Channeling the great prestidigitator, film director, raconteur, wine pitchman and professional living-legend (now deceased) Orson Welles, InfinityBound will post no strategy game review before its time. So for you late-comers and you long-tail riders, here’s a much-belated look at a pretty good game that meshes a simpler trading type strategy mode a la Patrician II with real-time ship-to-ship Age of Sail tactics, make for a visually engaging and playable hybrid.
East India Company (EIC) is Paradox Interactive’s early-Age of Sail commerce/naval combat simulation that puts you in control of one of the semi-private 17th/18th-century enterprises that established, organized and exploited trade in parts of Africa and Central Asia for their respective crowns and countries.
One of the reasons we were so determined to review it is that it meets the criteria for open-ended strategy game that InfinityBound so favors. We had hoped to review EIC when we first installed it on our own PC last year, since it looked like we met the minimum system requirements. Then we saw how badly the game ran. Jerky and draggy, it was also non-reactive, requiring you to click on commands two, three times or more. A most unpleasant gaming experience. The NVIDIA GeForce 6150 on the motherboard of my off-the-shelf desktop PC just didn’t make the grade. And it’s an unfortunate indicator of what we can expect from games to come. Graphics RAM is where the rubber meets the road in games these days and the exact requirement of 128 meg, which my machine met, wasn’t enough, even with the preferences dialed down.
When we got temporary access to son Leo’s graphically blazing home-built HD outfit we immediately installed EIC. What a difference 500 megabytes of graphics RAM can make. The game ran like a charm, and best of all you only had to click on stuff once.
So since getting the game there have been some add-ons, including: Trafalgar, Pirate Bay and Privateer. The version we ended up reviewing here is the Designer’s Cut, which adds islands to the tactical maps and various other improvements to the visuals and to the multiplayer experience.
In the strategic game you make all major decisions for an East India Company operating out of one of the major European maritime trading powers, starting in the 17th Century. You build ships and add them to fleets of up to five boats each, then send them around the Cape of Africa to India and environs for silk, tea, spices or other goods. Or they can trade closer in for diamonds and ivory, among other things, on the coast of Africa and its offshore islands. You’ll be competing against the other companies of the sort, those from England, the Netherlands, Spain , Portugal and France. Even the Holy Roman Empire (the loosely organized German states) can engage in trade, even through they weren’t quite a maritime power.
The trading is straightforward on a beautifully rendered strategic map. You’ll know which ports will earn you a profit for which commodities, unlike many trading games where you have to guess or keep notes. This is only right, since the operatives in such companies made it their business to know where the best trades would likely be. Along the way you’ll have to cope with pirates and other random events, like ports closing suddenly due to disease and/or your ships being quarantined. And goods aren’t limitless, so even though you know you can turn a profit somewhere, you may show up to find they are fresh out of their main trading item.
The scenario you choose will also pose challenges, divided into primary and secondary goals: import a number of tons of some good, or conquer a city or destroy enemy ships of a certain number by a certain year and you’ll be rewarded by the crown. Missing the mission will end the game, but as long as you meet the goals you’re free to pursue any other strategy. The advantages gained by the goals will accrue to your benefit in any case.
You’ll build ships of the expected types: various merchantmen and galleons and, of course, the ship that gave the name to a category, the East Indiaman, as well as frigates and ships-of-the-line. They’ll come assigned with a captain, but you can dismiss him and assign another. You’ll have complete control over who commands the fleets and will be able to shuffle ships from fleet to fleet depending on your needs of the moment. Captains and crews gain experience over time and through encounters, and captains can earn special skills.
Ground combat to take cities are abstracted. The software will match your strength against the enemy’s, factored in that number and quality of marines and sailors, strength of fortifications and of ships present. You’ll either take the city of not, and losses will be applied accordingly. It is possible to lose ships in city assaults.
When your units encounter an enemy ship or fleet at sea you’ll be taken to the tactical game. Your fleet and the enemy’s will see each other at the horizon. The encounters can be at any time of day or night and many different sea and atmospheric conditions. Sometimes you’ll wish to avoid contact with a stronger enemy but the speed of the fleet’s slowest ship dictates so there may be times when you cannot. Once on the tactical map, depending on the wind direction, you may be able to flee, or close with the enemy if you feel like you have the advantage. The sky and sea vistas in the tactical game here are another beautifully executed aspect of the game.
The tactical game has two modes: RTS (Real Time Strategy) and Direct Command. In RTS you control your ships from above — although you can zoom in fairly close – using simple point-and-click, as well as commands for organizing the fleets into groups as per other games of the type. The sail controls, unfortunately, are no more detailed than other games in the genre, with three settings: no sails, combat sail and full sail. One feature the game has that most others do not, though, is crew. The decks of your ships have men scurrying about, a welcome touch.
In Direct Command mode you can get right down on deck with the gun crews (in a frigate or other type with an open gun deck.) The TAB key lets you change your view and the WSAD key combination will steer the ship left-right and change the sails. From here you can give the order to fire the great guns, and from close-in you’ll experience the virtual sound-and-fury and the sometimes startling battle effects. The damage model is particularly excellent, once eliciting an audible gasp from your reviewer when a ball burst through a sail and the sail behaved as you’d imagine a slack sail would, first a sudden radical unslackening then puncturing, leaving a hole.
Left-click the slide show for full-screen mode.
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East India Company strategic map.
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Strategic map of India. Spices, silk and tea.for trade
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Fleet encounter in tactical RTS mode
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Frigate with guns blazing
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Broadside in RTS mode.
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Broadside in Direct Command mode.
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Frigate crews fire their guns. Direct Command mode .
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Swedish galleon blasted with grape shot, as viewed in Direct Command mode
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East Indiaman ablaze.
We have minor quibbles with some interface awkwardness in the homeport screen and we came across a consistently reproducable crash in the loot screen (after a victory, when trying to add a surrendered ship to a full fleet) but other than that the design is solid.
Many decisions similar to establishing and maintaining the real far-flung trade seem to be reproduced (tip: try to make Cape Town yours) and so the game succeeds as a strategic simulation. You can set your trade routes and let the traders go about their business, while monitoring your progress toward achieving the goals of the current mission, while also perhaps simultaneously taking command of a combat fleet to cruise around the map keeping the trade routes safe, looking for likely enemy targets or pirate fleets. It’ll be your own choice to emphasize the strategic or tactical game, where EIC is at least equal to any of the pure sailing titles out there and better than some.
And yes, it is moddable.
Summary: East India Company is a beautiful and playable strategic/tactrical hybrid, but make sure you have plenty of graphics RAM.