Are you one of those strategy game players that really enjoys building bases?
Love watching your economy grow and hate it when all that nasty combat gets in
the way? Then read on, Cultures 2 might just be the game for you.
Cultures 2 is a real-time strategy game that puts you in charge of a group of
nomadic Vikings as they travel from their home in Greenland, through Europe by
way of Normandy, and all the way to the Middle East and the outskirts of
Baghdad. The Viking's leader, Bjarni, son of Leif Ericson, has had a
prophetic vision. The fabled Midgard Serpent will soon be unleashed on the
world and it is up to Bjarni and group of strange allies he has never met to
save the world.
Bjarni's quest is played out through a series of eleven missions as he and
his band of Vikings make their way to Baghdad. Eleven missions might not
sound like a lot, and it is smaller than the typical number found in most
strategy game campaigns, but it will actually take you quite a bit of time to
make your way through them. While the missions often feature numerous
subquests, this is not the reason for the extended gameplay. The reason
lies in Cultures 2's economic model, which is one of the most complex that
you'll come across in a computer game. Before I get into the details of
the economic model, though, I'll have to start with the basics.
Your tribe of Vikings consists of both men and women. Both men and
women have three basic needs: food, rest, and entertainment. For the most
part they will take care of these needs themselves, but you can help them to
fulfill these needs more efficiently by providing housing, food providers, and
the like.
Men begin as citizens (in other words, unemployed loafers), and you'll need
to assign each to a profession. At first only a few professions are
available; your basic builders, gatherers, fisherman, farmers, etc. Once
you have some gatherers bringing in lumber, stones, and clay, you can lay out
the foundations for basic buildings such as houses and production buildings.
And then ... you wait. Not only will it take some time before your
resources begin to accumulate, it takes quite a while to complete structures.
The work habits of builders in Cultures 2 would make teamsters proud.
Build a little, take a nap, build a little, go talk to a passing lady, work a
little, ... you get the idea.
Now that you've got the basic structures in place, you'll need to wait a bit
more as your workers gain experience. Only after they've worked at a job
for a while will they have gained enough experience to move on to other
professions. You'll become quite familiar with this process right off the
bat in the first mission. The goal of the mission is to raise ten units of
mead to pay a shipwright for a ship. Simple right? Well first you
need to build a farm and assign a man to work the farm. After he has
gained enough experience at farming, he can become a miller, so you'll need to
build a mill and assign the farmer to work it. Of course you'll still need
wheat, so you'll need to assign a new worker to the farm. After your
miller accumulates some experience, you'll be able to build a well, bakery, and
beehive, so you'll then need to lay the foundations for these structures and
wait for the builders to complete them. Then you can assign the miller to
become a baker, the farmer to be a miller, and a new guy to be a farmer.
Next wait some more until your baker has enough experience to become a brewer,
build the brewery, and assign him to the brewery. Finally, you'll be
producing mead and will be able to pay off the shipwright. And this is
just your first mission and a single branch of the tech tree! The next
mission will require you to build up an entire village, working your way down
several tech tree branches. You'll need to advance your gatherers down the
path to become craftsmen who produce advanced materials, and you'll need to do
so for every type of resource. You'll also need to train producers to use
the advanced materials to produce goods and buildings. There's an awful
lot of work to get a village up and running ... and an awful lot of waiting too.
Women in Cultures 2 have their own role to fill: getting married, making
babies, and cooking dinners. I'm not joking, but before you become too
incensed at this apparently misogynistic division of labor remember that these
are 11th Century Vikings after all. Like their male counterparts, the
women need to be guided carefully. You must make sure that your women are
married, and that the couple is assigned to a dwelling. If they don't have
a home, then they won't have any children and you won't be able to generate any
future Vikings. Once a woman is married and has a home, you have to
instruct her to have a baby and select the sex of the newborn. Women can
only have one child at a time and will never have children on their own, so once
a child is grown you'll need to track down the mother and instruct her to have
another child. If you neglect to manage your female population, you'll
soon run into a shortage of available workers and things will really slow
down. Also, by providing homes with food and furniture, women make the
lives of the men a bit easier allowing the men to get more work done.
Believe me, they need all the boosts to productivity that they can get.
Page 2 »