Fortuente
18Aug/10

August lives up to its name with Reign of Augustus

Time flies when you are conquering Gallia, as the old saying goes. I think. Or rather, "tempus fugit" would be more appropriate to say, I suppose.

So what am I prattling on about? Well, the fact that the expansion to Grand Ages Rome, Reign of Augustus, has finally been put up for sale in North America. I didn't think that was ever going to happen, but happily it did. Now I can happily Veni, Vidi, Vici the crap out of the hordes of simulated barbarians and build huge metropoli. Good times to be had by all.

Of course, my DDO and LOTRO playtime have suffered. But that is OK. I am feeling that city-building crack flow through my veins and it feels good. Though I am not quite at the point where the little people running from their insula to the butcher are talking to me. Not yet, at any rate.

Of the changes, the one I find most interesting are the roads. I purposely stopped playing until I got the expansion because I figured that, like virtually every other city-builder in existence, roads would play a huge part in GAR:ROA. But no ... so far as I can tell, they add quite little. That doesn't really bother me, however, as I have long found the roadless gameplay GAR introduced a refreshing change.

Not that I would want to encourage future city-builders to take the same path, as I think those of us who enjoy these games love us some road building. However, GAR is one of those cases where something you might not think would work actually does work and works well. So it doesn't really bug me much that the roads in ROA appear to be more tacked-on and non-essential than I thought they would be.

Perhaps the biggest change to GAR that was added in ROA is the concept of Authority. Authority is a point system that builds over time and allows you access to boosts such as an increased supply of slaves or an emergency supply of building materials. It's not a huge life-altering game system that makes or breaks the game, but it works well with the existing game and is a welcome addition.

I'm not a very good game reviewer, if you couldn't already tell. I do think at this point it is worth buying the Grand Ages Rome Gold Edition (which includes Reign of Augustus) is worth the extra $10 over just buying the base game. If you already have the base game (as I did), then you might want to evaluate whether or not the $20 expansion price is worth it to you, as it does not add a lot per se.

Being a fan of the genre, and already a fan of GAR, it was worth the price tag to me. And now I get to plop down Odeums (Odea?) on every street corner for the sweet boost in Entertainment. One important thing to note about the expansion for those who already own the base game is that installing the expansion will wipe your existing save games.

3Oct/09

Grand Ages: Rome

Oh, I am very, very bad. Why am I very bad? I broke down and bought both Left4Dead and Grand Ages: Rome yesterday. Both were on sale and combined were still less than a single new release.

I don't really plan on playing L4D much in the near future, but at $15 I couldn't pass up the deal. I'll probably do the same thing with L4D2 as well, I'm just like that. I played it a bit, and honestly, while it is a good game and all, I was hoping for a bit more of the classic Romero zombie (or at least the 28 Days Later-style fast zombie) rather than the super-hero 12-feet tall, giant fangs, semi-intelligent monster pseudo-zombie. No Valve designers, I do not need Brawndo to mutilate my thirst, I come from a far-off land called Subtlety.

I put some decent time into Grand Ages: Rome, and have to say I felt challenged on the very first level of the campaign. The basic of goal, which is to build 15 insulae and achieve a food satisfaction rate of 50% is not hard at all. But I had a rather devilish time achieving the supplementary 20% entertainment rate. Kudos to Haemimont Games on that one.

Although I also have to say I had a hard time with it initially owing  to the fact Grand Ages is much, much different game from Imperium Romanum. Resource allocation, population, supply distribution ... all much different. Though the game still has a feel to it that makes it seem very much like an Imperium Romanum 2. Looked at in that way, I also appreciate how Haemimont seems to be hitting a stride, as its differences make it both like and unlike its predecessor in ways one can still appreciate both.

One thing that is still "missing" is a supply-route mechanic. Meaning you do not need to build roads at all. In IR the lack made the game feel a little shallow, but it actually works quite well in GAR. It no longer feels like a core mechanic was left out.

Both a character system and technological research system have been added, which adds welcome layers of strategy to the mix. Very briefly:

  • You character has talents which will add various bonuses (bonii, lol?) to  your cities. Talents are unlocked by spending points you receive upon completing scenarios.
  • You also receive money a.k.a. denarii ("personal wealth") which you can spend on estates which function similar to talents, except they add material supplies to your cities. These can be both purchased and sold, as you are given a limited number of estate slots to use.

The difference that was causing me so much trouble in the beginning is that of supplies and their creation and distribution. IR is much like any other classic city-builder - you set up a wood shop and your warehouse fills up. Then you use what is in the warehouse for new buildings and maintenance. In GAR the warehouse is done away with and you are forced to balance your production levels directly with your needs with no intermediary.

I found building position becomes much more important with this as a factor and over-building (something I usually guilty of, lol) is heavily punished. So far I have found this to be a really interesting system, and not the less for it's tripping me up all last night as I was thinking I was still playing IR.

So far I have two main criticisms of the game, both aesthetic but both heavily affect the game.

  1. The weather. I'm sure Haemimont spent a lot of time and put a lot of love into making the weather look as nice as it does. But I personally can't stand it, it just makes everything too hard to see. In IR you can turn it off through a shrine, but I haven't got that point in GAR yet. My point is that it should be able to be turned off from the options, not from an in-game building. So someone like me can just be done with it completely.
  2. GAR's left-click build menu is not as good as IR's menu. I like both much more than many other city-builder menus, but GAR's menu is unnecessarily hard on system resources, it is too big and because sub-menus open up on-hover (as opposed to on-click) it is cumbersome to use. The menu in IR was essentially the same, but did not suffer the defects I just listed.

One last, very minor, criticism: I don't like the illustrative artwork in GAR as much as IR. This is pretty minor, but the general skill in representing human proportions is not as good. I also think the painterly style of both IR's and GAR's illustrations was better represented by the IR artist(s) than the GAR artist(s). If it happens to be the same artist, then dude you are slipping.

But that is just my opinion, all in all I'd say GAR is shaping up to be a quality title that I am enjoying quite a bit.

29Apr/09

A fail and a couple wins

Grow TycoonI feel I must be forthright with a recent occurrence. An occurrence of failure upon my part, borne as is so often the case out of good intentions in conception going awry in prosecution.

Basically I volunteered my time to a Colonization project of someone else's then flaked. It was more or less my responsibility to dump the Civilopedia into a spreadsheet and modify the appropriate entries for the mod. I figured this would work for me as I planned on performing this task for my own mod, Grow Tycoon.

Well, one thing leads to another as they say, and here we are more than a month later and I essentially forgot all about it. Well, not really forgot - more like I just kept putting it off. Of course the lines of communication going both ways could have been better utilized, but what is past is past.

Yes, I am an old rascal and have immense and profound powers of procrastination. But there is nothing like failing in public to better prepare oneself to succeed later on. I also feel the double burden of being a stoner who flaked as people tend to blame their predisposed prejudices and look no further rather than attempt to understand the nuances of life. I care very deeply about the issue of ending prohibition and I almost feel like I damaged it through my irresponsibility (albeit very slightly).

So in atonement I have been working extra hard on laying the foundations for the creation of Grow Tycoon. In a move that somewhat surprised me, I opted to delve into the mysterious world of the SDK first.

Following an excellent old post by Kael on Civ Fanatics, I was able to get the open source C++ IDE Code Blocks working with the Colonization SDK. I compiled a vanilla (unmodded) DLL successfully and used it within a basic test mod.

Afterward I went on to the fool-around-with stage and was able to fidget out the way to add a new Yield to the game. For those not familiar with Colonization, a Yield refers to any resource in the game whether it be Ore or Education points. The Yield I added was more in the vein of Liberty Bells or Crosses, but by following the the short guide I posted on Civ Fanatics you could come up with any sort of Yield you want.

I decided to start there first, as I want to add a viable Cultural Victory to vanilla Colonization. I am still tweaking the settings, though. My biggest problem at this point is deciding how the points should be generated in the game. At the moment I am thinking they will either need to be "built" by a unit in a building (like a Statesman in a Town Hall) - I am trying to avoid this - or they will be tacked onto Founding Fathers making collecting them more strategic (currently the player is rewarded for passing on a FF in favor of saving points for specific one - this will make grabbing all the FF you can more attractive).

The Founding Fathers option is by far the easiest option to add to the game, but I am also considering adding the ability to use colonists to work the Printing Press and Newspaper buildings for Fortuente Culture points. This would also create the need for an Expert culture unit, the Editor. I may end up adding both options, but I don't want to spend too much time on mods or modcomps other than those which directly benefit Grow Tycoon.

While I have seen some XML editors that looked pretty nice, I am currently using Adobe Dreamweaver (I know what you're thinking) and it works well enough that I have not really been looking for a replacement. I am looking for a Python IDE also, but have been procrastinating that rather much. Notepad totally sucks for editing Python, but it does work after all.

So as of right now I am working on that. I have added in my Fortuente Culture points into the Info screen (I'll probably post a guide on that too) and am playing through otherwise vanilla Colonization matches to tweak and refine my Cultural Victory option.