If the Romans thought their empire was universal, the appeal of the
Roman Empire continues to be universal today. Oft-imitated but never
repeated, the Empire at its peak was a nation of sixty million people
with an infrastructure that would rival a third world nation today; all
achieved almost two millennia ago. Charlemagne, The Holy Roman Empire,
Napoleon are all institutions or people who tried to resurrect the
zeitgeist of the Romans. Even today, Russian president Vladimir Putin
is still enamored with it, choosing for his seal the emblem of the
Eastern Roman Empire. Slitherine is banking on this ongoing interest
with Legion, their turn-based strategy game covering the beginnings of
the Late Republic to the Early Empire.
The turn-based component of Legion plays very similar to Civilization
and its many descendants. Production of the principle supplies (ore,
food and lumber) are situated around cities and manned by peasants
living in them. The city management itself is rather simple. With no
epochs to cross or achieve and no research or progression, you have all
the buildings you want in front of you. Locale and needs determine
which types of resources you are going to extract from a particular
city. A dwelling located near the mountain range, for example, lends
itself to mineral extraction.
Civilian structures like bathhouses or vineyards only serve to support
or extend resource extraction. For example, a hospital increases the
amount of people available. Vineyards are extensions of farms that
provide productivity enhancements while producing limited food. In the
end, all resources go towards providing for the army. Since every
locale has a definite number of spaces available, you'll have to pick
and choose what each city is capable of building. One city, for
example, could focus on cultivating cavalry. Another could specialize
in infantry but overall, city management is kept to a minimum. The only
managing you'll do is putting people into the buildings to make them
work.
Since you can't found new cities, the only units that move around are
army groups. Legion makes it a point to include a modicum of realism.
Troops on the move will not replenish their numbers easily (if at all)
and army groups garrisoned in towns will consume far less resources than
if left on the frontiers. This forces the player to practice some
fiscal prudence with regards to army building. Curiously, without the
'settler' units found in Civilization, the Roman cities have no roads,
an advantage and feature historically unique to the Roman Empire.
Although you can interact with other cities belonging to other empires
with simple diplomatic overtures, the final and most direct answer to
all land problems will be dealt with force. Here, the developers of
Legion have developed a unique system to handle military conflict.
Battles are not pre-determined by unit statistics but by a real-time
system that is easily the most impressive part of the entire corpus.
They begin with a setup phase where your scouts try to determine where
the enemy is. With that intelligence, you then line up your units
against the enemy and assign them orders, like short hold and advance,
or long advance then hold. The beginnings of the battles always look
like chessboards where each side is nearly symmetrical. Then, as
battle progresses and lives are lost, the initial symmetry is destroyed,
skewed and circumstances force specialized pieces to do jobs for which
they were not designed. Because not every army group you field is a
balance between archers, cavalry and infantry, tactics and strategy must
be executed because there are fewer straightforward options available.
Do you rush cavalry into a hole on the opposing side, hoping to score a
quick victory against their archers and loop around back to hit their
shock troops while your infantry holds them at bay? What if upon
entering the battle, a contingent of infantry snarls or blocks your
cavalry? Early in the game, when you don't have a full set of army
available, the tactics required to succeed against numerical and
qualitative superiority is challenging. Sacrifice and there may be
blunders, sacrifice well and the blunders will only be temporary. It's
a well-constructed system. Staggered marches and timing are keys to
success as battles are not about hacking down every last man on the
opposing side but a test of morale. Flank an enemy and they'll feel the
pressure a lot more than if you charge at them head on. The prospect of
defeat, quick and often unexpected, always hangs over the battlefield
since a well-led and well-executed plan from a small army can overwhelm
a clumsy expensive horde. But likewise, it can lead to spectacular
blunders.
The decision to place a battle's outcome on morale is smart. It allows
you to easily sweep away small armies in less than a minute. It's also
quite realistic. Cavalry, for example, is fickle in toe-to-toe action
but is much more effective at flanking or routing troops.
Unfortunately, all the challenge from the combat is found in the
beginning of the game, when resources are scarce and your army groups
are not nearly as invincible.
There are faults with the system too. The inability to issue commands
during the battle itself is a drawback. Sometimes, I wanted to sound a
general retreat. I recall the Warhammer RTS titles had a button where
repeated pressing of it bolstered the morale of a particularly unit.
This helped offset some of the drawbacks of passive spectatorship but
such an option is not found in Legion. Sometimes morale is too fickle,
where seven or eight Praetorian regiments, on the verge of victory, are
defeated by a single group of Celtic spearmen. Likewise, one gladiator
was all I needed to save me from the jaws of defeat; the lone gladiator
chasing away an entire group of Celtic archers. He must have been
scarier than Russell Crowe giving an acceptance speech. Such instances
are rare but illustrated results that were highly implausible.
While Legion is able to render large amounts of people during the
battles, the resolution of the game is low. Without any zooming
capabilities, it's tough to watch the progress of the battle without
excessive scrolling. It's not as noticeable during the turn-based
components of the game. However, the main playing board could also
benefit from higher resolutions and the ability to zoom. It's hard to
grasp the true extent of your empire if your vantage point covers only a
few cities at a time.
Legion ships with only a handful of campaigns that run in historical and
alternate reality modes. Moreover, one of them is a simple training
exercise, not really playable as a game. Historical mode simply means
you play the Romans. The French secret weapon in WWI was élan, a
patriotic national spirit that inspired French troops and was unique to
the French alone. In Legion, the Romans have a certain élan. While
their troops and productivity may operate the same as the other
factions, playing as the Romans almost always guarantees victory even
though you start with very few cities, scarce resources and a few
hostile neighbors.
However, a little divide et impera and some solid battle tactics will
let you reach a catalyst; the catalyst where resources are no longer a
problem and defeat of your enemies becomes a mechanical inevitability.
The AI playing the other sides make bad to horrible decisions; unwilling
to ally with you and launching offensives at incorrect moments. Thus,
the alternate reality mode lets you play as the more challenging Celts,
Samnites, Picts and other famous Roman antagonists, but you're almost
self-assured of victory, provided you have a starting chance. Once you
achieve that critical catalyst, the campaign will become a slow war of
attrition as you whittle away at the enemy, city by city, battle after
battle. The only thing the AI can do is slow you down. Since each city
features a unique defense unit that is replenished after each battle,
the only challenges may come from cities staffed with a near unlimited
supply of Celtic noble cavalry or Celtic fanatics. Every other unit is
outclassed by what the Romans can offer (Gladiators, Praetorians,
Legions, etc). The Scottish campaign, where terrain reduces movement,
is tougher only because it's slower to take over the cities. Often, you
have to use the unsavory tactic of using an army group to soften up the
expendable (i.e. not city) defenses, only to send in the real veterans
afterwards to mop up. Thus while you can spend a lot of time on a
single campaign, the challenge is usually over after the first few
hours. After that, Legion only demands you to persevere to the very
end; perhaps that's how the Romans were defeated in Britain.
There's no punch at the arcs of each campaign. Without any scenario or
campaign editors, you can't fix this yourself either. A sandbox battle
mode would have helped greatly since the battles were one of the more
interesting parts of the game. Multiplayer, likewise, is non-existent
in Legion. And these faults truly take a toll on Legion once you are
done with the original material.
Legion commits some blatant mistakes too, like the inability to assign
queued movements for army groups. While you can queue units for
production, you can't queue buildings. In battle, during the setup
phase, you have to issue orders to each unit individually and there's no
provision to ask all the units, for example, to assume a rapid advance
stance. Finally, there's also no way to find idle workers and
automatically assign them to industries without scrolling through every
city you have. These faults could have easily been rectified and in a
game with little micromanagement, are chores that become very obvious in
extended play. It's a shame the developers never picked up on them.
With simple graphics like these, I wonder why the game couldn't be
extended to cover the late imperial period or late antiquity, when the
Roman Empire relied more on mercenaries and the mounted archer replaced
the traditional Roman legion. Campaigns involving Heraclius'
elimination of the Persian empire and Justinian's famous reconquest of
the west would have easily fitted in with the ones presented in Legion.
Despite the low resolution, I wholly recommend shutting every program
you run down, including background tasks like Outlook or IM. Legion,
particularly in long running games, slows down quite a bit if you have
background tasks running. The Roman motif and meticulous attention to
the period really saves Legion from becoming a bad or mediocre game. A
clumsy interface, dated graphics engine and lack of features drag down
the original concepts it tries to implement. At the end of the day, I'm
reminded by Mark Antony's campaigns in the east, where Roman legions
displayed excellent discipline and form even in the desert but only
managed to cut down a few enemy soldiers before the enemy fled the field
in awe of the Romans. Legion is similar to that: It has all the form
of a great epic game but when put to the test, misses the chance to
capture victory.