Commander: Conquest of America Review
Commander: Conquest of America for PC reviewed by Graham Clifford. Game supplied for review by Paradox Interactive
I must admit that when I heard Nitro Games was developing East India Company I was excited. Screenshots and press releases further enticed me. Finally, a developer was using an unexploited period in history and combining it with the unique gameplay mechanic of trading.
I was lucky enough to be chosen to preview East India Company, but what I uncovered was a game that contained poor combat, dodgy multiplayer and endless amounts of tedium. Nitro Games is back with Commanders: Conquest of America that is the essentially the same game, but with a brand new setting.

I like to be in America
The most obvious change of C: CoA from EIC is the setting. The game’s campaign map encompasses the east coast of America, the Gulf of Mexico and the northern coast of South America. Each location is extremely detailed and contains goods unique to that location. Expect to find cocoa along the coast of Suriname, tobacco in Cuba and silver near Canada. The campaign takes place during the 16th century and your main aim is to establish colonies and build a trading empire. Easier said than done because other European powers will also look to establish trading empires and they don’t play nice. You will need a fleet of warships to protect your precious cargo on its voyage back to the home ports and the mind of an accountant to make sure the trip was worthwhile on the first place.
You have the option to play as seven different European factions including the major powers of Britain, France and Spain. You can also control the Holy Roman Empire which strikes me as an odd one as I don’t recall them being a major colonial power. Each faction has its own advantages and disadvantages although they don’t play as big a role as you would imagine.

Setting Sail for Fail
Your first action upon reaching the coastline will be to establish a colony. One would think that this simple first step wouldn’t cause any trouble, but unfortunately that is not the case. Each location will produce a certain item to export and some are worth more than others. I decided to lead Spain to glory and follow a historical approach to colonisation. I landed in Cuba only to struggle the entire early game. If I had landed further north, then I would have been all right as it produces more worthwhile goods. For a game centred on trading it completely ignores the basic trading concept of supply and demand. I was the only nation exporting tobacco so should I have not got a high price?
When you do manage to find a place to call home then the game really begins. From now on it’s all about developing your colonies and beginning the process of import and export. You will use your trading ships to import goods to your home port in Europe and return to the colony with colonists to develop it. More population will increase the colony’s output, but also see the colonists demand specific items and structures. These buildings can be constructed and upgraded. Some buildings can turn raw materials found in the colony and processes them into other goods.
The game allows your ships to auto trade meaning they follow a trade route you have laid out that contains specific items to import and export and once set up that’s it. I really mean it, that’s it. Fifteen minutes into a game and everything is being done for you. Sure, you will construct a fleet and upgrade building here and there, but you’ll never feel overwhelmed. I often left my PC for an hour at a time with the game running just to let my finances grow. The only hindrance to this strategy was my advisor’s who seem hell-bent of collapsing my trading empire than actually providing sound advice.

You want me to do what?
Advisors will issue you missions and reward you for completing them. However, what they ask of you is not worth ten times the reward they offer. Sometimes your military advisor will ask you to construct eight warships. No Mr. Advisor, I won’t build eight warships. My economy is struggling and I’m friendly with all the other nations. It doesn’t make any sense. The cost to build eight would cost 200,000 and you’re offering a reward of 8,000. It would be nice to say no thanks, go shove that offer where the sun doesn’t shine, but that would be too easy. If you tick off the powers that be it results in game over so you have to play along or face their wrath.
The difficulty curve seems to take an alternative approach to most games. Instead, the curve starts off at the top and the more you play the game the easier it gets. I must have started a new game at least twelve times because even the slightest mistake at the beginning and you’re fighting a losing battle. Everything has to be spot on from the start. You have to choose the right location, build order, fleet order, complete the advisor missions early on and look to expand to match the AI. If you mess up one of these, then you will be struggling.

You sunk my Battleship
Despite the AI’s reluctance to engage in combat war can break out from time to time. Soldiers can be brought from Europe to reinforce your colonies and protect them from the local natives and other European powers. They can also be used to assault other colonies not under your control. Sounds exciting, but these battles cannot be controlled or viewed. Instead, you’re given a battle report which outlines casualties and the result of the battle. Riveting...
Naval combat does occur in 3D and is quite similar to Empire: Total War’s system. Wind, your attack angle, shot type and ship type are all essential if victory is your desired outcome. When you chose to command a battle you can take an RTS style or assume direct control of a ship. Direct control is far more rewarding, but is too difficult and cumbersome to make worthwhile. Large scale encounters can be trilling and the graphics add to immersion. Ships are stunningly recreated in great detail and sound authentic. Wind rustling through the sails, wooden board’s creaking, waves crashing against the ship and the crew going about their work can all be heard.

Importing and exporting is as exciting as it sounds
Commanders: Conquest of America commits crimes against tedium at times. There will be long periods were you’re watching a screen with a lot going on, but nothing to do. Sometimes you will have to intervene when founding a new colony or engaging in a battle although this is rare as the AI will only go to war if it’s a last resort. The steep learning curve will put many off, but when in full swing it can be quite addictive. It will certainly pass a few hours on a rainy day, but just doesn’t have that longevity to make it a worthwhile purchase.

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