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'Galley
Battles: from Salamis to Actium'
is a tactical wargame trying to close a gap in computer wargames: the
gold era of the galleys.
A game focused in these galley battles (Salamis, Arginusae, Actium, ...)
can have a lot of entertainment, but the main problem is related to the
interface. There's a huge number of units (in Salamis there were more
than a thousand galleys), so giving orders to each unit is nor feasible
neither realistic. Fixed squadrons are complicated, too, because in the
middle of this kind of battles confusion was terrible, and give orders
to concrete units can be of interest.
The proposed interface combines both approaches. At the beginning of the
battle ships are formed (usually in line abreast or line ahead), and orders
can be given to each squadron. As the battle advances, squadrons are broken
and divided, so the player has the possibility of detach ships and create
new groups that have common orders.
In this way, battles with great number of units can be easily managed
via squadrons, and micro-managed to unit level when player thinks it is
necessary.
Another entertaining issue of the wargame is the great extension of the
map, that can be of any given size (for example 512x512 hexes), providing
space to maneuvering battles. Game is played as WE-GO turns (each player
gives orders and these are executed at the same time) that are equal to
5 minutes of battle time, with hexes 50 meters long.
Some special rules related to the difficulties of ancient naval battles
are the relative randomness of movement (ships can move more or less hexes
than ordered, depending on its sailors ability, thus breaking formation
if orders are complex and sailors aren't veterans), different types of
combat (greeks and carthaginians using ram attacks, romans using corvus
to assault enemy ships), collisions between ships (both friendly and enemy),
etc.. |
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