190 lines
9.7 KiB
Plaintext
190 lines
9.7 KiB
Plaintext
|
||
|
||
|
||
REVOLUTION '76
|
||
|
||
The American Revolution was a complex event that involved far more
|
||
than simple military events. Diplomatic intrigues, internal
|
||
political bickering, and an unstable new economy were major factors
|
||
in the struggle for independence. With REVOLUTION '76, Ed Bever has
|
||
created a beautifully succinct simulation of those turbulent times.
|
||
Players must grapple with all aspects of the Revolution to
|
||
successfully free the colonies from British rule. Fail to create a
|
||
new nation, and you may well end up dangling from a British noose.
|
||
(This review is based on the IBM-PC version.)
|
||
|
||
In many ways, REVOLUTION '76 bears a striking resemblance to Chris
|
||
Crawford's BALANCE OF POWER. As in that earlier game, players
|
||
quickly discover that military means alone will not win the game.
|
||
Successful play derives from a careful balance of several factors.
|
||
For example, military appointments are governed not just by
|
||
competence in battle, but also by factional politics. The player who
|
||
ignores these political imperatives will soon encounter as many
|
||
enemies in the colonies as in the British Parliament.
|
||
|
||
Play of REVOLUTION '76 is surprisingly straightforward, given the
|
||
complex network of factors that must be tracked. Part of this ease
|
||
of play is due to the graphic interface that clearly and logically
|
||
presents the information players need to make decisions. Additional
|
||
information is always just a mouse-click away.
|
||
|
||
Each turn in REVOLUTION '76 comprises one year. During a turn,
|
||
players must first determine their posture concerning Tories and
|
||
taxation. This is done using a simple map of the colonies, divided
|
||
into five regions. For each region the Colonial player controls, he
|
||
or she must set a taxation rate that influences the revenues
|
||
collected, and the popularity of the fledgling Colonial government.
|
||
Too high a tax rate leads to more Tories and lower patriotism. Low
|
||
taxes are popular, but will eventually cause rampant inflation, as
|
||
government spending for the war outstrips revenue.
|
||
|
||
Dealing with Tories is actually somewhat easier than setting tax
|
||
levels. If Tory agitation in a region is high, it is usually best to
|
||
placate them. If the Tories are already down, stronger measures can
|
||
be used to ensure that they stay that way.
|
||
|
||
Once the player has decided on the policies, a simple click
|
||
implements them and shows the results in revenue and levels of
|
||
support for the Tory and Patriotic causes for each region.
|
||
|
||
Next, players must determine the levels of recruitment they will
|
||
use in each region. Players can use various levels of inducement to
|
||
recruit regulars, ranging from simple patriotic exhortations to a
|
||
full array of bonuses and quotas. Players must also determine the
|
||
quantity of militia to support. Militia is cheaper and potentially
|
||
more plentiful than regular troops. But only regulars can be moved
|
||
from region to region, and regulars tend to be more effective in
|
||
battle.
|
||
|
||
Players may also recruit for privateering. Privateers garner
|
||
variable amounts of income from British merchants and cause shipping
|
||
insurance rates to rise. This in turn leads to more support for the
|
||
Colonial cause in the British Parliament. However, support for
|
||
privateers draws on the same manpower pool as that used to recruit
|
||
regulars. In REVOLUTION '76, there are no free lunches.
|
||
|
||
Once recruitment policies are established, supply must be allocated
|
||
for the regulars and the naval building program. Initially, supply
|
||
for regulars will be minimal. But as foreign support grows,
|
||
increasing levels of supplies may be allocated, albeit at some
|
||
cost. In addition, players may set the level of building they will
|
||
finance for new frigates. These frigates cannot really challenge
|
||
British naval supremacy. But they can win victories that will have
|
||
an important effect on colonial morale. Unfortunately, as one might
|
||
expect, naval expenditures quickly grow, and can become a major
|
||
contributor to the omnipresent inflation.
|
||
|
||
Having organized for recruiting and supplies, players may now move
|
||
their forces on the map. This phase is preceded by spy reports that
|
||
usually detail the movement of British troops. This makes the
|
||
player's job relatively simple: Hit the British where they are
|
||
weak. Unfortunately, threatened sectors will demand that they be
|
||
supported, even if the number of lobster backs ensures a Colonial
|
||
defeat. Thus, players must judge when to fight, and when to put up
|
||
token (or even no) resistance. Failure to succor a beleaguered
|
||
sector will dramatically lower patriotic feeling in the colonies.
|
||
|
||
As if this weren't enough, players must also appoint generals to
|
||
lead their troops. The quality of each general varies, but as you
|
||
might expect by now, players cannot simply pick the "best man for
|
||
the job." Each region demands that its generals be represented
|
||
equally in the appointments; when two or more generals enter a
|
||
sector, players must pick between them. This may also alienate a
|
||
region, if its general is not picked. All in all, this portion of
|
||
the game may well give players the ulcers that no doubt plagued the
|
||
leaders of the fight for independence.
|
||
|
||
Once the military maneuvers are finished, reports are given of
|
||
troop movements and battles. Colonial losses will lower patriotism
|
||
and encourage the Tory movement. Conversely, Colonial military
|
||
successes will heighten patriotic fervor and lower the Tory majority
|
||
in Parliament. In addition, Colonial victories may lead to increased
|
||
foreign support.
|
||
|
||
In the final phase of each turn, players must determine their
|
||
negotiating stance with the major European powers. In general,
|
||
foreign relations begin with a favorable neutrality and evolve to
|
||
increasing levels of support. The skill of each diplomat, along with
|
||
colonial successes, determines the level of support each power is
|
||
willing to provide. France usually leads the way, setting a
|
||
precedent that the other powers follow in later turns.
|
||
|
||
Negotiations with Britain are obviously of a different tenor.
|
||
Players must first determine what their peace conditions are.
|
||
Initially, players are willing to settle for autonomy for the
|
||
colonies. But the British will have none of that, and the
|
||
revolutionary die is cast. Ultimately, players will be most
|
||
successful if they can procure a peace in the most favorable terms
|
||
possible: colonial independence, with rights to expand west across
|
||
the New World.
|
||
|
||
To accomplish this goal, players must manage their various problems
|
||
successfully, while inflicting losses on the British. Each colonial
|
||
success erodes the Tory majority in the British parliament. If this
|
||
majority is completely eliminated, the Whigs will come to power and
|
||
press for an immediate peace. This should ensure favorable terms for
|
||
the Americans, though they may have to abandon their European allies
|
||
to secure the peace.
|
||
|
||
At the end of the game, players are rated on various factors. A
|
||
favorable peace garners positive points. Broken promises to allies
|
||
count against the player; ditto inflation, the length of the war,
|
||
and Tory sentiment (if any exists). The total is used to rate the
|
||
player, so that even if a favorable peace is secured, players may
|
||
only garner a Fair rating.
|
||
|
||
Surprisingly, even with all the detail included in the simulation,
|
||
a game of REVOLUTION '76 can be completed in an hour, once players
|
||
are familiar with the game. Play proceeds quickly and smoothly,
|
||
aided by the clear interface and a systematic progression of screens
|
||
and dialogues. The graphics are a bit chunky, but colorful.
|
||
|
||
REVOLUTION '76 supports the EGA (320x200x16) graphics mode only,
|
||
though it runs on VGA monitors in EGA emulation. It requires 640K of
|
||
RAM, and may be installed on a hard drive. Copy protection is
|
||
manual-based. A Microsoft-compatible mouse is required. There is no
|
||
soundboard support. REVOLUTION '76 comes with both 5-1/4" and
|
||
3-1/2" diskettes.
|
||
|
||
The manuals include a Player's Reference and a Historical
|
||
Reference. The latter is very well done, and provides excellent
|
||
insight into the reasons for much of what happens in the game.
|
||
|
||
In addition to these materials, educators may obtain an additional
|
||
booklet that contains information for using REVOLUTION '76 in the
|
||
classroom, including discussion questions and exercises, and
|
||
suggestions for setting up team play. It even offers some hints on
|
||
strategy for first-time players, to help avoid frustration.
|
||
|
||
The game itself, along with these materials, should prove to be
|
||
very useful in the classroom. Games tend to be fairly short (one
|
||
hour solitaire; two hours or so in teams). Teams can even compete
|
||
for the best rating.
|
||
|
||
The only possible problem is that REVOLUTION '76 and its supporting
|
||
materials evidence a frankness that is not always present in
|
||
standard K-12 texts. Specifically, the strengths and flaws of our
|
||
founding fathers are explicitly detailed and factored into the
|
||
game. This may upset particularly patriotic or vitriolic parents.
|
||
Most should not find the material offensive in any way, but there is
|
||
always that vocal minority to contend with.
|
||
|
||
On the down side, games of REVOLUTION '76 tend towards a favorable
|
||
ending, almost regardless of players' actions. The Tory majority
|
||
should steadily erode, while foreign support grows. The influx of
|
||
British soldiers and Hessian mercenaries is very large at first, but
|
||
quickly dwindles to a trickle. Players who avoid mistakes and major
|
||
confrontations will almost certainly secure colonial independence
|
||
eventually. The final rating at the end of the game is the only
|
||
means for determining the true quality of play.
|
||
|
||
These flaws are minor, however. Most players should find REVOLUTION
|
||
'76 an enjoyable and educational experience.
|
||
|
||
REVOLUTION '76 is published and distributed by Britannica
|
||
Software.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
||
|
||
|
||
|