![]() ![]() ![]() Transports with cavalry aboard can attack as cavalry versus other ships. ![]() Apparently you can sink a battleship with infantry and cavalry fire in this game, which adds to the general “Shrug” factor of the design. For the most part, the interface is a shallow learning curve, but it is a learning curve, as there’s nothing to explain it to you.Ĭombat mechanics are a real puzzler and sometimes a real howler. Most menus appear to have been designed as language-neutral, which is admirable, but maybe a few contextual help balloons would have been nice. The cards for the “Industry/Economics/Research” menu are reasonably readable, although with very muddy graphics. Sometimes I found myself trying to exit a menu and repeatedly poking it, thinking the game had frozen up, until I noticed a “continue” button on the bottom right I wasn’t seeing. Most buttons are extremely tiny and in the top left or bottom right corners. However, the menus, when they use text at all, use a very spindly san serif font that tends to blur into the background, and is very difficult to read. The map graphics are straightforward and the graphics are well done, to a point. Next, the interface leaves a lot to be desired. Still, I expect to have help be a little more… helpful. If you have a grain of sense you will be able to figure production out through experimentation and common sense, as European War 3 isn’t exactly rocket science. The tutorial depicts a generalized notion of how to move and fight, but all in very vague and ungrammatical language that I found unsatisfactory for its purpose. Touch each area and you will find these two values there.” Okay, that almost made sense, but it doesn’t tell me what factors have to change to improve these numbers. what? Current industrial capacity? Technological level? This is a bit confusing, however, the tutorial does go on to say (sic) “Basically, they come from output of our cities and industrial zone. I assume that’s telling me that the dollar amount is our current treasury and the wrench is. One a dollar sign followed by a number, the other a wrench followed by a number. Here is production and industry value we got” followed by a tiny finger pointing to two very tiny indicators on the top left. Production and Industry is the main support for our battle. I get annoyed at bad grammar lapses in the tutorial modules of any game-because really, isn’t this supposed to be one of the selling points of a production? An example (sic): “First of all. Where to start? The help and tutorial seems like a logical starting point. I’m trying to be even-handed here, but regrettably there were some features of this game that I did not like. You only have a certain level of industrial capacity which will limit what you can build per turn, but this can be increased by investing in technology and economic output instead of new units. If you wish to build infantry units, for example, you touch the infantry card and a series of arrows will point towards the industrial centers on the map you want them to appear. This is handled with virtual cards that give your side build orders and industrial centers that where the unit will show up when produced. ![]() Like many games in this particular genre niche, European War 3 has a rudimentary production economy to replace fallen units and build up for aggressive campaigns. Units need to an amphibious capability to cross water, which has to be built using CARRIERS-in this game, they carry people, cavalry and artillery, not airplanes. Battles are resolved by rolling a handful of dice, with modifiers added and subtracted for existing losses, terrain, and area improvements (such as entrenchments and defensive artillery). No matter who is stacked in an area, units attack each other one at a time and defend the same way. If there are enemy units in the region, a battle ensues. If there are now units of an opposing force in the region, the region is captured. Units move from adjacent region to adjacent region, if the move is within their movement allowance. Each region starts the game with a control flag of the various historical powers represented in the game. Armies are icons of various troop types with different attack and defense statistics, the map is divided into several geographic areas allowing for point to point movement. European War 3 is a strategic level war game, of sorts, that resembles the board game AXIS AND ALLIES in many respects. I wasn’t a huge fan of European War 1 but I decided to give this a try because I like the historical time period loosely covered by this installment of the European War series, which is roughly mid-19th century to World War I. ![]()
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