Produced by Relic Entertainment, which developed the “Company of Heroes” series, the highly anticipated RTS masterpiece “Age of Empires IV” finally came out at the end of October this year. The first wave of 8 civilizations Previous previews and tests have been disclosed, but for fans of the old series, what they want to know most is whether the 4th generation can arouse the emotion of AoE2 that year.
In fact, this time the 4th generation is indeed developed based on the gameplay of “Century Empire 2”, thereby adding some innovative elements, while the degree of change between civilizations has abandoned the 3rd generation card system (someone may like it). Therefore, on the whole, the operations in operation management are quite close to the familiar memories of the second generation of players.
However, even if it is to return to the essence of the second generation, the mine club has made some hard work in the design of civilized technology, and the differentiation in this can produce a variety of different strategies. This article will introduce the gameplay of “Century Empire 4” from the surface to the details for those old fans who like the second generation and skip the third generation.
Building a “landmark” upgrade era
From darkness to feudalism, castle to emperor, in this work, the four major eras are still the development goals, but in the 4th generation, you must build “landmarks” if you want to upgrade the era. Landmarks are the special buildings of every civilization. Only after the construction is completed can they be officially upgraded to the era.
There are two types of buildings to choose from when building an upgraded landmark. You only need to build one of them to upgrade to the age, but this does not mean that you cannot build the other one. You can also build another landmark after the upgrade is completed. You have to consider the amount of resources consumed.
Basically, the choice of landmarks can be roughly divided into economic production or military use landmarks, depending on the player’s purpose of the game at the time. If you want to play an early fast attack or a defensive fast attack, then the construction of military landmarks will relatively meet the demand. If you are teaming up and want to play the late economic flow, then you will naturally focus on economic production landmarks.
The landmark building is also one of the winning conditions in the game.In the 4th generation, there are no previous “conquer” conditions in the game. Instead, there are only three winning conditions: one isDestroy all enemy landmarks,two isOccupy all the holy places, The third isBuild the wonders of the world。
In other words, the player’s landmark becomes an important defensive object, but even if the landmark is completely destroyed, the villagers can still rebuild it. In addition, the original “town center” is also regarded as one of the landmarks.
The emergence of “Holy Land” and “Trading Post”
Before talking about the differences in civilization, the other most obvious change in “Century Empire 4” is that “Holy Land” and “Trading Post” will appear in the map seeds.
The holy land is an area with religious attributes. Only monks can occupy it. Once occupied, the holy land will belong to the civilized side. However, the occupied holy land is also easy to be robbed, because any enemy military units entering the area will deduct the occupation value.
The Holy Land itself does not have any resource bonus conditions. Its function is only one of the conditions for religion to win. Only a certain civilization can occupy all the Holy Lands and defend for a certain period of time to win.
Another map feature is the “Trading Station”, which is basically a neutral market. The building cannot be destroyed by any party. Players can build market production merchants to trade with the trading station to obtain gold. The location of the trading post is random and not fixed, and there is usually more than one place.
Wildlife and collection
Like the second generation, when it comes to collecting sheep, wild deer and wild boar in the dark age, the fourth generation has slightly improved the process.
In the early days, the scout was not only used to explore the map, but also a competent shepherd. The sheep found on the periphery of the map move very slowly, and only when the scout is nearby, the sheep will quickly follow. Once the sheep is tamed, it will only follow the first scout, so don’t worry about the enemy scout doing your sheep away unless your scout dies.
In addition to sheep, there are wild deer. The meat production speed of wild deer is also very important. The 4th generation of wild deer is no longer getting farther and farther as before. Therefore, the player finds that the deer can directly build a mill and collect them nearby.
At the same time, the animal carcasses of this generation will not lose meat, so players can directly slaughter the deer on the scene to prevent them from running around, and then slowly collect meat.
As for the wild boar, it’s not easy to handle. The 4th generation wild boar is a super creature with 4 near armor, 4 far armor and 15 attack. Generally, unarmed villagers will die if they are hit two or three times and cannot cause effective damage. A wild boar has 2,000 meat, so how? The initial hunting of wild boar is to test the player’s skills.
Technically speaking, hunting wild boars can be lured to the village by scouts, collectively hunting by the bows of all villagers, or by sending infantry teams to slaughter. This generation can gather food just like killing animals with military troops.
gold!The advantages of civilization differences and the accelerating rhythm
The biggest change in the environment of the 4th generation is the diversification of gold production. Veteran players who have gone through two generations of history know that gold is a scarce resource in the late imperial era. The main elite troops or science and technology rely on gold. When the gold mine is exhausted, it is often the garbage soldiers (mainly meat and wood) of the two sides interacting with each other. beat.
However, in the 4th generation, many races have additional bonuses or new technologies for the production of gold, such as:
- In the dark ages, the Chinese can produce special units “officials” to “collect taxes” on buildings to obtain gold
- French merchants can trade with each other in their home markets to obtain gold
- The special building “hunting lodge” of the Ross people is built around the forest to automatically produce gold
These civilized characteristics undoubtedly accelerated the production of gold in advance, and at the same time accelerated the fast-break rhythm of the game, allowing players to produce a large number of armored infantry or early knights during the feudal period.
At the same time, the golden benefits of putting holy objects into monasteries or landmarks are also faster than the past two generations, so it will definitely bring a faster pace to the fourth generation of Meta.
Military changes: cavalry charge and siege vehicles
Speaking of knights can be said to be a feature of the main military forces of the past two generations, but they are often subject to the suppression of long-range firepower or siege weapons, coupled with the high cost of construction, so that the performance of the cavalry is quite limited.
However, in the 4th generation of cavalry, an additional “charge” was added, which can cause a large amount of damage in the first time in contact with the enemy. This makes the cavalry of this work have a very good effect against archers or ground armored infantry.
However, even if they are called cavalry on the surface, their characteristics are different. For example, the unarmored “riders” (commonly known as meat horses in the past) are the cavalry units with the fastest movement speed. However, due to the lack of armor, they are easily restrained by bows and arrows or pikemen, but they still have the charge. Damage effect.
Basically, in the 4th generation, there is no longer a rule that only cavalry can be produced in the castle era, because the respective characteristics of the eight civilizations are reflected in their own unique military units, allowing certain civilizations to produce powerful early knights in the feudal era, and even some civilizations. In the Dark Ages, armored infantry can be produced.
Furthermore, siege vehicles or siege towers are now replaced by technology research and development (Arsenal), which can be crafted by infantry consuming wood, which has a significant change to the early feudal siege.
Because both the siege vehicle and the siege tower can station soldiers and are also quite capable of resisting bow and arrow damage, this makes the defense of early siege weapons rely on infantry units. If there are archers behind the siege, it can be said to be quite difficult to resist. The combination.
Other special changes include:
- The castle was renamed “Large Arrow Tower”
- Large arrow tower can produce all military units and siege units
- The outpost can release arrows, but the attack is not effective
- In naval battles, assault ships in the feudal era were dominated by bows and arrows. Only in the castle era would they be upgraded to ballistas or artillery.
A quick tour of the eight civilizations
Of course, the bonus of any resource is related to the characteristics of civilizations, so here we still need to briefly mention the characteristics of major civilizations. The unit mentioned in the following text is added with an “asterisk*” next to it to indicate that it is a special and unique unit of the civilization.
Englishman (difficulty ★)
For the race where novice teaching started, all technologies are most similar to those of the past 2 generations. Longbowmen* replace archers with longer range. They can be built to resist cavalry charges, as well as the passive of blood recovery and + attack speed. However, the effect of the 4th generation armor is more obvious, and the cavalry has charge damage, so the past longbowmen’s arrow formation is easy to break through.
Another advantage of the United Kingdom is that it was the only armored unit in the Dark Ages, the “Pioneer Armored Infantry”, which was very advantageous in the early face of the enemy civilization with only pikemen.
Chinese (difficulty ★★★)
China is quite interesting to play. Although the unique villager unit “Imperial Official*” does not produce, it can “collect taxes” and search for civilian fats to produce gold. It can also be assigned to “supervise” the production of harvesting buildings, technology research and development or production. At the same time, the Chinese are also the civilization with the fastest construction speed, which fully reflects the characteristics of many historical sites in China.
Furthermore, although it is good to build only one landmark at a time when upgrading, the Chinese civilization can get an extra “Dynasty” technology bonus (see the figure below for details) by constructing two landmarks at the same time, and free chemical technology in the age of kings. In addition, the siege weapon produced by the landmark “Astronomical Clock Tower” +50% extra life.
In other words, the Chinese tactics need to pay extra attention to the use of imperial officials. Under supervision, even the speed of generating troops will increase, and it is also a civilization that is less difficult to use.
French (difficulty ★)
The French are basically the second generation of Franks. They are also cavalry civilization. The initial cost of construction wood is low, and the production cost of villagers and scouts will also be upgraded and reduced with time. At the same time, the smithy can upgrade the melee damage research for free, in other words, the earlier In the new era, the French army becomes more terrifying.
The advantage of the French is that they can produce royal knights* in the feudal era. The assault unit with armor is quite deadly in the feudal period, and the landmark “Cavalry School” can give the squad unit +20% movement speed. The landmark of the emperor era “Siege Academy” Can unlock the siege cannon, the most powerful siege artillery unit against buildings.
Holy Roman Empire (difficulty★★)
The Holy Roman Empire belongs to a religious civilization, and the Dark Ages can produce imams* (replace monks) in the center of towns in order to obtain the holy objects on the map earlier. Relics have a considerable bonus to Shinra. Relics can be placed in outposts, arrow towers, and castles to increase the armor and damage of buildings. When placed on the dock, they can also increase the attack speed of ships (up to 25%). In the landmark “Regnitz Cathedral”, the relic can produce gold +200%.
In the military, during the feudal era, Shinra could produce early armored infantry as a defensive advantage, and the landmark “Sanlord Palace” can also produce 5 infantry units at a time, which can quickly accumulate a large amount of military strength. Among them, the special infantry land servants* have little blood, but the damage of wielding a two-handed sword is very amazing. Mixed battles with armored infantry can even bring down the cavalry.
Mongolian (difficulty ★★★)
The Mongols play like a mixture of the 2nd generation of Huns and Mongolia. Because they are nomads, they can reach the maximum population of 200 without building houses, and all buildings can be disassembled and moved to new locations for construction. It can be said to allow players to Experience a brand new system. The Mongols did not have farmland, so the yurt replaced the mill and logging yard, and the Obao was the only quarrying building.
In the Dark Ages, the Mongols were able to build huts and produce riders (unarmored cavalry units). All units could obtain gold by igniting enemy structures, and they could obtain more gold and resources through merchants’ trade.
The Mongols also have a strong advantage in the middle and late stages of the military. The construction and production units within the obo area can double to produce troops quickly, and the landmark “White Buddha Pagoda” can automatically produce stones in the later period. The Mongolian Turks are still the most mobile and offensive horse archers.
Russ (difficulty ★★)
The Russians based in Moscow were the predecessors of the fighting nation. Hunting huts replaced mills. Hunting animals could get gold, and the hunting huts surrounded by trees could produce gold every minute. In addition, wooden fortresses can replace outposts, allowing lumberyards to bring back more wood, and stacking wooden walls, fortified wooden gates, and wooden fortresses provide quite good defenses in the Dark Ages.
Military, the Russ can produce knights (cavalry melee armored units) in the feudal era, and the landmark “Holy Trinity Monastery” can produce the only monk warrior who can ride horses, and the archer guard* (faster fire but shorter range Musketeers) combination can form a powerful line of fire.
Sultanate of Delhi (difficulty ★★★)
The most representative unit of the Gul dynasty in Afghanistan is the War Elephant Cavalry, but another feature of the Delhi Sultan is that the full technology research is free, but it takes an unusually long time, so it must be paired with a unique “scholar” unit. In dark times, the Sultan of Delhi can build mosques to produce scholars and make them stationed in specific buildings such as mosques. The more scholars, the faster the speed of scientific and technological research.
In the military, infantry units can build fortifications and can produce war elephants in the castle age. The landmark “Sultan Palace” in the emperor era can also produce tower war elephants (long-range attacks) at a fixed time. The combination can cause significant damage to buildings or units. The damage siege unit “Cannon” is an unstoppable civilization in the later stage.
Abbasid Dynasty (difficulty★★)
The second hereditary dynasty of the Arab Empire, which featured camel cavalry units that were anti-cavalry. Abbas built the “wisdom palace” in the upgrade era, but players can choose the culture, economy, military, and trade side palaces to get the era bonus. To reflect the Muslim faith, Abbasid villagers could not collect wild boar as food.
In the military, Abbas could not produce camel units until the castle era, which can effectively deal with cavalry-based civilizations, but the infantry itself does not require technology to make assault carts, siege towers or catapults for early siege. In the later stage, artillery can be used to attack the city, and the long heavy artillery can be used to counter the enemy’s siege weapons.
Conclusion: There is no way to play the lumberjack
After several days of trial play, I can really feel that “Century Empire 4” has created new changes on the basis of the second generation. However, there are still some areas that need to be re-adapted in the interface operation, such as the unification of shortcut keys. It is defined by “Grid Hot Keys”, so there is no micro-control gameplay that had to memorize unit building hot keys in the past. (But the basic H key to return to the town center is still there)
Furthermore, although the game does not have a three-generation card system, the level system and achievements still exist. By completing challenges, monuments can be unlocked and edited, and players can also view their own battle records.
Although Chinese voice is supported, many voice packages missed by the second generation players are unfortunately not reproduced in this game.
On the whole, regardless of the degree of image quality upgrade, “Century Empire 4” has made a refreshing experience in terms of era upgrades and ethnic differences. Many designs can also be seen and hope to bring the second generation of iron fans. Moving, coupled with the fact that the technology of various civilizations tends to fast-paced tactics this time, it may be possible for players to find a match between “City Kuai” or “Emperor Kuai” in the future.
The post “Century Empire 4” demo of the eight major civilizations: return to the second generation of feelings and then evolve, but there is no touch of the logging loggers | 4Gamers appeared first on Archyde.