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262 lines
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262 lines
16 KiB
Plaintext
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CASTLES
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"Is there anyone who isn't fascinated by castles?" reads the copy on
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the back of the manual for Interplay's new game, CASTLES. Indeed the
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massive fortresses of the Middle Ages, with their associations to legend
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and history, do seem like an irresistible subject for a game. Interplay's
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CASTLES aims to integrate features of war games, role-playing games, and
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simulations such as RAILROAD TYCOON into one package. Unfortunately,
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CASTLES falls far short of what it should have been. Instead of being as
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addictive as SIM CITY, CASTLES quickly becomes tedious. Real life castles
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are fascinating, but Interplay's CASTLES isn't. (This review is based
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on the MS-DOS version.)
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The goal in CASTLES is to design and build a castle while defending it
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from enemy attacks. The player designs a castle by selecting a piece and
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then laying it on the overhead design map. There are two basic castle
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pieces: walls and towers. Walls can be one of three different heights and
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three different widths, and may have arrow slits or cauldrons of boiling oil
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built into them. These extras are costly, as the taller and thicker a
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wall is the longer it takes to build. Towers may be either round or square,
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and can be one of three different heights. Round towers provide better
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protection, but take longer to build. There is a third castle piece, the
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gate, which is required to complete your castle. Gates can be opened and
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shut, which is sometimes useful for releasing infantry during a battle.
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After laying out the castle, the player must assign workers to build
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it. You can hire many different sorts of specialized workers, such as
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diggers, quarrymen, and carters. You can also change the wages you pay them
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(of course, if you don't pay them much, you may find no one is willing to
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work for you). Construction is illustrated on the screen by small animated
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figures bustling back and forth digging, sawing, and working on scaffolds.
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They even wave to you when they finish a wall segment. The castles are
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nicely rendered in perspective, and can be viewed from two angles.
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Workers have to be paid, of course, and to pay them you have to collect taxes.
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The player gets a certain amount of tax revenues each year, the amount
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of which increases with the number of castle pieces he has. The player
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can also collect monthly levies, although this method of finance tends
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to upset the peasants. The player has to be sure to keep enough money
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on hand to pay both his workers and his military -- if the player runs out of
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money his employees abandon him.
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Construction is interrupted by two kinds of events: messengers and battles.
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Messengers arrive every game month and present the player with political
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and military problems. The player must then choose among three possible
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solutions. For example, the messenger may say that an outlaw has been
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captured and give the player the options of imprisoning him, beheading him,
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or setting him free. These incidents are strung together to
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form miniature stories, so that the outlaw you fail to behead today may
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return to bedevil you tomorrow. The messenger events vary randomly from
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game to game, giving the game replay value.
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Battles can occur both randomly and after you make major decisions. In battle
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mode you place your archers and infantry on the map (not necessarily within
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the castle itself) and then watch the battle take place. Each infantry unit
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can in principle be controlled by clicking on the unit and then clicking on
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its destination. Archers cannot move during a battle, though you can control
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which target they fire at. Battles end when you wipe out the opposing sides
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forces or when they tear down most of your castle, whichever comes first.
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Losing a single battle also means losing the game, so players are advised to
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save often.
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Players can choose single castle, three castle, or eight castle campaigns
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set in either a realistic or a fantasy setting. The campaign is complete
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when the player has completed the required number of castles in succession.
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There are eight areas total that must be pacified, ranging from grassland to
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swamp. Landscape terrain varies from area to area, but not from game to game.
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There are three different difficulty levels plus a practice mode.
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Increasing the difficulty level reduces tax revenue and increases the
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probability and severity of enemy attacks. The difference between the
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fantasy and realistic modes is small, affecting mainly the messenger
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vignettes.
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If all the features described above had been properly implemented, CASTLES
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would be a very good game. As it is, the best that can be said about CASTLES
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is that it is mildly entertaining for a few hours. Seeing your
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castle design constructed before your eyes gives the player the same
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simple satisfaction that playing with blocks does, and watching the animated
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workmen and soldiers wander around is fun, too. But once the initial
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thrill is gone, CASTLES fundamental flaws emerge: a poorly written
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manual, lack of depth and variety, and historical inaccuracy.
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Gameplay in CASTLES covers a wide variety of subjects, ranging from
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proper castle construction to managing revenues to military strategy.
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One might expect a nice fat manual bursting with information, just like
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the SIM CITY and RAILROAD TYCOON manuals. Unfortunately the CASTLES
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manual is thin and sloppy. Often vital information is missing, such as the
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definition of resource points, an explanation of when moats may or may
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not be dug, and the requirements for a completed castle. The section of
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the manual devoted to a tutorial is presented as a hard-to-read,
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tongue-in-cheek dialogue between a knight and his squire that jumbles
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together important information, bad jokes, and faux-medieval dialect.
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Space that could have been used to explain the game is instead given over
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to a list of "Five Good Reasons Not To Be a Peasant in the Middle Ages"
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and a lengthy, irrelevant, and not very accurate account of the deeds of
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the early Plantagenet kings. Basic information on castle design is
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scattered throughout several sections, or not given at all.
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The poor manual compounds another problem of the game, namely its monotony.
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After building your first castle, you have seen just about all the game
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has to offer. Essentially all you do is lay out your castle, assign your
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workers, and deal with the infrequent messengers and battles. This leaves
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long, long stretches where there is nothing to do but watch your workers
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work. One can tinker with the taxes or the food supply (used in sieges),
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but this is seldom necessary. You can adjust the number of workers on
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each segment of the castle, but this is easily and quickly done. One can
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try to improve the composition of your workforce, but the game gives you
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little feedback on how to do this. All one is told is if one's overall
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workforce efficiency is "Poor," "Satisfactory," "Good," etc. These
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generalities are of little help in determining whether you should hire
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more carpenters or increase the pay of your masons, and the manual isn't
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much help either. You can try and improve your efficiency rating by trial
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and error, but it's far less aggravating to just stick with the
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"Satisfactory" default settings.
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What CASTLES lacks are the graphs, charts, and reports that are found in
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such abundance in SIM CITY and RAILROAD TYCOON. All CASTLES provides in
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this area are the most basic statistics about the number of employees, their
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wages, and overall income and expenses. It would be wonderful to see graphs
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showing the efficiency of masons over time, say, or the growth of revenues,
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or the size of the food supply. Then the player would be able to spend
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the dead time between messengers and battles consulting the reports and
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fine tuning his allocation of resources. Most of the player's time in
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RAILROAD TYCOON and SIM CITY is spent in just such fine-tuning, and it's
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what makes those games so addictive.
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Although the messengers and battles are entertaining compared to the
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construction phase, these segments also have their drawbacks. While some
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messenger vignettes are entertaining (such as the story of the outlaw
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mentioned above), others are dull or pointless. Often picking the right
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solution is just a matter of reading the manual. When the manual states
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that the Duke of Norshire is incompetent and cowardly, or that the Abbess
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of St. Martha's is crazy, it's pretty obvious how these people should be
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treated. In a way, the messenger segments add to the monotony since only
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one messenger arrives a month: no more, no less. If you send an army off
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to battle in a faraway land in April, you can be sure it will be May before
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you learn the result; if you exile your brother-in-law in October, you can
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be sure you won't hear about the political fallout till November.
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Battle quickly becomes dull as well. The computer's artificial intelligence
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routines are poor. Enemy forces appear on the map, walk straight towards
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the castle, and attack your troops and castle walls. The computer enemy
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does not exploit weaknesses in your castle design, and tends to attack from
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the same direction. Thus if the enemy usually attacks from the east, you can
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dedicate your time to building up the east wall and neglect the others.
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The enemy will walk right into the trap instead of attempting to circle
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around to attack from another direction. Terrain seems to make little
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difference in battle -- armies walk at the same speed over water as they do
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over grass. This means there is little point in positioning your castle
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to take advantage of the terrain. Although you are supposed to be able to
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click on infantry units to give them orders, in my experience the clicks
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seldom "take" and your infantry simply walks in a straight line towards the
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enemy. Alas, this means they often get stranded behind wall segments where
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they are of no use to anyone. (This problem may simply be a quirk with my
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system, but as I use a Microsoft mouse on an IBM system, I doubt it.) Battles
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are therefore a routine matter of putting your troops in place and watching
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the two computer-controlled armies slug it out.
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The monotony of the game might be excusable if it was an accurate simulation
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of medieval castle building. Yet the castles in CASTLES bear only the
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slightest resemblance to their historical counterparts. For example: All
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walls in CASTLES are stone. Stone walls are expensive, and can only be
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built slowly. In CASTLES this means there are often large gaps in the castle
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walls because the player can't afford to build the entire wall at once.
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In history the real castle builders avoided such problems by doing the
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obvious thing -- they used wood when they could not afford stone. Wood walls
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were cheap and quickly built. Many medieval castles had stone keeps and wood
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surrounding walls, with the wood walls being gradually replaced with stone
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ones when the owner's pocketbook allowed. In fact, many early castles were
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made entirely of wood and bore a greater resemblance to the palisaded forts
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of the Wild West than the massive stone structures of the later Middle Ages.
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CASTLES forces the player to do something a medieval strategist would
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consider suicidal, namely leave large gaps in the defense, simply because
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it requires the player to use stone walls.
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Another example: In CASTLES, sieges are very simple. At the start of a
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battle the enemy decides whether to lay siege to your castle. If they do,
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your food supply begins to drop. When it hits zero, your troops begin to
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die at a very rapid rate. Eventually the enemy stops the siege (though
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why they do so is unclear, since they are quickly killing off your armies
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by starvation) and a regular battle begins.
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This has little to do with real medieval sieges. A medieval siege was
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always a two-sided affair. Those within the castle had limited food
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supplies, but usually so did the besieging army. The defenders had to
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rely on their stores, but the attackers had to rely what they could
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plunder from the nearby area. The attackers also had to worry about being
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cut off from their supply lines by the defender's allies; about maintaining
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discipline during a lengthy siege; about the disease that always struck
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army camps; about the onset of winter and the end of the campaigning
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season. The game was seeing which side would give in first. Yet in CASTLES
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the enemy's food supplies are never depleted; the enemy's troops suffer
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no attrition due to disease or desertion; the enemy is never forced
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to withdraw because of winter or the approach of the defender's allies.
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The siege in CASTLES is simply a way of whittling away your forces to
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give the computer opponent an edge.
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These objections might be dismissed as historical nitpicking. Just
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because CASTLES doesn't depict history perfectly doesn't necessarily
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mean it's a bad game. After all, RAILROAD TYCOON took some major liberties
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with its historical subject matter and yet RAILROAD TYCOON is a classic game.
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But CASTLES fundamentally misrepresents what castles were and how they worked.
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Instead of being the sophisticated and efficient tools for holding a
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territory that they were in history, CASTLES portrays castles as fragile
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and ineffective.
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This is due to a major flaw in the combat system. In reality breaching a
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castle wall was a long, difficult business involving tunneling under a wall
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and undermining it. In CASTLES, enemy infantry simply walk up to a wall
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and push it over with a minimum of effort. The cauldrons of boiling oil
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in a wall can kill an attacker, but for some reason each wall is only
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allowed one dose of oil per battle. Archers are of little use. They do very
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little damage to begin with, and since they not allowed to shoot at tight
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angles they are ineffective when the enemy gets too close. This means
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once a enemy unit reaches a wall it is very difficult to stop him from
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pushing it over.
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The key to victory is therefore killing off the enemy before he reaches the
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walls, and since archers are so ineffective the only way to do that is
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to place your infantry _outside_ the castle. That way they can intercept
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the enemy before he gets too close. Of course, the infantry takes terrible
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casualties with this strategy. The infantry labor pool is apparently
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refilled each game year, however, so this is no great loss. Simply hire a
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new crop of cannon fodder (sword fodder?) next year. But this is
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the exact opposite of the way real castles worked. Real castles existed
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so that the castle walls would absorb the attacks meant for people. In
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CASTLES, where completing the castle is the sole route to victory, the smart
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thing to do is to let people absorb the attacks meant for the valuable
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castle walls. Real castles existed to protect important assets -- people
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and their property. In CASTLES the castle walls are an end in themselves.
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Paradoxically, this means that there is no reason to build a castle in
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CASTLES. The following strategy works better than building one central
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structure: Place the keep and the gate (both of which are required for a
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completed castle) in the middle of the map. Then instead of building
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walls around the keep, build a large network of free standing towers.
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When the enemy attacks, it will march single mindedly towards the
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central keep. It will ignore most of the towers alone unless they are
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directly in its path. By placing your archers in the correct towers
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you can create a long corridor of crossfire for the enemy to walk
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through en route to the keep. If you plan it carefully the enemy will
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never get within bowshot of the central keep and damage to the "castle"
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-- the network of towers -- will be minimal.
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On the plus side, CASTLES has nice VGA graphics and a smooth, mouse-driven
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interface. It is relatively bug-free (but don't save games during
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battles). The game engine is easy to use and a good starting point for a
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castle simulator; one hopes that Interplay will someday roll up its sleeves,
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do some comprehensive rethinking of the project, and produce a CASTLES II
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that accurately reflects its namesake.
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CASTLES supports CGA, Tandy, EGA, MCGA, and VGA graphics, and comes on
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four 5.25" and two 3.5" diskettes (boxed together). The game requires
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540K to run in VGA mode; 555K to run in VGA mode with music. A color monitor
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is required. The game's only copy protection is a simple manual lookup
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during the installation routine. It supports all the major sound boards
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(though as with all strategy games you will probably quickly turn off the
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music). A 10 MHz or better machine is recommended (on my 12 MHz machine, only
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the fastest speed was tolerable).
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