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This page gives you important
information about how to play Age of Piracy. 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". In the case of the Demo and Wild Frontier
scenarios, you must mark the 8th slot "Closed", because there are only
seven civs in these games.
- When playing Ultimate Sea Empire and Ultimate Land Empire, 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
Piracy mod pack installed.
- If you enjoy team play, Bloody Seas is a good scenario because of
its locked alliances.
- Leader portraits in AOP do not show emotions, so using the emote
buttons will not work. So it is important to express your emotions
through chat.
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 five of the AOP 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 of the
eight AOP 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 AOP scenario, you will experience 39 very different games.
- AOP has many new ambient and combat sounds, so make sure the volume
is turned up on your speakers.
- Although the unit graphics appear to be non-animated, they are
actually animated, allowing for the new unit status square. To get the
full benefit of this new feature, be sure in your game preferences that
you have all the unit animations turned on. However, if you have a
slower computer and are playing a game with thousands of units, you may
want to turn off these animations in order to speed things up.
- Here are some examples of unit status squares. These will not
display correctly if you don't have your game preferences set to show
your units move and show the animations.
Fortified ship
Same ship, traveling
southwest
Laborer chopping
forest
Building a fortress
Building a road
Building a mine
Planting a forest
Clearing jungle or marsh
Note: stacked units that are fortified as a group do not show the
fortified symbol. Also, the directional movement symbols don't show when
you use the goto command to move a unit a great distance at once.
- Armies in AOP 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 AOP. You no longer need a Great
Leader to build an army. 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.
- When you are exploring and first meet a new civilization, pay close
attention to what they say to you in the diplomacy screen. The diplomacy
scripts in AOP have been customized to reflect the personalities and
special abilities of the various civs.
- In addition to the normal special abilities of the civs (seafaring,
religious, agricultural, etc.), three new abilities have been added:
1) Political civs are the only ones capable of spying, and they are also
allowed two Forbidden Palaces (in AOP, they are referred to as a
Colonial Capitol and House of Parliament).
2) Catholic civs can build the Papal Favor wonder.
3) Protestant civs can build the Reformation wonder.
Check the online civilopedia to get full descriptions of the special
abilities for all the civs.
- When you check your diplomacy advisor, you will see portraits of the
opposing leaders. These portraits will show you your opponent's level of
technology, as well as their mood. Colored rings around the portrait
convey this information:
Red ring: angry
No ring: neutral
Green ring: happy
Grey ring: Discovery Era
Bronze ring: Colonial Era
Silver Ring: Steam Era
Gold ring: Steel Era
- When you first begin playing AOP, you may be surprised by the wide
variety of ships you can build. Rest assured that each ship has a
specific and unique advantage that no other ship possesses. Each ship is
very different and your challenge is to discover their uses.
- 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 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.
- AOP has three different ways of handling naval movement,
depending on the scenario. These are known as the "shallow water rules":
1) Strict shallow water rules: Large vessels (known as Deep Draft
Vessels) can only enter cities with deepwater ports. In addition, deep
draft vessels can not travel in coastal water.
2) Relaxed shallow water rules: deep draft vessels can travel in coastal
water and enter cities without deepwater ports, but their movement will
be slowed to one square per turn.
3) No shallow water rules: no restrictions on ship movement.
- 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. 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.
- All pirate ships have "hidden nationality". This allows you to
attack other civs without starting a war. However, hidden nationality is
a double-edged sword. Every civ in the game can attack your pirate ships
at any time without starting a war.
- Wars are much more likely to ignite at sea than on land. If you are
trying to maintain a peaceful existence, avoid sending ships out
unnecessarily. And if you must leave ships out to guard certain areas,
leave a stack of ships so they won't look like a tempting target.
- 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 AOP. It is now possible for a small civ to have
the highest culture. AOP offers many city improvements, such as the
Printing Press, which only offer a cultural benefit. Players who
concentrate on these improvements can be culturally competitive with
much larger civs. When building a wonder or improvement, be sure to note
its cultural value.
- If you decide to go for a cultural victory, you will probably want
to play the French. The French are culturally oriented and are difficult
to compete against on this level.
- None of the AOP scenarios allow communication trading. This is
designed to encourage exploration and interaction.
- Use the small "v" button in the lower right of your screen to check
on your victory points. Keep in mind that this button doesn't appear
until 10 turns into the game.
- If you see a "capture the princess" notation in any of the
scenarios, be advised that refers to gold, not an actual princess. The
game's "capture the princess" feature has been used to allow you to
seize units of gold and take them to your capitol, where they give your
treasury a boost, and in some cases add victory points.
- If you have large city with citizens to spare, or a smaller city
with an immediate need, you may want to consider converting a citizen to
a specialists. Here are the specialist bonuses:
Entertainer: +1 luxury
Tax Collector: +2 taxes
Scientist: +3 research
Constable: -1 corruption
Civil Engineer (requires Engineering): +2 construction;
note: the construction bonus does not apply to building units.
- Only the Buccaneers can enslave units, and they must use their
Raider Captain unit for this. If any unit besides a Raider Captain
attacks an unarmed unit such as a Laborer, the Laborer will be killed,
not captured.
- When Buccaneers enslave a unit, it becomes a Slave. These are
essentially low-quality Laborers that don't require support. In certain
situations surrounding naval combat, it is possible for Slave units to
become stranded in open water. If you are a Buccaneer, you can pick up
these drifting units and put them to work. If you are not a Buccaneer,
you can pick up these drifting units and give them their freedom (but
you can't use them as slaves).
- 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.
- Be advised, when looking at shaded portions of the map, the red
English cities and the orange Dutch cities will look the same color.
- Certain units (such as Raiders, Indian Mercenaries, 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 AOP, you need to build a Waterworks for your city to grow beyond
a population of 6 (a waterworks, however, is not necessary if your city
is built alongside a freshwater source). You need to build a Hospital to
grow beyond a population of 12.
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