Commander: Conquest of the Americas
About
Combining elements from both trading and strategy games, Commander: Conquest of the Americas will appeal to a wide range of players. Players take charge of one of the many European powers aiming to conquer the New World. Starting from 16th century, players can choose from many different nations, each with their own unique strengths and weaknesses. Founding new colonies and then making them thrive is key to success. In order to accomplish this, players need to manage and optimize resources and production in their colonies, before transporting the goods to other colonies or back to Europe. Rival powers and Native Americans can prove to be allies or enemies, depending on the player decisions. Hostile fleets engage each other in highly detailed tactical level. Players can command their ships in RTS fashion or take direct control themselves.
Features
Features
- Conquer the New World
- Choose from 7 different European factions
- Manage your colonies and their resources, production, military, and much more
- Game world spanning from the Caribbean to Hudson Bay
- Naval battles with as many as 30 ships in varied environments and 2 different control modes
- Interact with both the European powers and the natives
System requirements for PC
- OS: Windows 7 / Vista / XP
- Processor: 2.0 GHz Core Duo or equivalent
- Memory: 2 GB RAM
- Hard Disk Space: 4 GB
- Video Card: 256 MB of dedicated memory with support for pixel shader 3.0. NVIDIA 7800 or equivalent
- Sound Card: DirectX9 compatible
- Controller Support: 3-button mouse, keyboard and speakers
Commander: Conquest of the Americas reviews and comments
Translated by
Microsoft from French
Microsoft from French
I bought this game because I played for a long time in East India Company. Certainly it was not a very successful game, but there was enough fun. I thought conquest of the Americas was in the same vein. And I'm not disappointed...
The principle is the same, to conquer ports, to make them propérer, to trade and to reduce other Nations to the State of spectators. A small difference, you also have to contend with the desiderata of the populations. But hey, the grip is fast, and the fact of being able to compose wings of 15 ships facilitates the naval battles-Moreover, you will find nothing changed compared to EIC since it is the same form of presentation.
So I recommend the game, but only for the fights, the rest (trade and miritimes roads) is as boring as on EIC.
Ps. Icing on the cake, to finish copying East India Company, Bethesda Studio went so far as to reproduce the many bugs of EIC-but instead that the ship deflated its race past Cape Horn to disappear into the Atlantic, it stubbornly wanting to pass through an island, or he stops in the middle of a race and does not want to join a port. I started a game, and at six years of the end it crashes constantly, impossible, so, to finish it... Black memories of EIC...
Translated by
Microsoft from French
Microsoft from French
So, way. Commander conquest of the Americas is a kind of port Royale that would have instirled a spirit of colonization while removing a good part of its DNA by simplifying to the extreme construction and production.
Port Royale yes because it is about running armed merchant convoys between ports of a large part of the Atlantic façade of the Americas (a little more extensive than the Caribbean of PR) and the distant metropolis. A few variations close to trade, naval battles, colony catches, diplomacy and missions are there.
The big plus is that the player is the only master on board, the colonies are to be created from scratch. And it is rather to please me.
But the game is about the management of these colonies.
On the one hand with a system of construction afflicting for the adorer of the patrician and port Royale that I am. Constructions are made and seen in a building list window. And as much as I had managed to get used to it in a rise of Venice, as much in this order conquest of the Americas I find the interface particularly badly ruined: with these levels of buildings that are conditioned by the passage of time, other constructions and the presence of resources, as it is presented, you never know where you are from what you have done, what you can do, what it is silly to do in that place. Park.
On the other hand simplifying production so much that the management of this production no longer makes sense. Each colony has its local resources, we will build a chain of prod by resources but we can not regulate anything. Let's say I collect a basic resource and a workshop transforms it. If I only want the finished product or make moit-moit... not planned or it is well stashed. We can increase the production, just go click the construction list to have the next level. The production will also grow with the population but this pop does what it wants. If my colony produces two resources, Bah impossible to force on one rather than the other. It was a very disappointing.
Average overall opinion minus. If the production counts in your criteria, other games are much better than this order conquest of the Americas. If only the logistics in hostile environment boot you, consider it a way more.