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Age
of Empires II: Age of Kings
Published By: Microsoft
Reviewed by JayTee
11/2/99
Article
Discussion Forum
First Impressions:
Suffice
to say that I’ve been an AOE (Age of Empires) addict since
its inception about three years ago. First, I played the
single player random map games, and then moved on to the
campaigns. Next, I went on IRC and scavenged for challengers,
and that’s when I was really thrashed. After a couple
of months, I advanced to the Zone (www.zone.com)
and got more thrashing. I learnt and still could barely
advance in the required 15 minutes that many mentors have
told me to do so. I played the game every day for three
years without ever joining a Clan because most of them
consisted of boys half my age, shouting obscenities at
me each time I bungled. Oh well, so much for team play.
Let
it be said that this award-winning strategy piece is one
that would cause you lots of sleepless nights. Time is
not only spent playing it, but looking for good skirmishes:
It’s akin to watching grass grow. But when you find one,
you’ll treasure it, more so if it’s one without lag. But
still, there was no point to my constant indulgence because
I was not only progressing too slowly for my own liking,
my mother was already packing my bags if I spent another
moment hogging the phone line (in Malaysia, we don’t yet
have flat rates for our phone fees).
When
I first got news that Ensemble Studios had started work
on Age of Empires II: Age of Kings, my passion somehow
doubled. I told myself, if I can’t beat them in AOE, I
will train up for AOK. Well, the game is here, and in
a nutshell, I wasted my time because the gameplay is quite
different. I have played both the Alpha and Beta versions,
and when the final product landed on my desk, I was at
the same time ecstatic and a little apprehensive: so what
doth lies ahead after Rome has fallen?
Boon
for Beginners
First
off, MS has done quite a good job at maintaining the game’s
approachability to beginners even. Although at a glance
(to veterans) this game may only be about better graphics
and improved gameplay in certain aspects, the fact that
there is a learning campaign where novices can go and
learn about the basics of the game, right from the front
panel, is MS’s gesture to reassure those who want to play
the game for the first time, that it ain’t too difficult
to learn. And for those who’d like a little depth to the
game, check out the encyclopedia which features extensive
histories of the thirteen civilisations; background on
the Middle Ages, armies, weapons and warfare.
Going
for the Rough
I’m
a skirmish player and hence, I beelined for the random
maps and started to play timed games to see if my original
regiment worked (I’ve tried this on both the Alpha and
the Beta versions, but I wanted to see if anything was
different with the final release). Sure enough, I could
not advance to Castle age in the fifteen minutes I could
in AoE to go to Bronze Age. There are major differences
in AOK that make gameplay not only enhanced, but different.
Where
there were only three ages in AOE, there are now four
ages (five, if you count Post-Imperial as a separate age,
but I don’t really see any difference between this and
Imperial age) in AOK. AOE had twelve civilisations, and
now there are thirteen with AOK. Each civilisation has
a unique unit and a team bonus. There are also some new
units, new buildings and new technologies, and some of
the new stuff I saw in the Beta was also changed in the
Retail release. For example, you used to be able to build
Trebuchets (those wooden static catapult thingies) in
the Siege Workshop, but now you can only build them in
your Castle.
GamePlay
Overall,
while gameplay is extended and one has to rethink one’s
original strategy (can’t use the same one in AOE) to triumph,
you still have to advance as quickly as you can, so management
of resources is key. However, there is one aspect of the
game that is quite imbalanced.
A
couple of friends and I were playing deathmatch for the
first time on AOK, and while most are quite new to the
game and were not yet experienced enough to know which
advancement or war unit would each civilisation be good
at, a friend of mine was playing the Persian civilisation.
Starting at post-Imperial age, everyone did the usual:
build three or four town centres, build 20 houses, churn
out peons as fast as you can, and siege workshops were
also built by the dozen, for onagers (once known as catapults).
This time, we could also build castle to make use of our
unique units. However, our Persian friend built his castle
and started building elephants (fondly called ‘eles’).
He thrashed the three of us flat.
The
next time we spawned another death match, all of us chose
Persians, and it was just a game of speed, which really
took away the fun. Hence, in a death match, the other
civilisations seemed redundant. Be Persian, build 10 castles,
and you’ll win, for sure.
But
there is a lot to like about AOK, and I thoroughly enjoy
it more than AOE. Enhancements that were strokes of genius,
in my opinion, are:
GARRISONING
– you can now garrison units inside buildings to heal
them slowly as well as to launch surprise attacks. Garrisoned
units are not damaged if the building is attacked, but
they will be ejected if the building is attacked and suffers
damage or is destroyed. You can set gather points (oh
yea, you can do that now in AOK) inside any building where
the unit is being created. However, they cannot reenter
the building once you un-garrison them. Best of all, ranged
units and villagers can attack while garrisoned.
RELICS
FOR GOLD – Remember the panic when one runs out of
gold towards the later stages and there’s none to mine?
Well, get your priest and find a relic, and place it within
the monastery, and you will have a continuous supply of
gold for your stockpile
FORMATIONS
– This I really like. Now, I can group ranged units
like archers and monks, with my infantry and calvary,
and when I put them into formation, the AI instantly knows
to put the ranged units at the back (in the straight line
formation) and the infantry or calvary in the frontlines,
or the ranged units within a block (square) with the frontliners
forming a protective barricade around the ranged units.
And they move accordingly. This is really fantastic when
you have no time to be assigning hot numbers to your military
units.
FARMING
AT SEA – Now you get to farm at sea, but it costs
25 more wood than normal land farms (i.e. 100 wood). Takes
little space too.
LOCATE
IDLE VILLAGERS – Now this is a really useful tool.
No more do you need to look for idle villagers manually.
Simply click on this (you have to enable your "Advanced"
mode console type to see this button) and you’ll be able
to scroll through any idle peons. However, those used
to garrison towers will also be picked up.
TOWN
BELL – Click this to call peons back to be protected
within the walls of your town centre with this neat feature.
Each town centre fits 15, except for Chinese (fits only
10). Saves you a lot of unnecessarily peon kills during
a rush, but remember to research murder holes in your
University once you can, as town centres or any other
building (Towers, Castles) won’t be able to attack close
range units once they are right next to the building,
without Murder Holes.
Marketing
Efforts
Actually,
I think that AoK is a game that will suit women, as time
and resource management are classic areas women seem to
excel in. Although I haven't met many female contenders,
the one or two I've actually encountered really can kick
ass :). And when it comes to combat, AoK keeps it rather
basic: Simply assemble an army of infantry, calvary, archers
and siege weapons, and you're ready to rumble. Interestingly,
one politically correct feature they incorporated within
the game is that now there are female peons, hehe. Must
be a request from female players :).
Tips
Cheats & URLs
Microsoft
Age of Empires II : Age of Kings - Inside Moves (Eu-Inside
Moves) by Mark H. Walker
Age
of Empires : Unauthorized Game Secrets (Secrets of the
Games Series.) by Lawrence T. Russell
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