campaigns that come with the Gold version of the game, plus a sandbox mode. I haven't tried them yet.)
As for the gameplay itself, it's simple compared to Paradox games (with one key exception). There aren't hundreds of (nearly identical) types of combat units, just half a dozen or so, each with a clear role. As for combat itself, it's a bit more like Total War than Europa Universalis, in that you maneuver individual units on the battlefield to set up pincer attacks, flanking maneuvers, cavalry charges, etc.
The economy, diplomacy, etc. are fairly simple but they work well enough and let you focus on your goals. Money comes from taxes (which you can't adjust) and mines (which you can work with hired men or slaves), but unspent money doesn't accumulate. Diplomacy lets you ask for truces and alliances, and these generally cost money, with the price determined by how much they like you and how intimidated they are by you. If they're intimidated enough, they may even pay you for a truce.
What's not simple is the logistics network. Every combat unit needs food, and they can only carry so much with them. Food ultimately comes from farms (and the occasional herd of sheep) and must be transported from farms to cities, forts, and soldiers. To this end, you set up trade routes between farms, cities, and forts, over either land or sea. Farmland is not equally rich or abundant throughout the empire, so ensuring food gets from where it's produced to where it's eaten is crucial. Capturing or burning farms, interdicting trade caravans, and blockading trade routes are how you starve out your enemies. And of course, your enemies will do the same to you. As the game progresses and your opposition gets tougher, managing food becomes more important to success. When you go on campaign into enemy territory, to siege a city for example, you must ensure your siege forces can outlast the defenders. You can employ workers or slaves to carry extra food with you, raid enemy farms and caravans, capture enemy forts and their associated food stores, etc. Of course, the enemy won't sid idly by while you attempt to starve them.
I like the basic gameplay a lot. Unfortunately, the game's UI is missing obvious quality-of-life features. For example, despite the logistic network being so important, there's no way to see a map view that shows where food is abundant or scarce or where bottlenecks are. Recruits are also important, but there's no easy way to see where fresh men are available. You can view a list of your cities, but the list doesn't show how many men are available to recruit. You can view a list of trade routes, but the list doesn't show how much food is being moved over the trade routes. You generally have to mouse over or click on every city and trade route to see where bottlenecks are, and as your empire grows this gets to be a pain. Another complaint is that cities fed by pasture land instead of farm land are a pain to maintain, since you have to manually move the sheep to your city every season, and this doesn't scale well as your empire grows.
Overall, I like the game a lot and I think it's easily worth the full price of $15. I just wish the UI was a bit better. There is a demo if you want to try before you buy.. "Hegemony Gold Wars of Ancient Greece" is a delightful game,an absolute gem.It reminds me of the passion that Oliver Keppelmuller put into his " The Seven Years War" and looks a bit like that game as well.Somebody on "H.G:W.O.A.G".. team sure knows their history and some one else knows how to make a very good,huge, wonderful game.Recommended particularly at the moment as it's greatly reduced in price. Yes indeed....
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