Tuesday, August 28, 2007

Age of Empires III


Age of Empires III


Age of Empires III, in the style of previous titles of the series and the genre, requires the player to develop a nation from a basic settlement to a mighty empire, progressing through "Ages",—stages of technology representing time periods—and destroying the enemy base(s). There are two main branches to game play, the nation's military and economy; winning a match depends on the mastery of both.
There are three modes of game play: three story-based campaigns, single player skirmishes, and online multiplayer skirmishes.

Skirmishes take place between human players and computer personalities, conforming to rules that are set up before the game. The map, difficulty of the AI, and each player's resource gather rate may be modified.

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Age of Empires III: Warchief Expansion


Age of Empires III: The WarChiefs introduces three new players into the game's strategic mix: the Iroquois Confederacy, the Sioux Nation and the Aztec Empire. In the version I played, only the Iroquois were available, but even my limited time with them quickly demonstrated the different strategic "feel" of the new Native American tribes. First, the Native Americans tend to lean more on their WarChief unit. These units take the place of the Explorer unit and are much more versatile than their European counterparts. Not only do they have the standard ability to explore the map and uncover hidden treasures, but as the Ages advance, the WarChief develops an aura that gives a substantial boost to those units next to him. The Iroquois WarChief offers a health bonus, the cavalry-focused Sioux get speed and Aztec warriors near their WarChief get bonus experience for everyone they kill. Wachi tells us this increased utility isn't a coincidence.

The other key element of Native American strategy is the new Fire Pit building. While its appearance will vary based on the actual culture, this religious ritual center can host up to 25 gatherer units that will perform a variety of tribal dances. Each dance imparts specific global bonuses to the player, although the strength of the bonus is dependent on how many dancers there are. Bonuses range from the obvious, like more unit health and damage, to the more subtle, like experience multipliers and production speed boosts. The trade-off for these bonuses is that gatherers dancing in the Fire Pit aren't out collecting resources or building stuff.

The Fire Pit's importance was emphasized during "The Rescue," a new mission in the game's 15-scenario single-player campaign. The Rescue is an involved multi-stage assault in which the player must continually take and secure ground while protecting settlers in order to build up enough strength to assault a fortified position in a cave. In the mission, the player is continually juggling between the need to rebuild armies, defend against counterattacks, and build up assault forces to take the next piece of real estate. Without continually switching the bonuses available from the Fire Pit, the scenario becomes prohibitively difficult. During my games, it eventually became a bit of a rhythm: fertility dance to help create new cavalry and infantry, damage-to-buildings bonus when taking down the prisons to rescue settlers, and health bonus to soldiers when repulsing a counterattack.

The one thing that hasn't changed much (beyond the cosmetics) is the Home City dynamic. All three of the Native American civilizations have a home city, but only the Aztecs have an actual "city." The Sioux and the Iroquois, on the other hand, have Tribal Councils that consist of a Messenger, War Leader, Shaman, Wise Woman and Chief. Each of these leaders corresponds to a building type in European cities and offers the possibility of getting similar "shipment cards." The Shaman, for example, replaces the church in offering spiritual bonuses such as hit point boosts and new dances for the Fire Pit, while the War Leader offers more concrete help in the form of instant soldiers and trained bears to use in combat. The only down side of the "Tribal Council" so far is that it may water down one of the highlights of leveling up a city in the original game: unlocking cute graphical touches such as a little Jack the Ripper for the streets of London. It's difficult to see how Ensemble can offer the same kinds of fun enhancements for a set of five people standing around a fire in Tribal Council.

Ensemble hasn't forgotten about European players, although most of their enhancements are global rather than civilization specific. Every civilization now gets the ability to build a saloon that can be used to hire a random selection of mercenary units. This sounds interesting, but depending on how it's implemented, may introduce an unwelcome random element into multiplayer matches. The game also offers the opportunity to sign treaties that allow for 10- to 40-minute "no-attack" periods in multiplayer games -- and no, European players cannot violate their treaties with Native American players.

The big news for European players is the ability to declare a "revolution." Rather than aging up to the Imperial Age, European players can instead break away from their home city and gain access to a new revolutionary city that can only ship militia, Gatling guns, ironclads and unlimited fort wagons. They'll also have all their settler units turn into militia units, and remove the ability of any other player to declare revolution. The bad news, however, is that revolting players lose the ability to train new settlers and gather further resources, making a revolution the kind of move that'll either blow away a competitor or be used as a last ditch effort to survive. Either way, it should be interesting to see how this dynamic changes the complexion of multiplayer.

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Age of Empires III - OST


01. Noddinagushpa (Main Title)
02. Across the Ocean Sea
03. Get Off My Band
04. Felonious Junk
05. Runion
06. A Pirate's Temper
07. I, Menevero
08. Scruffy and Underfed
09. Leisurely Brows
10. A Hot Meal
11. Bubble Chum
12. Of Licious
13. Rest with Us
14. Get Ye Sum
15. Where's My Uncle
16. Muptop
17. Meet These French
18. Old Timer
19. Major Rewrite-General Chunks
20. Take His Toes
21. Happy to You
22. Camels, Straws, And Backs
23. Years in the Making
24. Last Name Crane, Icabod
25. Ludus Perditus (The End of Happy Times)
26. Niceterium (The Sound of One Hand Clapping)
27. There Is Weather-Decisions Are Made (End Credits)

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