
Greek and Persian trireme simulator, from maneuvering a single trireme through to the Battle of Salamis (480BC). The simulation accurately recreates the performance of ancient triremes, and gives the player 16 scenarios to work through.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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I was so on board to play this game; there is a ton of good info in here. Too bad it is hiding behind some fairly terrible gameplay. https://youtu.be/hjblBt_S_YQ
Love this game! The commitment to historical accuracy and realism is unique and something no one other game provides. I also appreciate the 90's style and simplicity, it makes the combat very easy to get into. Make sure to have sound on so you can hear the instructions! Also, I usually have 3x speed on all the time, even in a fight.
[NOTE: Lots of caveats to this positive review.] I only suggest this program (It's a bit much to call it a game by today's standards) to people who have a specifically high interest in naval action of antiquity with an intersection of an interest in simulator-type games or experiences, and a lot of patience. This program/game is admittedly fairly lacking in quality-of-life functions that ease the experience in. Namely, any sort of keybinding setup. As a real trireme, there are many functions for many different modes of maneuvering, but absolutely everything must be done by mouse clicking, which makes sudden movements or planned maneuvers incredibly sluggish to perform, and I daresay unrealistically so. Just as a quick suggestion, I would personally have the Shift key lift both rudders (for maximum speed), Left-Control to lift the oars to "glide", have the space key put on full braking (both rudders & all oars), W and S to increase or decrease speed, (and holding either W or S to automatically accelerate to maximum forward or maximum reverse speed). 1 and 2 could deploy the left and right rudder halfway, a second keypress fully submerging, and holding could lift them (or you could hit L.Ctrl). Holding A or D could split oars and dunk the left or right side of them into the water for very fast turning, releasing this when you let go causing an automatic re-syncing. 3 and 4 could engage the left and right oar in reverse, respectively, with stroke rate increasing by holding them (to maximum), or tapping to increase by one stage. This would put all of the necessary controls for manual control at the standard left hand area of the keyboard. The mouse could move the camera by default, with the wheel handling zoom, right-click putting a mouse on the screen (menu navigation), and left click bringing up a radial menu to change view. One other huge UI improvement I'd do is to give the Stamina gauge better clarity. Namely, a COLOR change! Green to fresh, to yellow, to orange, to red being nearly exhausted, black being exhausted. It's otherwise nearly impossible to tell how much the icon has shrunk, regarding crew stamina. I recognize this venture as a one-off, but a particularly detailed take on naval combat of antiquity, unique as it is, is wide open in the market today. There just isn't anything else focusing on how that was done in a more realistic setting.
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