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- Path: menudo.uh.edu!menudo.uh.edu!usenet
- From: townsend@capitol.com (Dave Townsend)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: No Greater Glory
- Followup-To: comp.sys.amiga.games
- Date: 2 Feb 1993 19:33:05 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 267
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <1kmi9hINNcdv@menudo.uh.edu>
- Reply-To: townsend@capitol.com (Dave Townsend)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: game, simulation, politics, history, war, commercial
-
-
- PRODUCT NAME
-
- No Greater Glory
-
-
- BRIEF DESCRIPTION
-
- No Greater Glory ("NGG") is a political/economic/war simulation of
- the American Civil War. There are many, many interesting decisions to be
- made, sometimes made difficult by a flawed user interface.
-
- Shoot-em-uppers need read no farther.
-
-
- AUTHOR/COMPANY INFORMATION
-
- Name: Strategic Simulations, Inc.
- Address: 675 Almanor Ave, Suite 201
- Sunnyvale CA94086-2901
-
- Telephone: (408) 737-6850
-
-
- LIST PRICE
-
- $49.95 (US) ??
- I got it from Creative Computers for $25 (US).
-
-
- COPY PROTECTION
-
- Look a word up in the manual. To make things easier, it's always
- the first word on a page.
-
- No on-disk protection.
-
- Note: Once you pass through the copy protection, you don't begin the
- game automatically; instead, you see an empty window with the game title.
- You must choose "New Game" from the menu to actually start. (I didn't read
- my Amiga rules addendum closely enough, and was extremely annoyed when my
- game seemed broken.)
-
-
- HARD DISK INSTALLATION
-
- There's good news and bad news.
-
- The bad news is that SSI advertises the game as "hard disk
- installable (graphics only)." The instructions mention that you have to
- boot on Disk 1 (it's a two-disk game). The installation program is just a
- shell script, with all the limitations and inflexibility that scripts
- usually imply. For example, the script prompts you to enter a `d' and then
- your hard disk name, like "d dh0". Gross. And I really hate it when some
- stupid game puts all its stuff in the root directory of my disk. Worse, it
- actually MODIFIES Disk 1 (so use a copy!) to wire in your hard disk name.
-
- The good news is that, if you have any AmigaDOS expertise at all,
- you can easily install the game yourself. Make your own directory where YOU
- want it, rename the CWPICS directory to go there, copy over "cw" and
- "cw.info" (make sure you use the modified version), and add an assignment
- like:
-
- Assign NGG_v1.0_d2: dh0:games/NoGreaterGlory/CWPICS
-
- I'm glad that the good news outweighs the bad news, but this
- shouldn't be so clunky. Commodore, when ARE you going to release your
- Installer program?
-
- [MODERATOR'S NOTE: Commodore's Installer program
- has been available to vendors for many months. - Dan]
-
-
- MACHINE USED FOR TESTING
-
- A2000 with A2630, 1 MB Chip RAM, 8 MB Fast RAM
- A1950 Monitor
- AmigaDOS 3.0
-
-
- DESCRIPTION OF GAME PLAY
-
- You take the role of Abraham Lincoln or Jefferson Davis. You must
- deal with cabinet appointments, egotistical generals, troops and supplies,
- foreign policy, regional sympathies, and law and order.
-
- Sound like a lot? It is. Ever compared pictures of Lincoln in
- 1860 vs. 1865? You'll find out where all the grey hairs came from.
-
- Each turn represents four months, and runs as follows:
-
- First, make your cabinet appointments. Each side has twelve
- politicians (Seward, Stanton, Cameron, etc.), each with differing loyalty,
- ability, political stance, and home region. Cabinet appointments (Attorney
- General, Defense, Navy, State, Treasury) affect the relevant area of the
- game, so don't expect to shine financially if your Treasury Secretary is a
- bumbler. But you can't just take the best people; you'll need a balance of
- regions and political stances. If you don't, you alienate part of your
- constituents.
-
- Then, you choose a domestic policy in each area of the country. You
- can declare martial law, allow all civil rights, or something in between.
- The combination of the player's actions determines any changes of sympathy
- in regions. Naturally, you want to maximize your support.
-
- Next, you decide economic strategy. You control bond rates and
- taxes to raise money. More money is better, but you don't want to cripple
- your economy with inflation.
-
- Then you decide on emancipation policy. You need to balance the
- desires of the radicals and the border states.
-
- Then you raise troops, build your fleet, and purchase supplies and
- infrastructure. You can choose the numbers of troops to raise, but you have
- to deal with Congress; another political decision that can raise or lower
- support for your administration.
-
- Next your troops will muster and suffer attrition.
-
- Then you do strategic moves by river, sea, and railroad.
-
- Then you direct land movement. For each force that you move, you
- must assign one of thirteen generals. Each general is rated for initiative,
- skill, and prestige. Naturally, some of the most prestigious generals have
- the worst skill; but if you flout a prestigious general, your support in his
- home region will drop. Sometimes losing a battle is better than winning, if
- it makes a loser like Pope's prestige drop enough so that he can be ignored.
-
- Then the computer resolves all movement attempts and subsequent
- combat. I say "movement attempts" because often a general (especially one
- with low initiative) will refuse to budge. It's frustrating (but realistic)
- when McClellan sits on a army that outnumbers the rebels 3-1.
-
- Finally, you choose foreign policy towards England, France, and your
- opponent. If England or France fully intervenes, the South is as good as
- freed. Or the war might end more happily if you can force your opponent to
- accept your peace terms.
-
- That's a lengthy description of things to do in a turn. Fortunately,
- at 4 months/turn, there aren't that many turns in a game.
-
-
- LIKES
-
- o Tons of historical detail.
-
- o The package includes Stephen Crane's novel "The Red Badge of
- Courage", and historical/economic notes.
-
- o Most war games pay only lip service to non-military matters. This
- game is really more of a political game wrapped with a military
- veneer than the other way around. Economics are important, too.
-
- o Although there are several different avenues of play, the
- consequences of your actions are plausible.
-
- o Optional randomized abilities for the generals. Maybe this time you
- get Bonehead Jackson instead of Stonewall Jackson.
-
-
- DISLIKES
-
- In increasing order of annoyance:
-
- o Charles Sumner's name is misspelled as "Summer." (It's correct in
- the IBM version.)
-
- o Graphics. Each general and politician has his own portrait. I can
- appreciate the effort that went into making these portraits, but
- they are not very good likenesses and are annoyingly dithered.
-
- o It's hard to win, even at the "Very Easy" level.
-
- o User interface. It's awful. Oh sure, you can use the mouse, and
- there's a full set of informational menus, but the interface is often
- intrusive and clunky. Here are some of the most annoying examples:
-
- 1. The Choose Cabinet screen. The politician's portraits are
- arranged alphabetically. Light bulbs show you their ability number,
- a muddled icon shows where they're from, a letter shows whether
- they're radical or moderate, and another letter shows if they hold a
- cabinet position.
-
- So the only way to see who is in your cabinet is to scan the list,
- looking for the presence of the letters. This is annoying while
- you're trying to balance locations, moderates/radicals, and
- abilities. And there are no indications of which offices have been
- filled, so on the first turn (when you make your cabinet) you have
- to scan the list to see which letters/offices remain.
-
- 2. The Maps. There are both national maps and sectional maps. Two
- minor nits: some of the sections seem oddly named (New York is part
- of the "Mid Atlantic"?), and the menu of sectional maps gives the
- names in south-to-north order. It's weird having "New England" at
- the bottom of the list, and "Gulf Coast" at the top, when the
- geography runs the other way.
-
- But my major beef with the sectional maps is that they're literally
- sectional -- although you can see what's on an adjacent map, you
- can't access anything there.
-
- For example, you're looking at the Northwest map, and you see that
- you have some extra troops in Grafton (in West Virginia, on the East
- Border map) that you could use in Missouri. You can see the troops,
- but you can't pick them -- they're not on the current map. Instead,
- you go to the East Border map, move them to Cincinnati, on the
- Northwest map. Which means you can't get to them; so you choose
- Northwest map again, and then you can continue their move.
-
- This crowning example of this silliness is in the Northeast; you get
- the EXACT same view for the New England and Mid Atlantic states,
- but they are separate areas. So if you move from Connecticut to New
- York, and want to continue moving, you have to switch maps, even
- though when you do your screen doesn't change.
-
- I think dividing the country up for political purposes is smart; but
- why let it complicate the user interface? A larger scrolling bitmap
- would have been much more pleasant.
-
- 3. Choosing generals. Each moving force has to be led by a general,
- which you choose from a list of names. And the list of names is
- precisely that, no more. You can't tell abilities, prestige, or
- prior orders; in fact, in no place in the program can you get a
- consolidated list of the general's prestige, initiative, ability, and
- current orders. So you have to check the summary menu for prestige
- and orders, look in the manual for initiative and ability, and then
- remember who it was you were trying to assign. To make things worse,
- the five most prestigious generals demand to lead your five largest
- armies, but you are entirely responsible for figuring out where your
- five largest armies are, and who the five most prestigious generals
- are. These are mechanical decisions; why could the computer not
- provide a little more guidance?
-
-
- COMPARISONS
-
- There have been many board games on the Civil War, none of them
- concerned with the very real political problems of the times. For this
- reason, NGG is a much better simulation of the war.
-
- Civilization is the last big strategic economic/political/ military
- computer game that I've played. Civilization is a great game but pretty
- thin history, in spite of the extensive historical background. Aztecs vs.
- Zulus vs. Germans vs. Americans is entertaining, but it ain't reasonable
- history. Politics is given short shrift, too.
-
- NGG is the reverse. There's a tremendous amount of realistic
- historical detail, but it's harder just to jump in and start mixing it up.
- It's harder both because the decisions you make tend to have larger
- consequences, and because the user interface doesn't aid you in moving the
- game along.
-
- But since NGG's situation is less abstract, I found the sense of
- accomplishment from doing well is higher.
-
-
- CONCLUSION
-
- The algorithms were designed by a Ph.D. in history, but so was the
- user interface. Dilettantes will find it frustrating, but interested and/or
- dedicated users will find it unique.
- ---
-
- Daniel Barrett, Moderator, comp.sys.amiga.reviews
- Send reviews to: amiga-reviews-submissions@math.uh.edu
- Request information: amiga-reviews-requests@math.uh.edu
- Moderator mail: amiga-reviews@math.uh.edu
-