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Interview with Anton
Bolshakov about
European Wars: Warlord's Style
Interviewer: Steve
Lieb
Anton Bolshakov of GSC Game World
SGO: Ships - I'll be curious to see how you
compare their strengths, as I understand that the Xebec was very
maneuverable, but was rarely even nearly a match for a 4th or
5th-rate line ship. Are there national differences in the ships as
well (i.e. historically French and American ships were much tougher
than English) and crews?
AB:
Each vessel type possesses series of individual parameters, such as
movement speed, weapons type, number of cannons, health points. Also
there are 'economic' parameters - production and maintenance cost -
but let us put them aside in the question. We tried to reconstruct
advantages and drawbacks of real ships in real battle. Thus, for
instance, a Yacht is light and the most quick vessel in the game.
Frigates are almost as quick as Yachts. Battleships are not best in
maneuvers, but are real naval fortresses - much health points, many
cannons on board. A Galley is armed with a mortar, so it can shell
coast targets over terrain irregularities, etc. As to vessel
differences for countries. There are differences not in parameters,
but in fleet structure. For example, a Yacht is the most powerful
ship Ukraine can build. In Russia Battleships appear only after a
player proceeds to the XVIII century. Same vessel types of different
nations possess same sets of parameters. However, in the game
process some parameters may get better (for instance, via upgrades).
As to American navy (you probably mean famous American frigates),
events in EW do not deal with America at all. Our add-on will be
dedicated to colonial wars and American war for independence, so USA
navy peculiarities will be depicted in the add-on. As to French
fleet, the question of French vessels' superiority is really in
question. Of course, some peculiarities of French ships (a higher
cannon deck, etc.) make them better than English ones, but English
shipwrights and naval commanders had their know-how too - after all,
Britain was considered a great sea power for a very long time.
Moreover, Englishmen used to copy French vessels (frigates in
particular) and imitating the best achievements. Hence, there are no
significant difference between French and English fleet.
SGO: How are territory & resources
controlled - is it by region (like "I captured Silesia!")
(ala Imperialism) or is it based on the individual things on tiles
("I captured this gold mine") ala Age of Empires?
AB:
Territory and resource management is done at specific objects - a-la
Age of Empires. However in single missions and campaigns one can
capture whole villages and cities. For example, after starting a
mission with a tiny squad, a player can reach a small village and
capture it, then this settlement will be managed by the player.
SGO: Is the government modelled, or is it just
"the player can do everything".
AB:
There is no government in the game. A player should deal with all
state aspects himself - developing economy, science, forming armies,
conducting battles.
SGO: Is there weather and weather effects?
Climates?
AB:
There are no weather effects - it is a sunny day all the time. The
game 'takes place' in various climatic zones (Russia, England,
France, Turkey). Hence, you can see nature of several climatic zones
in the game: woods under the snow, oases with palms, sand-dunes and
green forests, rocky shores and mountains.
SGO: Are towns placed in the editor and fixed in
the game, or are towns something you can start (colonize) in the
game?
AB:
There are no cities as solid objects in the map editor. A player has
access to a series of buildings to construct a city of any type and
size.
SGO: Is there a macro economic model - is there
trade with partners, economic benefit of colonies?
AB:
Macro economy is represented only by possibility to buy, sell, and
exchange resources at the Market. However unlike other games the
Market prices are formed dynamically and dependent of the game
situation. For instance, having captured most coal mines on the map,
a player will face coal prices dropdown. Moreover, a player can
create a 'stock-jobbing' by buying one of resources in great
quantities, and the price will go up. Again, a player can sell many
resources at the Market to lower the price. Hence, a player can
indirectly influence his rivals' economy and even strike gold!
SGO: Fog of war - it appears that the fog of war
is semi-persistent: the map is black, and as you explore it clears,
but only updates near units. Is this correct?
AB:
Really, the fog of war closes in some time after a unit has passed.
This increases significance of recognizance in the game. Besides,
there is a XVIII century upgrade - Montgolflier. After inventing it,
a balloon rises to the sky, and the whole map is revealed.
SGO: fog +3d - you state it's "fully
3d" - can the map be rotated? Can you hide a unit behind a
hill?
The
relief is really 'full 3D', but you cannot rotate the map. Like in
real life, landscape plays a great role in any battle. Thus, full 3D
landscape in the game allows a new level of game playability in
comparison with 'quasi 3D' strategies. Thus, predominant heights can
provide with advantages in attack and defense; occupying a height
may even determine a battle outcome. Also narrow canyons are got
places to set ambushes or hold off enemy's major forces; a landscape
with ravines will prevent an enemy from conducting instant cavalry
charges, etc. The 3D landscape has entailed implementation of world
physics. For instance, units climb heights slower, while at a height
they see and shoot farther. Shooters, cannons, ships, and towers
cannot shoot through hills; thus, for example, a player's squad will
be safe from enemy's cannons behind the hill. To hit targets behind
landscape irregularities, one should use howitzers (plunge firing
cannons) and mortars (long range plunging fire).
SGO: You state it's sprite-based graphics, but
the figures appear to be little 3d figures - are they pre-rendered
and then converted to sprites? That would suggest that if the map is
rotateable, it would be fixed at 4 views or 8 views or something.
AB:
Unit graphics consists of pre-rendered sprites. As I have said, you
cannot rotate the map, however we have paid much attention to making
unit movements and turns smooth and natural. A special graphics
compression algorithm was developed to achieve numerous animation
types (walking, bayoneting, saber swinging, shooting, reloading
guns, grenade throw, death, etc.) pre-rendered in 16 directions, and
ships and artillery in 64 directions - all these without a
noticeable increase of system requirements (compare to 8
pre-rendered directions for all units and vessels in AOE 2). Hence,
our units are high-detailed (that is possible with sprite graphics
only) and free of common sprite graphics drawbacks - poor animation,
jitter during turns, slipping during diagonal movement, etc.
SGO: Is there a "zoom out view the whole
map" view?
AB:
Unfortunately there is no. Zooming x2 and x4 having been announced
at our site will not be included in the final version for technical
reasons.
SGO: Infinite gold/coal/iron? In the span of
time the game seems to suggest, it would seem realistic that there
is a small (unpredictable) chance that mines are exhausted.
AB:
If we consider historical events in the basis of the game, the most
prolonged was the Thirty Years war. Although the game 'virtual time'
runs faster than real one, we suppose technologies of XVI-XVIII
centuries could not allow working out a deposit during even 30
years. Or, for instance, how many boats would one need to catch all
fish in the Adriatic Sea or the Channel? Or how many years would one
cut Siberian forests with axes? Or to quarry all the stone of Alpine
foothills? Taking all this under consideration, we decided to make
all resources except food infinite. Of course, finite resources are
rather something you've got just used to during ten years of playing
Warcraft, ?&C, AOE, etc. with the appropriate economic system. I
have discovered infinite resources only in Total Annihilation in
1997. In EW economic system contains many new and original elements:
we have tried to create a harmony of economic system and the
historical game context. Is it good or bad? Well, let gamers judge.
SGO: Wood - is it a renewable resource?
AB:
Wood is renewable, it is infinite.
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