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Rating: Release Date: June 5, 2002 Distributor: Strategy First Grade: B+
First, let me say that I am not a fan of real
time strategy (RTS) games but more of a turn based Civilization type of player.
Legion, is a game of the latter category but with aspects of an RTS. Not
that you control the armies combating on the field, but you set them up and
watch them wage war using the intricate combat model that the game provides.
It is this combination that sets the game apart from many in this genre.
With a copy of Legion in my hand, I marveled
first at the minimalistic size of the game and the meager requirements.
Not expecting much in the way of graphics or eye candy, I was surprised by how
much detail they packed into this tiny game. It's not that top of the line
by any stretch, but certainly playable and pleasing to the eye. The game
has obviously strived to differentiate itself from others by recreating
historical situations with extensive accuracy. Using atlas information
from the places represented (England, France, and Italy), you are given the
choice of Historical or Alternate settings for each scenario. The
historical settings are based on, as you would expect, historical situations
where you are given the option of playing one of up to 20 different factions.
With the alternate settings, you can customize certain aspects of the game so as
not to get locked into replaying the same exact setup over and over again.
First Contact
I chose to jump right into the game with the
Conquest of Britain and chose to be the Romans. After all, the game is
called Legion and what is more popular than a Roman Legion? I started out
with two minor towns in a corner of the island surrounded by 17 computer
players. Very different from the vast expanse of uncharted territory that
I'm used to finding in other turn based conquest games. Instead I'm
obviously going to have to wage war to expand my territory.
The game has what you would expect from a turn
based empire manager. My city started with some structures already built
such as a Village Hall, a Blacksmith, and a Mine. Your cities produce
three resources in Legion: Food, Ore, and Wood. From these three, you must
build your armies and your cities. One interesting building in my city was
a Supply Dump. From the description, it is used to bring in men and
supplies to assist in the invasion. My second city had a Farm, a Training
Ground, and another Supply Dump.
Legion:
System Requirements
Computer
Pentium® 233 MMX
Video Card
2MB DirectX Video Card
Drive Space
250MB minimum hard drive space
Memory
64 MB of RAM
DirectX
DirectX 8.0 or higher
Operating System
Windows® 98/ME/2000/XP
Sound Card
DirectX compatible sound card
CD-ROM
Not specified
Internet/Network Play
Not capable of internet or
network play
Release Date
6/5/2002
City Management
The city management screen is divided into sections. On the left are the
people I can recruit to fight for me. This varies from city to city
depending on the makeup of the town. In my first city, I could only
recruit a unit known as the Auxilla while in the second I could recruit Peasants
or a Legion. Each city has different starting resources which limited the
choices of buildings I could add to improve them. Buildings ranged from
the expected Farms, Lumber Yards, and Mines, to the typical Shrines and Training
Grounds, to the unusual Bordellos (for attracting mercenaries). Each city
had different options for buildings where one had Bordellos, the other had a
Gladiator School.
Buildings, other than costing supplies to build,
had maintenance costs and production. A Farm, for example, cost Ore to
build but produced 7 food per worker stationed there and had no maintenance
costs. Certain buildings allowed you to put a number of your citizens to
work in them to increase production of the product. An interesting
aspect of the game is that certain building have negative maintenance and in
essence naturally produce resources. Your village hall, for example,
produces 5 of each resource while the supply dump produces 10. As such,
the starting towns were not only well supplied with stores of each resource, but
also had a positive flow of each resource coming from the buildings in them.
Armies
Each city started with a unit of three types:
Velites which wielded spears, either Auxilla or Legion, and Equites which were
calvary units. Each type of unit has a rating in four categories: Armor,
Mobility, Organization, and Morale. These factors determine how a unit
performs on the battle field and can determine how you send your troops into
battle. Below is a table outlining some of the ratings of units in the
game.
Armor
Mobility
Organization
Morale
Peasants
None
Low
Irregular
Very Low
Auxilla (Auxillary)
Medium
Medium
Ordered
Medium
Auxillary Archers
Medium
Medium
Ordered
Medium
Legion
High
Low
Ordered
High
Recruiting armies isn't just buying them.
The recruits come from your population and decrease the number of available
workers in your city. As such, it is not a simple matter of "building"
units as building your cities to have more people available for combat.
The Campaign
With
ample resources and hostile neighbors, I decided to start my cities off on the
right foot. I chose to construct a small fort in each town. This
would give me an extra garrison squad for defense as well as the ability to
recruit bigger units. I ended my first turn and nothing seemed to really
happen. My cities grew a little but continued to work on their projects.
I maxed out my workers in the one farm and the other mine. With one city
having a good number of unused people, I decided to recruit some Auxilla and see
about patrolling my borders. What's interesting is that each "turn"
changed the season of the year, but it wasn't until the next year came that my
unit was recruited and my forts built. City operations are done on a
yearly basis while troop movement can occur in each "season".
With my forts built, I noticed now that my cities
lacked any open land to build more buildings on. Time to expand. I
started construction on Town Hall to replace my meager Village Hall. But
that was a serious expense that I did not have enough wood to build both at
once. So instead I started it only in the larger town, letting the other
recruit a Legion since I now had extra people in that city. And to pass
the time, I marched my newly formed Auxilla across my holdings to meet up with
the new Legion coming.
At this time I noticed that I could upgrade my
units (at a cost), probably due to my new forts. Feeling brass, I chose to
do so for the units with the least cost since I was still low on wood.
What I received was an increased capacity on the units. They were able to
be larger now but appeared "hurt" on the screen. As the seasons passed,
they "healed" those points and came to their full power. My second turn
ended.
I now had a Town Hall and more space to build on.
I also had a bunch of new buildings to choose from such as a Bath House and a
Watch Tower to increase my ability to see the enemy. Still with a wood
supply problem, I chose instead the simple Lumber Yard. I noticed now also
that my troop construction had dwindled my food supplies so I chose to expand my
Farm to a Large Farm in my other city to compensate. Already the simple
balance between food, ore, and wood was coming into play. I joined up my
two armies and then noticed that my neighbors had units on the move as well
although I could not tell what they were. As
the turns progressed, I continued to build my cities and move my armies and
noticed that my neighbors had started fighting each other. One of my
closest even lost a city so I made up my mind to attack him and take his final
city thinking he would be an easy target. Switching my Legion/Auxilla unit
for the original city garrison with Equites, I advanced my unit across his
borders and engaged his people.
Combat
Upon ordering the attack on his city, I was
presented with the combat screen. Here I saw my three units vs. his single
unit. I had some Equites, Velites, and Auxilla. For each unit I had
a two sets of options: the formation and advancement options. The
formation was pretty straightforward. For Equites and Velites I could
choose one of two checkered patters. The Auxilla however had different
options for lines, wedges, and other advanced formations. The advancement
was the same for all units ranging from a normal advance, to a long hold and
then advance to a rapid advance. I chose options I thought would
work and let my men have at it. As it turns out I won and conquered his
city. To my pleasure, I now had the option of recruiting archers for I had
captured a Fletcher but now had an Ore production issue with the addition of the
town to my empire.
Summary
While not overwhelming with advanced options and
extraordinarily detailed management options, Legion excels in its simplicity.
In representing historical scenarios, Legion also departs from the traditional
exploration beginnings of most turn based simulation games and instead thrusts
you immediately into managing your empire and constructing an army for defense
and conquest. It is in this simple set of rules and the unusual
implementation of combat resolution that makes this game worth playing. It
is only the lack of a goal other than conquest that limits the scope and
replayability of the game. But then, as a true combat turn based game, it
is an excellent example.