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This page gives you important
information about how to play Age of Emperors. Everyone should read this.
MULTIPLAYER GAMES
- Starting a game: From the main Conquests menu, select "Multiplayer".
- Once you have selected what type of game you want (Internet, LAN,
etc.), you must change the Game Mode from "Standard" to
"Scenario".
- In the player setup screen on the right, be sure that every human
player selects a civ to play. Often, the default civ is a tribe from the
regular game, not the scenario, so each player must manually select a
civ to play. Very important: be sure to set all of the non-human player
slots to "Computer".
- When playing Imperial World, the host
must not forget to set the World Size, Land Mass, Water Coverage etc...
- All of the human players in a multiplayer game must have the Age of
Emperors mod pack installed.
- If you enjoy team play, Ancient Empires is a good scenario because of
its locked alliances.
SINGLE PLAYER GAMES
- Starting a game: From the main Conquests menu, select "Civ Content",
and choose a scenario to run.
GENERAL CONSIDERATIONS
- Be sure to try all three of the AOE scenarios. Each has different
rules, strategies, and objectives. Each scenario has a very different
feel and offers a unique playing experience. Be sure to play all four of
the major AOE civilizations. Each civ has unique abilities, special "superunits"
that only they can build, and some units they cannot build. Each civ
will require a different strategy to win the game. If you play every civ
in every AOE scenario, you will experience 13 very different games.
- AOE has some new sounds, so make sure the volume
is turned up on your speakers.
- If you have a
slower computer and are playing a game with thousands of units, you may
want to turn off unit animations in order to speed things up. You
can do so from the Preferences menu.
- A victorious army can start a Golden Age. Armies in AOE are handled much differently than in a regular
Conquests game. In a regular game, the AI is unlikely to field armies
against you. This is not the case in AOE. You no longer need a Great
Leader to build an army (so there are no Great Leaders). Armies are built like any other unit, when the
technology becomes available. However, armies are expensive and cost
population points to build. Civs that over-indulge in armies will find
themselves population depleted, economically disadvantaged and quickly
falling behind the tech curve.
- All military units require 2 gold in support cost, except under a
Republic where units they require 3 gold.
- All military units cost one population point to build, except for
Scouts (0), Numidian Mercenaries (0), siege weapons (0), and armies
which cost 5 (or 4 for Carthaginian armies). Note: population
costs for armies are lower in the Tournament scenario.
- In addition to the normal special abilities of the civs (seafaring,
religious, agricultural, etc.), a new ability has been added:
1) Political civs
(Rome and Persia) are the only ones capable of spying, and they are also
allowed two Forbidden Palaces (in AOE, they are referred to as a
Imperial Palace and Summer Palace).
- When you attack with a naval vessel, you can use one of two tactics.
1) You can bombard an enemy city, naval unit, or ground unit on the
shore. Use the bombard button to perform this action. Bombarding is
safer because you don't risk your ship. 2) You can board an enemy naval unit. This is an all-or-nothing
direct attack
that will result in the destruction of one of the two ships. To board a
vessel, simply move your ship into it, as you would when attacking with
a ground unit.
- AOE has two different ways of handling naval movement,
depending on the scenario. These are known as the "shallow water rules":
1) Relaxed shallow water rules: deep draft vessels (Triremes,
Quinqueremes) can travel in coastal
water and enter cities without deepwater ports, but their movement will
be slowed to one square per turn. Shallow draft vessels (Curraghs,
Libernas) move unhindered through all water types. The Ancient
Empires and Imperial World scenarios use this rule. 2) No shallow water rules: no restrictions on ship movement.
The Tournament scenario uses this rule.
- You can not build a deepwater port, it is a terrain feature. Charted
deepwater squares show a distinctive icon.
However, many uncharted
deepwater squares remain for you to discover in the Ancient Empires
scenario. Deepwater always appears
along coastlines, and shows as "Sea", not "Coastal", when you
right-click on it. Charted deepwater ports give economic bonuses to your
city, but uncharted deepwater squares, although functional, give no
bonuses. Deepwater ports become strategically important in the
mid-to-late game when you need to transport large units (such as armies)
that can't be accommodated on small shallow draft vessels.
- In the past, some players have been annoyed with the cultural
aspects of Civ 3 because the biggest civ always had the highest culture.
This has been changed in AOE. It is now possible for a small civ to have
the highest culture. AOE offers many city improvements, such as the
Artists Collegia, which only offer a cultural benefit. Players who
concentrate on these improvements early in the game can be culturally competitive with
much larger civs. When building a wonder or improvement, be sure to note
its cultural value. None of the AOE scenarios allow cultural
victories, but you can still lose your cities to civs with higher
cultures.
- Use the small "v" button in the lower right of your screen to check
on your victory points (Tournament scenario only). Keep in mind that this button doesn't appear
until 10 turns into the game.
- Only armies can enslave units. When armies enslave a
unit, it becomes a Slave. These are essentially low-quality
Laborers that don't require support. Only Roman Armies create Roman
Slaves. Roman Slaves are special because they can be sacrificed as
gladiators (simply bring them into a city and use the sacrifice button).
Your slaves units can be captured by any enemy unit. If you
capture an enemy Slave, you liberate it and it becomes a Worker (costs
support now, but works more effectively). However, when a Roman
Slave is captured, it remains a Roman Slave, and can be sacrificed by
the civ that captures it. In certain
situations surrounding naval combat, it is possible for Slave units
being transported by ship to
become stranded in open water. Anyone can can pick up these drifting
units and put them to work. When using your military advisor to
view your troop strengths, be advised that Slaves will not show up here
(because they can be captured, but never built). However, captured
slaves will still show up in the captured units section of your military
advisor screen.
- Building a Slave Market, however unsavory, gives you production
bonuses. But be aware that this causes unhappiness in the city. Also, if
the city ever goes into civil disorder, the slaves will occasionally
revolt and burn the city.
- Certain units (such as Raiders and armies) have
"defensive initiative". When they are attacked, they can inflict a small
amount to damage to the attacker before they themselves suffer damage.
These units can also cause "collateral damage" when attacking cities.
For example, an army attacking a city may destroy the city's barracks in
addition to killing a unit.
- In AOE, you need to build an Aqueduct for your city to grow beyond
a population of 6 (an aqueduct, however, is not necessary if your city
is built alongside a freshwater source). You need to build an Infirmary to
grow beyond a population of 12.
- Due to a known glitch in the Civilization engine, your young capitol
shows as a city instead of a town, and therefore doesn't show a city
wall, if built. Same with enemy capitols. However, all other cities will
display properly. Note: Cities will not show city walls, even if
built, because Cities have the same defensive bonus as towns with a
wall. And Metropolises will not show city walls, because they have
an even better inherent defensive bonus that Cities.
- The Great Wall is allowed in all scenarios except Ancient Empires.
- The Prefect's Office improvement is now available (upon learning
Code of Laws) to reduce corruption in distant cities. Courthouses can
also help with this. Expansionist civs (Rome and Persia) can also
build the Summer Palace (essentially a second Forbidden Palace) to help
with corruption. Note: in the Tournament scenario, all civs are
expansionists.
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