![]() ![]() ![]() If you’re playing as the Allies, for example, you’ll need to keep an eye on separate production and unit control of Russian forces, U.S. One rather odd design conceit of Commander: Europe at War is that you’re playing as an entire side in the conflict-Axis or Allies-but you’re managing each of the superpowers that comprises that side separately. There’s no complex multi-layer interface to uncover what’s happening-it’s all pretty clear from the first move. Slitherine has been careful to balance not only the game’s design but its interface so you have a clear and almost immediate understanding of where your troops are and what they’re doing at any given time. ![]() Fortunately, Commander: Europe at War doesn’t suffer that problem. Too often strategy games get bogged down in “micromanagement”-forget to give a minor order to a production unit or a military unit, and you’re dead in the water. You have control over a mechanized army, air force, and navy, so you really need to be on your toes to make sure you’re covering everything you need to be. With each turn, you mobilize your forces, moving them against the enemy, and make decisions about production-where you’ll build new forces and how you’ll deploy them once they’re built. ![]()
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