ISiddiqui |
07-17-2006 08:00 PM |
For the Bucc man:
http://pc.ign.com/articles/719/719278p1.html
Chinese Unification, 450 BC
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If you can't win your enemies over with the sword, you can achieve victory in a number of other ways. First, you can try spreading your bloodline around the map. Using the same concepts as the core game's religious system, players can send their emissaries out to gain influence with their rivals. If you manage to get someone from your family on the throne (which works along the same lines as getting someone to adopt your religion), you'll gain lots of favor.
Making friends is just as important as smashing your enemies. When the Emperor's Council wonder is built, the warring civilizations will vote for its leader who can then call for a vote to determine the winner of the game. If you emissaries have spread far enough, if you've been fair in your trading and if you have enough vassals, you'll definitely have a shot at a relatively bloodless victory.
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The Peloponnesian War, 444 BC
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The two factions have unique strengths. The Athenians, led by Pericles (Financial, Philosophical), have a mighty navy and a solid economy. Unfortunately, their empire is spread across a variety of islands, requiring them to focus on maintain control of the sea at all times. The Spartans are exactly the opposite. Led by King Archidamus II (Aggressive, Philosophical), the Spartans have a massive land army and few overseas possessions. Getting your rival to fight the war your way is one of the biggest challenges of the scenario.
Rather than giving you direct control of each alliance, the two leaders here have their own vassals. Managing their security and relations is every bit as important as creating and moving your own armies.
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Alexander the Great 336 BC
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Alexander will be leading a variety of unique units, each of which serves a different purpose. The hypaspists make excellent anti-cavalry troops, the prodromoi serve as excellent scouts, and the heavy cavalry hetairoi form the main weight of any assault. Alexander has access to a wide variety of technologies that open up new promotions for your units.
You'll also need to take control of the Alexander warlord unit. After joining him to an existing unit, you'll need to take care in how you use him. He needs to be in the forefront of the battle but you'll also need to protect him from harm. Even if the unit he's attached to is destroyed, he'll merely be removed from action for a few turns before coming back into the action.
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The Rise of Rome 300 BC
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Interestingly, the leaders in this scenario each have three traits instead of the usual two. This gives them a little more variety than they have in the core game. It's a nice advantage that your leader has more options but it definitely makes your enemies a little more versatile as well.
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Though you can win by eliminating your rivals or obtaining control over 75% of the world's population and land area, the real focus here is control of five separate victory locations. Each civilization begins owning one of these and they'll put up a hell of a fight before they let another civilization take it.
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Age of the Vikings 800AD
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Though burning towns and making widows is all well and good, the whole point of this scenario is to make money. The amount you'll need to amass by the time the 200-turn limit expires varies according to your difficulty level. There are two main ways to make gold here. The first and most obvious route is to sack the hell out of every town within a day's rowing. The real payoff comes when you offer to ransom a city back to the nation that originally owned it. They'll pay a pretty farthing to get their towns back. The only hitch is that you can't ever repeat this stunt on the same city or no one in the game will ever trust you enough pay you one thin pfennig.
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Genghis Khan 1206 AD
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Even though they begin without a city, the Mongols can continue to replenish their armies with their unique Camp unit. This unit is basically a mobile barracks that sporadically spits out new units. You can't control what units you'll get from the camp but you can influence the likelihood of certain units popping out if you place the camp in the right terrain. Putting the camp in the forest, for instance, gives you a greater chance of getting a trebuchet unit.
The type of unit also depends on the types of technologies you've acquired. Since the Mongols aren't really the scientific types, you'll need to obtain new technology from your enemies. Each civilization has one new technology to offer and you can earn them by either taking at least two of that civilization's cities or by making them your vassal. The Koreans will teach you how to build galleys, for instance, while the Russians can teach you the encirclement promotion which allows your units to cause collateral damage during combat.
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Omens, 1754
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Far more serious however are the forces of Divinity. This is where the scenario starts to take a turn towards the fanciful. Without giving too much away, the forces of Divinity will appear three times during the course of the campaign to judge your progress. The team that's losing the war of religious conversion will find themselves on the receiving end of some inspired wrath. The divine forces will also appear at the very end of the scenario to declare a winner.
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Barbarian Horde
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Once the autoplay is finished, you'll be taken to the barbarian horde screen where you'll purchase the army you'll use to topple civilization. The units are all Classical era types (including the new trebuchets and triremes), so you'll need to move quickly before you're outclassed by the enemy.
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Oh, and Python is the scripting language, but the SDK is more the guts of the game. Kind of like the source code (but not exactly, of course ;)).
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