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Commander: Conquest of the Americas |
It is still not easy, because to appease your advisors may seem just another kind of battle.
And 'the 16 th century, and the New World to play. Conquest of the Americas offers free access to select one of seven different European nations, to lose control and have a small fleet from the North Atlantic, about 1,500 off the coast of America. Every nation has its unique advantages and balance. For example, the French ships are more expensive to produce, but are faster and more damage in battle, while Spain has a strong religious influence, who opened the stand of the local native tribes. No matter which country you choose, your goal is the same. From the moment you make Landfall, and to develop the first colony spread, it has exactly half a century to expand and build a successful business and commercial part of the application as possible to the coast.
The expansion is a slow and steady that requires you to carefully plan and micro-colonies. There are a huge number of moving parts thrown at you from the get-go, and the game is extremely limited, not elements tutorial do an excellent job of spelling how to perform tasks set before you. Even those familiar with the basic concepts of gender and mechanics will be hard to digest all the nuances that come with the establishment of trade routes, the path of the economy of your colonies more upgrade structures right to produce the desired deliverables and management of other detail, you should check. To overcome these initial hurdles can be a painful process, especially for beginners. But things may be of iron with a little practice. The gameplay is much more fun when you get in a groove steady and familiarize yourself with some of the most useful features of the game - a couple of them are both wise and invaluable.
Many economic simulation and construction of the civilization games with virtual consultants to provide general advice and know-how, but conquest to the next level by linking the overall success of how good they are to keep them happy. There are four members covering different aspects of their empire (trade, religion, law and military), and each stroke with specific tasks at regular intervals throughout the match. Initially, they give you some leeway and not advisory missions and basic to start. Their applications are often mission in line with the areas that needs to grow naturally as the game progresses, as increased imports of products you sell, and explored the coast, adding a strong military presence in the fleet and the colonies and ensure that the morale of its citizens is high. Performing these tasks in the allotted time, keep you in good and due form with their advisers and will win additional prizes to help your empire grow.
The fight is not entirely voluntary, but the military battles that take place in Conquest is dimmed significantly in favor of diplomacy, economic growth and trade. It's nice not to have all your operations down prematurely because of poor AI opponents unleashed across the map with a fleet of warships determined to destroy you. Native occasionally raid your colonies, resulting in little more than a short video that shows the losses and the results of their attacks. When full scale sea battles break out, you can self-determination, if you're strong enough, or you can dive into more real-time ship to ship battles on a map zoomed. Or take direct control of lead on your boat or using a more traditional style of RTS control, blowing enemy ships until there is a winner.
Conquest, there are more players to speak, which is shutting down some, and the main campaign mode follows the same path, regardless of which nation you play, to limit its replay value. Graphics repair, limited clashes, and dense initial learning curve can be a charm for new players to the genre. But if you take the time to warm up to trade and conquer complex economic simulation has to offer, you can find is able to steal away many happy hours of free time.
From the beginning, you transport troops and settlers to build their settlements, construction of new structures to meet the needs of the rotation of valuables for export to your country and create a military force to protect their hard-earned assets. These elements of the game gradually increase over time. With a steady influx of new citizens, their colonies grow gradually, allowing you to gather resources and produce more goods of higher quality exotic recall the best price for the export market. Good management of taxes and strengthening the structures that improve their colonies helps maintain public morale, which in turn makes the production of goods at a faster pace. Balance is key to continued growth, but not so easy to do at first.
When you get a solid understanding of its complexity, trading under automatic route is a great option for a shortcut that allows you to send a ship to establish routes to pick up the goods, the transport of settlers and soldiers, and sell to large profits. Many structures built at different times in the game, a handy menu allows you to access a list of recommendations for buildings should be done to expand the settlements. Or you can ignore this option and access to all menus to choose from.
However, his advisers more demanding as time goes on, and some of his claims are nearly impossible to complete at the time permitted. Without a couple of missions here and there do not have a huge impact on your overall success rate, but if you manage to screw up badly enough, the game will end prematurely. It is an interesting mechanism that provides a good level of challenge constantly increasing, despite missing the missions for lack of time can be silly short frustrating.
Given that you can change the type of fire, to participate in the different tactics and shooting skills rechargeable, there's not enough depth to satisfy the Battle of the basic needs of most players, even if these meetings are not particularly interesting or as elaborate as the economic and the expansion of the game.
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