Paradox's Afterworld feels like the first grand strategy game I can properly wrap my head around
I've got a bit of a funny relationship with Paradox's grand strategy games.

I've got a bit of a funny relationship with Paradox's grand strategy games.
The short version
- I love the idea of them, of waging and flirting my way across history on the most granular of levels.
- But despite my enthusiasm, and despite my best efforts, I've never properly cracked one: it doesn't take long before I'm feeling thoroughly overwhelmed and my attention quickly begins to wane.
- I bring this up, because my relatively brief hands-on time with Paradox's new post-apocalyptic grand strategy game Afterworld suggests - thanks to some smart design decisions - it might finally be the one for me.
What happened
At one point, for instance, my unit comes across a small farm, and - after a bit of flavour text - I'm able to pick riding as my reward. This (I think ) meant my unit could now travel further on its supplies without needing to return to base to refresh them - and, pleasingly, it also meant I could see my unit riding his own horse when using Afterworld's unexpectedly striking zoomed-in map.
Why it matters
But map discoveries can also spark new 'ideas'.
Summary by Nerd News Network. Read the full article at Eurogamer via the links above and below.
