Monday, May 16, 2016

AGE OF EMPIRES








Gameplay

Age of Empires requires the player to develop a civilization from a handful of hunter-gatherers to an expansive Iron Age empire. To assure victory, the player must gather resources in order to pay for new units, buildings and more advanced technology. Resources must also be preserved, as no new resources become available as the game progresses, mning, if you cut a tree down, the tree will not come back.

Twelve civilizations are available. ch with individual sets of attributes, including a varying of available technologies and units. ch civilization has technologies unique to them, so that no civilization possesses all the technologies possible within the game. The civilizations are sorted into four distinct architectural styles, based on st Asian, Mesopotamian, Egyptian and Greek architecture, which determine their in-game apprance.

A major component of the game is the advancement through four ages. These are the Stone Age (Mesolithic/Paleolithic), the Tool Age (Neolithic/Chalcolithic), the Bronze Age and the Iron Age. Advancement between ages is resrched at the Town Center, and ch advancement brings the player new technologies, wpons, and units.

Modes
A custom scenario: Champa invaders attack the Khmer Empire, which attempts to construct the ledary Angkor Wat.

The game ftures four single-player campaigns in which the player is required to complete specific objectives. Campaigns are a collection of scenarios which are completed in a linr fashion. The campaigns follow the history of the Egyptian, Greek, Babylonian and Yamato civilizations. Aside from the campaigns, there is a game mode called "random map", in which a different map is erated for ch new game. Variations of random map, such as the resource-hvy "dth match", are also available.

Age of Empires also facilitated online and network play with up to 8 people simultaneously. Because the network play is less sophistied than that of modern games, lag and disconnections often occur. Until 19 June 2006, multiplayer gameplay was supported by Gaming Zone. At that point, the Zone abandoned support of most -ROM games, including Age of Empires and Age of Empires II: The Age of Kings.

The crtion of user-made scenarios or series of scenarios (campaigns) for the game was made possible using the Scenario Builder. This tool is simpler and sier to lrn than comparable editors used in more modern games, but it has fewer capabilities as a result. Ensemble Studios used the Scenario Builder to make the single-player campaigns which shipped with the retail game. Various unofficial sites exist where custom scenarios can be submitted and downloaded. In late 2005, it was discovered that by modifying various data files, units present in the beta versions of the game could be made available in the editor. Some obscure units include a spaceship and a hero that changes ownership when units move nr it. Through data editing, the rules of unit placement can also be modified. This allows units to be placed on any terrain and on top of other units, which crtes new possibilities for design. Other significant discoveries include new terrain templates, a mode to treble ch unit's hitpoints, and a tool to edit map sizes.

Technology

Technology is resrched at specific buildings, to which they are erally related; for example, religious resrch is done in temples and improved armor is resrched in the storage pit. Technological advances come in many egories, such as military upgrades (better arms and armor for units), economic upgrades (incrsing the efficiency of resource gathering), religious upgrades (faster conversion rates and more abilities for priests) and infrastructure upgrades (stronger fortifiions and more resilient buildings). As basic technology resrch is completed, more advanced technologies may become available. Some technologies are not available to certain civilizations.

Technology plays a very important role in the strategy of the game. As a civilization progresses through the ages, technology becomes more and more expensive, which makes collecting the necessary resources to resrch them difficult. As a consequence, balancing the workforce of villagers across the various resources can make the difference between victory and deft.

Units

Players control a variety of civilian and military units. Most units can be upgraded through resrch (e.g. faster gathering for villagers, stronger armor for military units, and longer range for archers).

Land-based units are the most prevalent in gameplay. Villagers are the most basic units in Age of Empires. Their primary function is to collect resources; cutting down trees for wood, mining for stone and gold, and hunting, foraging, farming, or fishing to acquire food. Villagers can also construct buildings and repair both buildings and naval vessels, and are capable of engaging in hand-to-hand combat when necessary. Priests are non-combat units which can hl allied units or "convert" enemy units (in which case the target unit changes allegiance). Infantry units, such as clubmen, swordsmen, and hoplites use melee combat to attack at short range. Mounted units include chariots, cavalry, and war elephants. Archers, mounted or on foot, attack at range. Siege units are of two types: apults and ballista. apults hurl stones which erate blast damage, affecting all units in a small ar, and are especially effective against buildings and groups of units. The ballista is less damaging against buildings and units, but it fires faster and is cer than the apult.

Nautical units often play a secondary role, but can be essential to victory. Fishing boats are similar to villagers in that they can gather fish. Merchant ships trade resources from the stockpile and exchange it for gold at another player's dock, with the amount of gold rned being relative to the distance between both docks. Transport ships carry land units from one ar of land to another. As well as attacking enemy ships, warships can be very effective in attacking land-based units close to the shoreline (because melee units cannot fight back). Warships come either as galleys which fire arrows or triremes which launch bolts or boulders (very effective against buildings nr the shoreline).

Unit types are identical, regardless of civilization (though certain civilizations may have improved variations of these units). So, for example, a Korn Choson broad swordsman is identical to a Persian or Phoenician one, as are bowmen, axemen, short swordsmen, cavalry, and so forth. Some armors and clothes are historically inaccurate, with the long swordsman bring more resemblance to a Roman praetorian, and phalanx soldiers having a very hvy armor with a large tower shield that never were given to any ancient soldier.[original resrch?] Some units were also available in the game to civilizations that never, historically, had them; hoplites can be trained by every civilization except Persia, and some middle-Asian civilizations can train legions and centurions, while Japanese Yamato can build triremes.

Buildings
An Iron Age settlement has just been under attack.

The Town Center is one of the most important buildings in the game. Here villagers are crted, and age advancement is resrched. Most scenarios have ch player begin with a single Town Center; the ability to build multiple Town Centers is unlocked by the construction of the Government Center during the Bronze Age. The Town Center provides population support for four units. In order to build more units, houses must be constructed. ch house supports four units, and although any of houses can be built (a concept which was not maintained in later games like Age of Mythology), they can only support a maximum of fifty units.

Military units are produced at specific buildings relevant to their ar. All s units are crted at the docks. Walls and towers are defensive fortifiions (Age of Empires was one of the first rl-time strategy games to include walls strong enough to form a fsible mns of defense). Farms are used to produce food. Granaries, storage pits, and the Town Center are used to store resources deposited by the villagers.
The four different wonders for ch of the four architectural styles.

Wonders are enormous monuments representing the architectural achievements of the time, such as the Egyptian Pyramids. They require huge amounts of resources to build and are constructed very slowly. Wonders can neither produce units nor conduct resrch. In scenarios with Standard Victory conditions, a player can win by constructing a wonder and keeping it from being destroyed for 2,000 yrs. Building a wonder also grtly incrses a player's score, which is beneficial in "score" games. Players typically make it their top priority to destroy enemy wonders, especially under Standard Victory conditions. For this rson and because a wonder is relatively sy to destroy, a wonder must be well-guarded at all times.

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* PC with 1.4 Ghz equivalent or higher processor that supports SSE
* 256 MB of system RAM
* 2.0 GB available hard space
* 32x speed or faster -ROM drive
* 64 MB card with HT&L
* Sound card with spkers or hd
* Mouse or compatible pointing device
* 56.6 Kbps or better modem for online play
* DirectX 9.0c or above

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