Cossacks: European Wars | |
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Developer(s) | GSC Game World |
Publisher(s) | Strategy First and cdv Software Entertainment (re-release) |
Platform(s) | Windows 95/98 |
Release date(s) | April 24, 2001 April 21, 2002 (Re-Release) August 27th, 2011 (Steam) |
Genre(s) | Real-time strategy |
Mode(s) | Single, Multiplayer |
Rating(s) | ESRB: Teen OFLC: PG |
Media/distribution | CD (1) |
System requirements
Pentium 200 MHz CPU, 32 Mb RAM, 1 Mb Video RAM, 200Mb HDD, 4x CD-ROM, Sound card, DirectX 6.0. |
Cossacks: European Wars is a real-time strategy computer game for Windows made by the Ukrainian developer GSC Game World. It was released on April 24, 2001. The game has an isometric view and is set in the 17th and 18th centuries of Europe. It features sixteen playable nations each with its own architectural styles, technologies and units.
Players must avoid famine and engage in army expansion, building construction and simple resource gathering.[1] Mission scenarios range from conflicts such as Thirty Years' War to the War of the Austrian Succession, and renowned for the seemingly infinite number of units players may control. This ability set it apart from other games of the time such as Age of Empires and Empire Earth. Even today the only games that can come close to comparing to Cossacks in the area of unit count are found in the Total War series.
Cossacks is a game which allows the user to gain strategy skills and even pick up some relative history of that period by the inclusion of a comprehensive encyclopedia.[2] This top selling title has won two awards and was positively favoured by a majority of reviewers.
Contents |
There are 6 basic resources in the game that are crucial to the player's military victory. These are gold, wood, food, stone, iron and coal. Gold, iron and coal may only be acquired by constructing mines over a designated resource area and sending peasants into them whereas food is cultivated from mills and via the use of fishing boats. Wood and stone are gathered by conventional means and there are also specific areas where these may be collected. Depending on the type of unit or structure being built, the amount of resources needed to create a unit/structure would inflate quantitatively with each successive one built or trained. Depleted resources would result in an undesirable penalty for the player such as a lack of food will signify a famine for the state and the player's units will die from lack of supplies. Similarly, a lack of coal and iron means that shooters and cannons will cease to fire their weapons whereas a lack of gold will mean that units which require maintenance paid will commit mutiny against the state. The economic workforce consists of peasants who can multitask and also attack enemy soldiers. They can, however, also be captured by enemy troops and turned to the enemy's allegiance.
Cossacks depart from common RTS titles in that military actions may be conducted by assigning formations to soldiers or allowing them to attack solitarily without proper formations. Formations may be made by grouping exactly 15, 36, 72, 120 or 196 of a single unit type in the presence of a corresponding officer and drummer. 3 different types of formations may be assumed and used for different attacking methods.
Units in formations may also be issued a 'stand ground' order where they would also be granted a defensive bonus as well as a morale improvement. Cavalry units may also be grouped into formations and function in a similar manner as would an infantry formation minus the officer and drummer units. Upgrades which affect weaponry and defensive stats can be researched in the barracks or the stables or the armories. An academy or a minaret (for various scientific research) is also needed to train officers and to build formations. There are various strategies of controlling an army developed by players during the continuous gaming online.
Artillery in the game are divided into mortars, cannons, multi-barrelled cannons and howitzers and all have distinct functions which are suitable in one situation but may not be appropriate in the next. Mortars are primarily used to bombard enemy buildings and ships from afar. The resulting shrapnel and debris upon impact on the building(s) would also kill nearby enemy units as well as the player's own if in the vicinity. Cannons are the staple of the artillery forces in Cossacks and possess good range (which can be improved with its corresponding research) and shot power but are not particularly powerful against buildings, especially after the buildings' upgrades have been researched. Cannons are also able to fire a grape shot to eradicate a cluster of enemies at short range whereas a multi-barrelled cannon (must be researched at the academy and is not available to all nations) also functions in a similar manner but reloads quicker than the cannon. Howitzers are the shortest ranged artillery but possess the best shot power. They fire in an arc which means that enemy walls will not block their ordnance. They are good against both soldiers and buildings but should be escorted by guards. All artillery units may be captured by enemy forces in the same manner as the peasant workforce. The main upgrades for artillery are the extended range, the accuracy and its build time and cost.
The player may also construct ships to wage naval battles and may build from a choice of yacht, galley, frigate or an 18th century battleship. Nations which are historically not well-developed are restricted in the building hierarchy to just galleys. Turkey may build xebecs which are technologically equivalent to the Western powers' frigates. Ships are used for naval domination or for shore bombardment. A player may also build ferry units to prepare for a naval assault over large bodies of water. Larger ships typically require gold for upkeep and its crew would mutiny against the owner if the resource has been depleted.
Shooters (such as the musketeer and the strelets units) take time to reload their weapons after a volley and are vulnerable to a melee counter-attack. Ranged units also require a fair distance to be able to shoot at targets and will often retreat backwards to acquire the required distance. Different shooters possess different ranges while shooting and mounted dragoons do more damage than the regulars. Significant upgrades can be conducted to raise the level of damage possible and certain upgrades can also be purchased to halve the cost of producing shooters.
Grenadier units can destroy buildings with their grenades as well as engage enemies in both melee and ranged attacks. Military production buildings (e.g. barracks and stables) may only be destroyed by artillery and/or grenadier units whereas civilian buildings may be captured as per the usual means.
In Cossacks there is a multitude of playable, randomly generated maps in addition to five long campaigns which are considered extremely difficult to beat. These campaigns are historically accurate, and often pit the player against impossible odds.
Cossacks:European Wars was developed in Ukraine by GSC Game World. The game has been noted for artistic qualities and great graphics, in particular the special effects which were once described as "second to none".[1] Another remarkable feat, is the technology tree having more than 300 upgrades.[3]
Desires to create the game Cossacks began in 1997, when Age of Empires was published, and development started in 1998. 17-18 century was selected because the most obvious continuation of Age of Empires would be medieval Europe and Cossacks was its logical successor, not a competitor. At first, Cossacks was supposed to be about the confrontation in Ukraine and Russia and the nations would be 4: Ukraine, Russia, Europe and Turkey. The game would be sold in the domestic market. After the exhibition MILIA in Cannes, where a demo version of Cossacks had received good reviews from reputable people associated with the creation and publishing house of computer games, it was decided to increase the number of nations to 16 and sell the game around the world. In order to be able to play on the map of thousands of units, 2D graphics were selected.
The number of people who developed the game was increased from 4 in 1998 to 12 in 2000, when the project went out to the finish line. At different stages of the work, authors of maps and testers joined the development. In March 2001, Cossacks: European Wars appeared in stores.
The Art of War is the first standalone expansion pack. Like the original Cossacks, the game is set in the 17th and 18th centuries, and 8000 units can be controlled. Cossacks: Art of War adds 5 new campaigns, 2 new nations (namely Denmark and Bavaria), a map editor, and 16 times larger maps with new terrains. Both new nations possess a 18th century Musketeer unit, which have different attributes.
Back to War is the second expansion pack, but it can be played as a standalone. Cossacks: Back to War adds two new nations (Switzerland and Hungary) to the choices from Cossacks: European Wars and Cossacks: Art of War because of their influence on European history. There are also new maps, a tutorial campaign and a map-editor. It adds several units to various countries, new cannon types and alters some parameters such as building time, upgrade and building costs.
On January 22, 2011, GSC Game World released Cossacks: Back to War downloadable content packs for Cossacks: Back to War.
This DLC four single-player campaigns from the original game "Cossacks: European Wars", and five – from "The Art of War": nine campaigns with 63 hardcore missions.
Cossacks: Back to War comes with a mod on the CD called Mod1 or Baddog's mod, developed by Shaun Fletcher. There are other mods but they have to be downloaded online.
Sea units may be altered after a land balance has been achieved. Base shotpower has increased for units with all units now having between 26 to 42 base shotpower. Formations now give much greater attack and defence bonus. This encourages formation use. They have a different appearance as well, being based on companies of 72 for foot and 40 for horse. One notable formation difference is that the 17thC Imperial nations(Spain, Austria, Bavaria and Piedmont) square formations are now Tercio skirts which fits perfectly around the next size down column formation. Grenadiers now take pride of place on the field, much tougher and the fastest foot troops along with light troops. As mentioned earlier these light troops now carry rifles with longer range and reload rates. Also the production speed is now homogenised so that all cavalry produce at roughly the same rate. Dragoons are now much reduced in effect but still have their uses. Houses now are more expensive but house more people, thus take up less room on the map. Depots are more expensive with an increasing cost per depot, thus it is difficult to get too many of them. Limits for most artillery is reduced per depot, except cannons. Eighteenth C cannons only available in the 18th C. A totally new nation has been added, Scotland, with almost a complete new troop type base. More importantly a totally new AI making full use of the new unit types available and increasing up and beyond the original AI. Trading has been overhauled. Aimed at reducing the effects of reverse trading. The Mod has also reduced the 'worth' of stone trading. Together these two changes have been aimed at encouraging the greater need for mining thus increasing the strategical need to control the whole map, rather than encouraging purely 1 strategy of concentrated build up. At its outset the OC Mod aimed to redress some slight balance issues based on both individual units within a type and imbalanced nation strengths. Since those simple ideals the Mod has grown far in excess of its original intent.
Following classic scheme of Cossacks and its development, Imperia goes through 3 centuries, adding after 17th and 18th century the 19th, the epoch of Napoleonic wars with its uniforms and troops. When going through centuries (from 17th to 18th and from 18th to 19th) outdated troops can not be built anymore and their place is taken by the troops of the proper epoch. So in the 17th century you can build the armoured pikeman, while in the 18th century its place is taken by pikeman of the 18th century and it will start coming out queued instead of armoured pikeman, whilst in the 19th century the pikeman will be an outdated unit and will stop being created. Psychology, strategy and tactics of the PC (AI) is fully processed and reworked to a whole new level. Now there are 5 levels of AI opponent. The AI is now a merciless opponent, which ably attacks, pitilessly occupies your domains now, and then systematically destroys them. AI on imperial level (on PT 10-15 min or even without PT) can successfully resist veteran players which on the internet have a rank of a “count” or “marquis”. Thus Imperia allows with equal interest to fight not only on the internet with a deserving opponent, but also against the computer, what was not possible in the original game, where the Ai was frankly weak. Functions of DIP (Diplomatic center) were extensively reworked.
Reception | |
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Aggregate scores | |
Aggregator | Score |
GameRankings | 78 %[4] |
Metacritic | 74 out of 100[5] |
Review scores | |
Publication | Score |
Eurogamer | 8 out of 10[6] |
GameSpot | 7.1 out of 10[7] |
IGN | 7.5 out of 10[2] |
PC Zone | 8.9 out of 10[1] |
ESC Magazine | 9 out of 10[8] |
Cossacks: European Wars has received praise ranging from fair to decent. Latest counts place the total copies sold at more than 4 million for this title, making it one of the best-selling games for the computer. Cossacks: European Wars has received a PC Zone award for excellence and the Strategy Player Game of the Month award.
Reviewers often liked the detail and accuracy during gameplay and felt the cut scenes and opening video were impressive.[8] A Gamespot review noted how the game followed the traditional formula of the RTS genre, exhibiting significant similarities to Age of Empires II but that the diverse types of factions and military units added to the playability.[7] Another conclusion was that some of the larger scenarios can be quite daunting due to having to manage many resources and a large fighting force. A review in ESC Magazine described it as a complex game with lots of mouse clicks and fast artificial intelligence for computer opponents.[8]
A review by IGN staff concluded that the game's depth, potential and lasting appeal were its strong points but poor design decisions detracted from its playability.[2] They also thought the artificial intelligence was below par, as the variable defensive abilities of their forces resulted in significant imbalances.[2] The PC Zone review described the games detailed graphics as impressive and liked the historical accuracy, smooth unit movement and 3D landscapes.
The official game sequel is Cossacks II: Napoleonic Wars. There is a spin-off of Cossacks from GSC Game World using the same engine, American Conquest series.[9] GSC Game World created Alexander, a less successful strategy game for the pc. Also to be noted is the RTS-RPG, Sci-fi Fantasy crossover Heroes of Annihilated Empires released in 2006: which owing to poor AI became a less successful project.