ANNALS OF ROME ANNALS OF ROME is one of three strategy games in the Wargamers Series from PSS. FIREZONE and SORCERER LORD are the other two, and all are distributed by Datasoft. ROME offers strategic depth, a save-game option, and keyboard control. The Commodore 64/128 version is the basis of this review; Atari ST, IBM-PC, and Amiga version notes follow. Subtitled "A Game of Empire Building," ANNALS OF ROME is the most ambitious simulation in the Series. The entire Roman Republic is under your control, starting with the tax rate. You'll have to withstand invading barbarians, the ups and downs of public opinion, and the political shenanigans of army commanders. Although ROME can't compare with an SSI tactical epic, it does provide plenty of strategic opportunities. The year is 273 B.C. The lone country under your control, Italia, is the seat of the Empire. It is also surrounded by aggressors: the Gauls, the Macedonians, and among others, the Carthaginians (led by Hannibal, the "father of strategy"). As the game progresses, barbaric hordes -- Dacians, Huns, Arabs, Turks -- appear to test the mettle of your Empire. At your disposal to defend the Empire are the Legionaries, the Auxiliaries, and the Limitanei. Auxiliaries are non-Roman soldiers recruited from conquered provinces; Limitanei are garrison troops that remain in fixed fortifications. The Legionaries have a combat rating of ten. Of all the possible invaders, only the Carthaginians have an identical rating, at least until the Visigoths appear in 350 A.D. After 350 A.D., however, Ostrogoths, Vandals, Huns, Arabs, Germans, and Turks will overload the Republic with high combat ratings. ROME spans centuries: A turn covers from one to 25 computer-determined years; there are eight turns to a century, and each is divided into seven phases: Start/Save, Economics, Personnel Display, Personnel Assignment, Loyalty, Civil War, and Foreign Wars. Should the popularity of the Commander at Rome slip below zero, the Personnel Assignment Phase won't occur. Should the Roman population remain content, the Civil War Phase won't occur. In the Economics Phase, you'll set the tax rate -- perhaps the most important act of the game. Choosing the normal tax rate prevents inflation but instantly creates a treasury deficit; doubling the tax rate fills the treasury but instantly creates 50% inflation. Rampant inflation not only puts further strain on the treasury, it irks the populace. Should the people revolt, you'll have to deal with internal strife as well as invading barbarians. Tax money is necessary to rule the Republic, and will, at times, be used to bribe your armies should their loyalties wane. In the early stages, invaders won't necessarily attack Rome; they'll attack neighboring regions. When a region under Roman control is attacked, you'll send Legionaries. Army officers are taken from the Senate, given command of the armies, and sent to areas that have been invaded. As the years tick away, officers will die of natural causes, retire, set themselves up as dictators, be overthrown or executed, or killed in battle. The end of the Foreign Wars phase marks the end of a turn, at which point the game can be saved. The C64 screen display consists of a map of the Roman Republic. Game information is displayed below and to the right of the map. As Italia and neighboring regions are invaded, you'll be informed and given the chance to respond. The area depictions on-screen will be shaded to indicate complete takeover or unresolved conflicts. ROME is controlled with the keyboard. Numbers and letters are entered at prompts in order to select and assign army commanders, bribe the armies with tax money, transfer Rome (as the capital of the Republic) should the Empire be lost to invaders, and appoint new rulers. The game ends when the Empire and Rome are lost. Since Rome can be transferred to another region ruled by the Empire, the game might not end whe the Empire falls; you'll still have a chance. The goal of ROME is to hold on to the Empire for as long as possible. The ANNALS OF ROME game package comes with a map of the Roman Empire (showing invasion routes used by aggressors), a reference card, and a good instruction manual. The manual includes general instructions, discussions of various aspects of play, background and history of the Roman Empire, and vivid descriptions of the nations and barbarians. The more I fool around with ANNALS OF ROME, the deeper the game becomes. The goal of holding on to the Empire rather than conquering all invaders, makes the game strangely compelling, despite the advance knowledge that you're going to lose. ROME makes up for this less than heartening prospect with its strategic depth. You feel that you're really controlling the Empire, as opposed to merely moving troops here and there, or invoking tactical routines. Tactical combat is all but non-existent; battles are fought and resolved by the computer. Other than the (relatively) minor task of sending armies to trouble spots, ROME is pure strategy from beginning to end. Of the three games in the PSS Wargamers Series, ANNALS OF ROME is the most ambitious and the most difficult. Both FIREZONE and SORCERER LORD are fast-moving and tactically oriented; both would be hampered by strategy. On the flip side, ROME would be hampered by tactics. If you have time to watch history unfold, and the strategic mind to work at changing it, ANNALS OF ROME fills the bill. ATARI ST VERSION NOTES The Atari ST version of ANNALS OF ROME functions all but exactly as the Commodore version. The only difference lies in the implementation of the graphics display. Each time the map of the Roman Republic is replaced by another display (for example, the Personnel Assignment text screen), upon returning to the main screen, the map is redrawn. On the C64, the event happens swiftly; on the ST, it happens at a crawl. Other than this, both the ST and C64 versions are identical. IBM-PC VERSION NOTES The IBM version of ANNALS OF ROME is virtually indistinguishable from the Commodore version. (The implementation of changes in the graphics display is dazzlingly fast.) The game is not copy-protected and is easily installed on a hard drive. Graphically, it supports CGA and EGA, and the graphics are sufficient for the purposes of the game; that is, you can distinguish one country from another easily enough. The game requires 512K memory and comes with both 5-1/4" and 3-1/2" disks. I don't care for wargames, but ANNALS OF ROME is not really a wargame. You do not control individual army pieces on a hexagonal board as you would in KAMPFGRUPPE or the like. Instead, you appoint commanders, legates, and tribunes, assign them troops, and send them off to pursue dreams of conquest. There is a certain sense of elation when you finally conquer the last Carthaginian army on the board. This is usually followed by a sense of impending doom as ninety legions of Germans come thundering down upon you. On the surface, this may appear to be intended as a historical simulation of ancient European history, but don't expect anything remotely approaching historical accuracy. What I enjoyed most about the game was not the feeling of power you'd expect as surrogate Emperor, but the more gonzo parts of the game. There's the unending list of possible commanders with pseudo-historical names, like Flavius Scipio, Octavius Cato, and Marcus Drassus. And there's the unceasingly changing face of Europe as the Celts invade Spain, or the Gauls inexplicably show up in Greece. Later, I took particular perverse pleasure in waiting to see if my newly appointed Commander of the Garrison of Rome would rise up in rebellion and declare himself Imperator. These are moments you won't see in any other game. Here is a strategy tip: Always bribe your armies as much as you can. At times, even that won't be enough. I have played several times and never made it to 350 A.D. to face the hordes of Visigoths, Vandals, Huns, Arabs, Germans, Russians, and Punk Rockers yet to come. Sometimes I found myself mentally comparing the game to PAC-MAN; you know the enemy's going to get you, but you have to keep out-maneuvering him as long as you possibly can. The more I played ANNALS OF ROME, the more compelling I found it. Occasionally it reminded me of the movie "Koyaanisqatsi," which conveyed the unexpected beauty of a city's traffic patterns sped up almost beyond recognition. I also enjoyed the game's ability to compress the slow march of centuries and the rise and fall of nations into the flick of a few key strokes. AMIGA VERSION NOTES The Amiga version of ANNALS OF ROME is like the Commodore version: no mouse control, no pull-down menus, and keyboard entry only. Additionally, the sound and graphics capabilities of the Amiga are barely utilized. There are no significant delays (as there were in the Atari ST version). The program supports only 512K, so if your Amiga has more memory than that, you must run the "NoFastMem" utility prior to booting the game. ANNALS' problems are relatively minor, and don't seriously detract from the playing experience. Further, the game becomes more interesting and challenging each time it's played. ANNALS OF ROME is published by PSS and distributed by Datasoft. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253