I've got this budget game called Imperialism II, which came out in 2000 and is now selling for under ten bucks.
I've been really enthusiastic about this game and wanting to tell the community how great it is, but I thought I'd better play a couple of campaigns right through to test it out and the result has been a bit of a disappointment.
For those who like a good strategy game, this one would seem to have it all. It has a complex economic model that really makes you work hard to develop your economy. The diplomatic model is in some respects the most realistic I've seen. It's not necessarily just a matter of conquering the New World, you can make friends with the Indians and/or the minor nations, and develop their goodies for them, reaping a percentage of the profits each turn, until eventually they may become willing to become part of your empire. You may want to do this if you don't have the cash or the military power to conquer them outright. The trading system is also quite complex, although a little too arcane for my taste.
Even the battles over provinces, though nothing like as complex as a Total War game, are kind of fun as you maneouvre up to 16 unit units on the battlefield to try and get the best of the enemy.
So where does the disappointment come in? Well there are two glaring problems with the game. Firstly the victory conditions. This is a game that gives you about six pages of variables you can set to tailor the difficulty level to your exact taste, yet somehow they have managed to leave out the most important option of all, which is the option to tailor your own victory conditions! Basically, the game is over when one nation conquers 42 Old World provinces.
Now the developers must have known the victory conditions were an issue because the manual says you only need 31 provinces to win, but the game itself requires 42. So it must have been a last minute decision to change them. But if they weren't sure what the victory conditions should be, wouldn't the obvious thing have been to let the player set them to his own taste?
The problem is exacerbated by the second major problem the game has, which is the stupidity of the campaign AI. In my current campaign there are only two superpowers, me and Sweden. I have 39 provinces already and only need another three to win the game. Now you'd think Sweden would be concerned it was about to suffer total defeat, and fighting like hell to stop me from winning, but instead, my relationship with Sweden is at the very highest level. We are the best of friends and there's no chance it will declare war on me. So I'm going to win again without the slightest problem.
I've been developing my economic and military power for days on end until I'm finally ready to challenge the mighty Swedish empire, and the Swedish empire is going to give up without a fight!
What a letdown.
I'm truly staggered to think how the developers could have gone to so much trouble to build such complexity into a game, just to leave the AI factions so dumb they won't even defend their interests when facing certain defeat. Again, if they'd given you the option to set the victory conditions to conquering ALL the provinces, this would not be such a problem. But taken together these two omissions make it really easy to win.
Of course, you can get around this problem to some degree by declining to take that last province, and just try to win by fighting it out militarily. But if the AI is too stupid to contest the provinces whose resources are critical to military power, the result is a foregone conclusion anyway. The only way to make a game of it then is to play with one hand tied behind your back, and limit the number of provinces you take. But where do you draw the line? That's an impossible question to answer.
I read an interview with the head of the development team that designed this game. He said there would never be an "Imperialism III" because consumers had shown they are not interested in buying complex games that simulate the real world. No, sorry buddy, don't try to blame the consumer, it's YOUR stupid fault for designing a strategic AI with the IQ of a potplant!
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