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Missions for Songhai: Develop your provinces and claim the mantles of Mali and Timbuktu as the new rising power. There's an extensive and complex economic model encompassing trade, taxes and inflation -- explicit description of which would be beyond the scope of this review.

Let's just say that for the players out there who are interested in this facet of computer games you know who you are nothing much more intricate has been encountered hereabouts.

There are missions that can earn additional victory points. These missions can range from the apparently simple -- like keeping control over one of your own core starting provinces for 20 years -- or the seemingly impossible -- like discovering a province halfway around the world. Though it may not be possible at the moment, it would be something to look forward to.

But with the ability to play any of 60 countries in any scenario, variety is extensive. The game is controlled through a quite attractive color world map, drawn in the style of Renaissance cartography and zoomable to a number of levels. On the left side is a navigator panel with shields and symbols that give game information, your rank among all nations in the game and victory points. Clickable icons lead to other screens for controlling the economy, for switching map modes -- from the normal map to the political or trade maps -- and that lead to reports about the progress of the game.

The map is divided, Risk -like irregular shapes , into the plus provinces representing authentic geopolitics of the time. Your country -- any country -- is a grouping of the provinces that belong to the country at the moment. You have extensive control -- in the Menu, under Options -- over which messages are displayed to you and how they are displayed -- whether they should just scroll by in the history report or come up in a box that either stops or does not stop the game.

Thus, it's possible on a machine that multitasks well for you to set the messages to stop at certain times. You can then run the game in the background while you do other work like writing game reviews and then check back in to make the next decision, do some housekeeping and arrange a royal marriage or two. Basically, in this game you spend most of your time checking around your various settings, watching your borders, striving for colonies and trying to determine which of your neighbors might be vulnerable enough for you to snatch a province or two without too much in the way of consequences.

Many outside events and many of your own actions can move that rating either way. The diplomacy model is quite well conceived.

Briefly, it all works on the assumption that the status quo situation who has what at the moment constitutes the proper balance. Wars arise and one or the other side manages an advantage. Send a diplomat or rather, spend one, as they are a consumable resource and in your negotiations with the enemy you see a percentage representing your advantage.

If it's a positive percentage then you've won the right to make demands. If it's negative, you may have to give up something. The results can just be peace or the gain or loss of provinces, among other possibilities. The key is that you can never acquire a new province from an enemy -- territory never officially changes hands -- unless a peace settlement is made.

No peace, and even though your armies occupy the enemy territory, they are merely occupiers, with all the penalties -- mostly higher attrition rates -- that occupation entails. Once peace is achieved, the new balance is established and your relations with all countries are adjusted accordingly. A problem arose here along these lines while playing the Cherokee. We took two provinces, including the home province of the Creek, during a war.

We sent a diplomat and making peace was not an option. The rollover said that we must wait until September to offer peace again. It was already March Eventually we were allowed to offer peace in May of but we did not have enough advantage to demand the only non-capital province that we took.

The "offer peace" option again disappeared and again the rollover said we had to wait until September Another major concept in the geopolitical aspect of the game is that of cassus belli roughly translated as "cause of conflict," or cause for a just war. Simply put, you must have a cassus belli to go to war, or else your relations with all nations will suffer. Insults and other actions may provide a cassus belli. If you have one, then relations with all but the involved parties will remain stable.

Some nations begin a scenario with a permanent cassus belli. Attrition is one of the major concepts of the game, especially if you're of an expansionistic mindset. Build an army and see how difficult and expensive a proposition it was, then and now. March the army around the map without purpose and watch it erode away before your eyes without firing a shot.

Supply is a factor. A supply link to a home province must be maintained or attrition is much worse. You have control over the composition of your combat units -- split them and reorganize them at will, decide the ratios of infantry to cavalry to artillery, but their success depends as much on how advanced your tech levels are and on their morale as much as on their numbers.

Action-wise, however, all combat is an abstracted slugging match. Your only decision is to retreat if it's not going too well. A keen characteristic of the slow pace of this game is the screen where you can set "domestic policy" for your country.

There are eight settings that cover such philosophical positions as whether you favor plutocracy over aristocracy or free trade over mercantilism. All the areas have various effects on what happens in the game. Each scale has eleven positions, from the neutral to five positions on each side, signifying your culture's relative philosophical position on the subject.

You may make only one change to any of the eight settings only once every ten game years. That's not one change per scale every ten years -- it's one change on any of the scales, once per ten years. While you're multitasking you might want to set up some kind of reminder in some other calendaring and scheduling program that these settings are there. The Domestic Policy and Religious Tolerance controls are hard to find. They're under Country and Monarch information. Click the coat of arms at the top of the navigator.

The shield on the next screen to the left of the victory points goes to Domestic Policy and the one to the right goes to Religious Tolerance. Religion is another facet of the game, interesting enough to deserve an article or two in itself. The manual does a good job of outlining its effect on play.

In your budget controls you can decide to throw money at various facets of your culture, like land, naval or trade tech, infrastructure or spend on stability itself. CRTs are referenced, but retain their mystery.

They remain hidden. Europa allows multiplayer action through a LAN, through direct Internet connection, or via a built-in connection to a server called Valkyrienet. Four attempts to connect to Valkyrienet were successful and appeared stable. There's a chat area and game rooms. However, no other players were present during any of those brief connections, so I could not judge multiplayer action. A fifth attempt to connect was unsuccessful.

All the maps are beautiful but static. Your army's uniforms are minutely researched and authentic.



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