190 lines
9.7 KiB
Plaintext
190 lines
9.7 KiB
Plaintext
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REVOLUTION '76
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The American Revolution was a complex event that involved far more
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than simple military events. Diplomatic intrigues, internal
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political bickering, and an unstable new economy were major factors
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in the struggle for independence. With REVOLUTION '76, Ed Bever has
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created a beautifully succinct simulation of those turbulent times.
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Players must grapple with all aspects of the Revolution to
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successfully free the colonies from British rule. Fail to create a
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new nation, and you may well end up dangling from a British noose.
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(This review is based on the IBM-PC version.)
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In many ways, REVOLUTION '76 bears a striking resemblance to Chris
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Crawford's BALANCE OF POWER. As in that earlier game, players
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quickly discover that military means alone will not win the game.
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Successful play derives from a careful balance of several factors.
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For example, military appointments are governed not just by
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competence in battle, but also by factional politics. The player who
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ignores these political imperatives will soon encounter as many
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enemies in the colonies as in the British Parliament.
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Play of REVOLUTION '76 is surprisingly straightforward, given the
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complex network of factors that must be tracked. Part of this ease
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of play is due to the graphic interface that clearly and logically
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presents the information players need to make decisions. Additional
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information is always just a mouse-click away.
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Each turn in REVOLUTION '76 comprises one year. During a turn,
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players must first determine their posture concerning Tories and
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taxation. This is done using a simple map of the colonies, divided
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into five regions. For each region the Colonial player controls, he
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or she must set a taxation rate that influences the revenues
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collected, and the popularity of the fledgling Colonial government.
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Too high a tax rate leads to more Tories and lower patriotism. Low
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taxes are popular, but will eventually cause rampant inflation, as
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government spending for the war outstrips revenue.
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Dealing with Tories is actually somewhat easier than setting tax
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levels. If Tory agitation in a region is high, it is usually best to
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placate them. If the Tories are already down, stronger measures can
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be used to ensure that they stay that way.
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Once the player has decided on the policies, a simple click
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implements them and shows the results in revenue and levels of
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support for the Tory and Patriotic causes for each region.
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Next, players must determine the levels of recruitment they will
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use in each region. Players can use various levels of inducement to
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recruit regulars, ranging from simple patriotic exhortations to a
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full array of bonuses and quotas. Players must also determine the
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quantity of militia to support. Militia is cheaper and potentially
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more plentiful than regular troops. But only regulars can be moved
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from region to region, and regulars tend to be more effective in
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battle.
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Players may also recruit for privateering. Privateers garner
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variable amounts of income from British merchants and cause shipping
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insurance rates to rise. This in turn leads to more support for the
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Colonial cause in the British Parliament. However, support for
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privateers draws on the same manpower pool as that used to recruit
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regulars. In REVOLUTION '76, there are no free lunches.
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Once recruitment policies are established, supply must be allocated
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for the regulars and the naval building program. Initially, supply
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for regulars will be minimal. But as foreign support grows,
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increasing levels of supplies may be allocated, albeit at some
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cost. In addition, players may set the level of building they will
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finance for new frigates. These frigates cannot really challenge
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British naval supremacy. But they can win victories that will have
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an important effect on colonial morale. Unfortunately, as one might
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expect, naval expenditures quickly grow, and can become a major
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contributor to the omnipresent inflation.
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Having organized for recruiting and supplies, players may now move
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their forces on the map. This phase is preceded by spy reports that
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usually detail the movement of British troops. This makes the
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player's job relatively simple: Hit the British where they are
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weak. Unfortunately, threatened sectors will demand that they be
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supported, even if the number of lobster backs ensures a Colonial
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defeat. Thus, players must judge when to fight, and when to put up
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token (or even no) resistance. Failure to succor a beleaguered
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sector will dramatically lower patriotic feeling in the colonies.
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As if this weren't enough, players must also appoint generals to
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lead their troops. The quality of each general varies, but as you
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might expect by now, players cannot simply pick the "best man for
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the job." Each region demands that its generals be represented
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equally in the appointments; when two or more generals enter a
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sector, players must pick between them. This may also alienate a
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region, if its general is not picked. All in all, this portion of
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the game may well give players the ulcers that no doubt plagued the
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leaders of the fight for independence.
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Once the military maneuvers are finished, reports are given of
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troop movements and battles. Colonial losses will lower patriotism
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and encourage the Tory movement. Conversely, Colonial military
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successes will heighten patriotic fervor and lower the Tory majority
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in Parliament. In addition, Colonial victories may lead to increased
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foreign support.
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In the final phase of each turn, players must determine their
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negotiating stance with the major European powers. In general,
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foreign relations begin with a favorable neutrality and evolve to
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increasing levels of support. The skill of each diplomat, along with
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colonial successes, determines the level of support each power is
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willing to provide. France usually leads the way, setting a
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precedent that the other powers follow in later turns.
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Negotiations with Britain are obviously of a different tenor.
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Players must first determine what their peace conditions are.
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Initially, players are willing to settle for autonomy for the
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colonies. But the British will have none of that, and the
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revolutionary die is cast. Ultimately, players will be most
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successful if they can procure a peace in the most favorable terms
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possible: colonial independence, with rights to expand west across
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the New World.
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To accomplish this goal, players must manage their various problems
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successfully, while inflicting losses on the British. Each colonial
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success erodes the Tory majority in the British parliament. If this
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majority is completely eliminated, the Whigs will come to power and
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press for an immediate peace. This should ensure favorable terms for
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the Americans, though they may have to abandon their European allies
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to secure the peace.
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At the end of the game, players are rated on various factors. A
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favorable peace garners positive points. Broken promises to allies
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count against the player; ditto inflation, the length of the war,
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and Tory sentiment (if any exists). The total is used to rate the
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player, so that even if a favorable peace is secured, players may
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only garner a Fair rating.
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Surprisingly, even with all the detail included in the simulation,
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a game of REVOLUTION '76 can be completed in an hour, once players
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are familiar with the game. Play proceeds quickly and smoothly,
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aided by the clear interface and a systematic progression of screens
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and dialogues. The graphics are a bit chunky, but colorful.
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REVOLUTION '76 supports the EGA (320x200x16) graphics mode only,
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though it runs on VGA monitors in EGA emulation. It requires 640K of
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RAM, and may be installed on a hard drive. Copy protection is
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manual-based. A Microsoft-compatible mouse is required. There is no
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soundboard support. REVOLUTION '76 comes with both 5-1/4" and
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3-1/2" diskettes.
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The manuals include a Player's Reference and a Historical
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Reference. The latter is very well done, and provides excellent
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insight into the reasons for much of what happens in the game.
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In addition to these materials, educators may obtain an additional
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booklet that contains information for using REVOLUTION '76 in the
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classroom, including discussion questions and exercises, and
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suggestions for setting up team play. It even offers some hints on
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strategy for first-time players, to help avoid frustration.
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The game itself, along with these materials, should prove to be
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very useful in the classroom. Games tend to be fairly short (one
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hour solitaire; two hours or so in teams). Teams can even compete
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for the best rating.
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The only possible problem is that REVOLUTION '76 and its supporting
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materials evidence a frankness that is not always present in
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standard K-12 texts. Specifically, the strengths and flaws of our
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founding fathers are explicitly detailed and factored into the
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game. This may upset particularly patriotic or vitriolic parents.
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Most should not find the material offensive in any way, but there is
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always that vocal minority to contend with.
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On the down side, games of REVOLUTION '76 tend towards a favorable
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ending, almost regardless of players' actions. The Tory majority
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should steadily erode, while foreign support grows. The influx of
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British soldiers and Hessian mercenaries is very large at first, but
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quickly dwindles to a trickle. Players who avoid mistakes and major
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confrontations will almost certainly secure colonial independence
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eventually. The final rating at the end of the game is the only
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means for determining the true quality of play.
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These flaws are minor, however. Most players should find REVOLUTION
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'76 an enjoyable and educational experience.
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REVOLUTION '76 is published and distributed by Britannica
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Software.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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