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THE GAME
The game allows becoming
aware of historical events' large scale. Thus, grandiose battles of up
to 8000 units may be conducted on single or network game maps. The game
contains much historical data, and the full version will include a
spacious encyclopedia about wars, battles, nations, technologies,
armies, and units having been used in Europe in XVI-XVIII centuries.
NATIONS
Algeria, Austria, England,
France, Netherlands, Piemonte, Poland, Portugal, Prussia, Russia,
Saxony, Spain, Sweden, Turkey, Ukraine, Venice. You can also face other
communities in single player games; for instance, in campaign for
England one should sweep off pirate republics. Each country has its
original graphics, economic and technical development peculiarities,
military advantages and drawbacks, and unique units and technologies.
HISTORICAL BACKGROUND
We have represented more than
85 large-scale wars and battles of XVI-XVIII centuries for single game
and multiplayer. The most noteworthy are: Thirty Years War (1618-1648),
the English revolution, the English and Dutch wars, the War for Spanish
Succession, the Northern war, the War for Austrian Succession, the Seven
Years War, the Ukrainian independence war (1648-1657), sea wars against
pirates, etc.
ECONOMY
Economy depends on six
resources: food, wood, stone, gold, iron, and coal. Gold, iron, and coal
are infinite at their deposits, and extraction is proportionate to mine
workers number. The main peculiarity of game economy is that all units
consume resources, and artillery and handgun shots spend iron and coal.
Thus, it is not enough to spend resources for buying soldiers, cannons,
or vessels. It is necessary to possess some economic potential in order
to maintain your army and support its battle-worthiness. Exceeding your
scope results in famine and army riots. Also:
you can sell, buy, and change
resources at the market;
prices can change depending
on the amount of resources at the market.
TECHNOLOGY TREE
The game inventions' tree
numbers more than 300 upgrades divided in two time periods - XVI-XVII
centuries and XVIII century. Upgrades allow turning quantitative
categories to qualitative, and also obtaining some new unique
possibilities, units, and buildings. Science development allows
increasing resource extraction efficiency, improving units, increasing
artillery power and range of fire, improving towers' rate of fire and
buildings' durability. Also upgrades allow building battleships,
multi-barreled cannons, etc. A sort of uncommon invention is
aeronautics. Having invented that, one can launch balloons and reveal
the whole map.
MILITARY FORCES
Following military forces are
represented in the game: infantry, cavalry, artillery, and navy. Nations
use their unique units along with units similar to other states. Thus,
within each nation a player has all military forces needed to wage land
or sea war. At the same time each nation's forces are unique as for
their features, abilities, and equipment. Units can be arranged into
military formations: column, rank, or square. A formation includes an
officer and a drummer, and units' abilities increase in a formation.
Also there are:
ability to use foreign
mercenaries via your diplomatic center;
two cannon fire types:
cannonballs and grapeshot;
howitzers, mortars and
multi-barreled cannons.
MILITARY OPERATIONS
The game provides an
unlimited variety of tactical and strategic methods of land or sea war
against enemies. Thus, one can create defense in depth, carry out
lingering city sieges, wage guerilla wars, deploy landing forces on
enemy shores, shell an enemy with cannonballs, arrange ambushes, stake
on a crowds of cheap units or create elite teams of trained soldiers
with high-tech weapons, and so on. The game landscape is full 3D, so it
is an important strategic element: capturing commanding heights provides
with great advantages and often wins a battle; also one can arrange
ambushes in canyons. It is also possible:
to conduct grandiose sea
battles;
to capture unprotected enemy
peasants, artillery, and some buildings. |