Indeed, it usually ran too fast for my tastes - but that's a comment for the Gameplay section. And the engine never hiccuped on me, even when it had hundreds of units on the screen battling. Valleys can be made into chokeholds, and so on. It occasionally causes some weird graphical issues, such as the 'foundations' of buildings sloping weirdly up hills, but it's a nice idea nonetheless, and ends up working much as you'd expect. The major difference between Cossacks and most RTS game engines is its use of true 3D terrain. The absolutely massive battles do nothing to help this, especially when they degenerate into a gratuitous mob rush. While a relative lack of variance is understandable - there are only so many ways to draw 'guys on horses', for example - it is still something of a drawback. The prerendered units are pretty self-similar, almost to the point of annoyance, but after playing the game enough, you'll be able to tell the difference between the various unit types. The graphic engine does support some nice effects, though, such as the smooth-edged fog of war that is considerably more 'round' than in most games. Like most games of the genre, Cossacks: European Wars uses pre-rendered units on an isometric map.
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