To be perfectly frank, this campaign is not for impatient players as it starts off at a truly ponderous pace. These quests are a really great idea because they give the player smaller, non-combat objectives to shoot for during the course of the campaign. Keeping a number of ships and troops stationed in and around Alexandria, for instance, fulfills the Rosetta Stone quest and grants your empire double research points for a full year. If you can satisfy the pre-requisites for a given quest, say reaching a certain population level or maintaining a set number of naval trade routes, you'll be rewarded with the prestige of completing the quest and a not inconsiderable practical bonus as well. One interesting component of technological research is the introduction of new "quests." Quests in Imperial Glory are one-time accomplishments that set your empire apart and confer a significant bonus. You're given a few governmental options as you move from age to age but the differences between those really only become apparent much later in the game. You'll need each and every advance as you move on to later eras so that empires merely differ in terms of the extent they've progressed, not in terms of the direction. There are different branches on the tree here - one for economic development, another for military, for instance - but the illusion of choice is pretty much just an illusion. The campaign has its own technology tree that allows you to research a variety of advances that can improve your ability not only to influence rivals but also to wage war and make money. Knowing just when and how to set off the spark is a key strategy in this game. Nearly everyone is tied by mutual protection pacts to at least a few other states so the second you go to war with someone, you're likely to set off a powder keg that brings two or three other nations into the conflict on either side. The diplomacy model of the game is relatively complex and the first thing you'll really want to wrap your head around are the various alliances and treaties in effect at the start of the game. Though war is the name of the game, there are plenty of considerations you'll need to make before (and sometimes instead of) engaging in combat. It scores high from a standpoint of usefulness as well, with lots of clear, accessible options right at your fingertips. The campaign map is remarkably easy on the eyes, conveying a wide variety of information in a very attractive form. These resources can be spent to improve your empire's infrastructure, raise new troops or negotiate trades and treaties with your neighbors. Each territory you own produces the resources you'll need to manage your empire - gold, food, raw materials, and population. Each of the five playable empires - Great Britain, France, Russia, Prussia and Austria - owns a few territories at the start of the game the rest are distributed among a variety of non-playable states (Egypt, Spain, etc.). The game plays out on a huge map of Europe, stretching from Russia to Britain and from Tripoli to Sweden.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |