Ultimate General: Gettysburg
Time to Beat One Colonel Difficulty Union Campaign: 40 Hours
I anticipated the joy of playing
Ultimate General: Civil War to such a degree I broke my
cardinal rule of Steam purchases, and acquired it a year earlier than
my schedule allows. What reason could possibly compel such a rash
act? The excellence of Ultimate General: Gettysburg,
Civil War's predecessor. The sequel to Ultimate General:
Gettysburg, both developed by Nick
Thomadis and Game-Labs,
Civil War
is a massively more ambitious project, attempting to re-imagine the
single battle of the original, and fill a complete campaign with
thirty-eight variations.
Over
the next few weeks Awkward
Mixture will feature a
series of articles to examine the strengths, weakness, and
differences of the two Ultimate General games, with a bit of fiction
for flavor. How to define this series? The Armchair
General declares
Gettysburg
to be a slight inferiority of the acclaimed Sid Meier’s
Gettysburg, which I haven't had
the pleasure of playing. While UG:Gettysburg
is rough around the edges, it's the best Civil War game available on
Steam.
And it is with
such enthusiasm I approached Ultimate General: Civil War.
The main aspect
of both Civil War and Gettysburg is combat, which
stylistically replicates those historical maps rendering the Yanks in
blue, and the Rebs in red. The player commands brigades of infantry,
batteries of artillery, corp commanders, and the occasional cavalry
regiment. Brigades and batteries are composed of a number of
soldiers, a rank of one (green) to three stars (elite), and
percentage values of morale and condition. Maneuvering with the
units available, the commander must capture the objectives displayed
on the battlefield.
Gettysburg
only included the single, three day battle, divided into portions,
after each of which the player is offered two choices of how to build
on their position depending on their recent failure or success.
Civil War
sought to expand on its predecessor in a multitude of mechanics, most
crucially by connecting a series of battles through the Army
Camp Screen and Campaign Map. After each battle the player is
returned to the Army Camp, where they spend money and manpower to
hire brigades, divisions, and Corps, assign commanders, rifles (over
fifteen different variations), cannons (same), and reminisce on past
battles with fictional-historical data recorded for each brigade.
The player can also review the Career Page, which includes a review
of each battle and the opportunity to spend career points which
improve the commanding general's skills in politics, economy,
medicine, training, army organization, logistics, and reconnaissance.
On the Campaign Map the player chooses which enemy force to engage
next. Civil War includes thirteen Major battles, and
twenty-five Minor battles. Major battles, like Antietam and
Chancellorsville are mandatory, while Minor battles can be avoided,
but each victory awards the player more money, manpower, and Career
points to spend in improving the army. To beat Civil War one must
advance through each Major battle, and any chosen Minor battles,
without reducing their reputation below zero. Reputation is gained
in victory, and drained by defeat, and is the singular metric for the
conclusion.
Ultimate
General: Civil War includes three choices of difficulty (Colonel,
Brigadier General, and Major General), along with a Legendary mode
for the heroic commander. Believing I would love UG:CW enough
to complete it's campaign at least once as the Union and once as the
Confederates, I chose the easiest difficulty for the first
play-through. After a campaign and a half it is apparent that the
largest and most disappointing difference between UG: Gettysburg
and UG: Civil War is how the developer designed the
difficulty.
In
a blog post dated January
06, 2014 discussing UG: Gettysburg,
Nick Thomadis describes the core idea of his game, the difficulty:
I
always disliked the idea of giving statistical bonuses to the AI to
make it more challenging, for example to give AI morale bonus to
increase difficulty levels. Although this is a widely accepted
practice to hide AI incompetency I think it provides fake experience
and challenge to players. With this game project I had the
opportunity as game designer to make an AI parametric system that
simulates skills and aggressiveness.
Instead
of providing a numerical bonus to the enemy for each tier of
difficulty, Nick designed nine AI personalities which played
differently, and very effectively. At the beginning of Gettysburg
the player chooses one of the nine AIs or have one secretly
assigned. The nine AI are ranked along three levels of difficulty,
and three tiers of aggressiveness. Regardless of which character the
player chooses, the number and strength of the enemy's forces remains
consistent. But at higher difficulties, the AI probes for weakness,
attempts to flank for better fire, and they don't always strike where
one would expect. Even if one defends a position of strength, the AI
will discover the correct approach to give them the best possible
chance of victory.
For
whatever reason, this design decision was abandoned for Civil
War, and the unique
difficulty of Gettysburg
was replaced with a system of
giving statistical bonuses to the AI to make it more challenging!
To compound the ignominy, the AI is as dumb grunt on his first day
and as dangerous as a supply wagon. They understand none of the
critical actions listed above. They do not flank, but advance
relentlessly. They do not advance as a line, but piecemeal, with
brigades which recover from rout returning immediately to the fray.
In defense they do not maneuver to protect their rear, in offense
they don't flank. They move towards the closest objective or enemy
and will halt exactly at the maximum firing distance. Always! An
average player with this information can use their knowledge to
decimate the computer. Place your forces so the enemy will stand in
a river and fire at your men. Stand so your men are under the cover
of the woods, and theirs outside it. As long as the enemy is coming
to you, you can always position yourself to place them at a
disadvantage.
They
are predictable, ponderous, and pathetic. I won every battle except
for one minor one, and you can too.
After
an opening of such a ferocious fuselage, what else is there to relate
the Colonel asks the General's messenger. As Picket is suppose to
have said, "General,
I have no division..."
But
this is only the beginning of the review. A battle is not
necessarily lost when the first ridge is abandoned in the face of
relentless assault. Enough reinforcements could be arriving in time
to hold the second hilltop until the next day.
So
next week a further consideration of Ultimate
General.
Recent:
Relevant:
Comments
Post a Comment