Artwork and Gameplay
Tim also took a moment to tell us about something very special that they would be doing to the art sets in the game. As many of you may know, the game has 4 main art sets. African, American, Asian, and European. In the early ages (Ancient, Classical, and Medieval) of the game all the Nations will be divided into these 4 art sets based on their region. So as an example, the Russians and Greeks will look about the same. As the game progresses into the middle ages (Gunpowder, Enlightenment, and Industrial) the art sets get subdivided and go from being 4 to 8. This means that the Russians and Greeks will be divided between Northern European and Southern European and look vastly different during this time. When you reach the end ages (Modern and Information) the art sets merge back into the 4 regional art sets to reflect the standardizations of the more modern times.
After you've taken in all the impressive artwork, it is time to get down to the business of running your nation. The game play is much as you would expect from an RTS game. You need to build citizens and gather resources in order to create an army that you use to attack or defend. But once again Big Huge Games has added some interesting nuances here that make the game a bit more interesting. Many of these items have been covered in the various other previews and articles, so I won't mention them here. If you've missed them though, you can find links to them on our Previews Page. I will however talk about a few new items that have been added or changed since the Marketing Beta was released.
The first item to talk about here is the addition of “Taxation" into the game. Taxation is a technology that can be researched much like any other. What it does is allow you to gain more wealth depending upon the amount of territory you control in the game. So for example, if you controlled 20% of the territory on the map, each caravan would produce 20% more wealth on its trade route. As your share of territory increases, the bonus you get from each caravan increases to reflect your Nation's taxing of the people in those lands.
The next item we talked about was something that few reviews of the game have mentioned. Ramping costs. Ramping costs are used to simulate the expense of having and maintaining a larger and larger army. The way they work is that as you build more of a unit, it gets successively more costly to build. So if a unit has a ramping cost of 2 food, and initially costs 20 food, the first would be 20, the second 22, the third 24, etc; This concept was in the Marketing Beta, but what they have done in the latest build is make it so that rather than having the ramping costs effect only a single unit, the ramping costs is now applied for all units produced from a building. In the case of a barracks, it would go something like this. If I build a Hoplite, that is counted as an increase in cost to all units created at the Barracks. Now my Slingers and Archers have their ramping cost added in and it will start to become very costly to build a large infantry army. The ramping cost increases are the same for each unit produced, so it doesn't matter which ones you make. Building 3 Hoplites will make the 4th one just as expensive as if you had built a single Slinger, Hoplite, and Archer. This sort of forces you to create units from your stable to balance the costs of your force out.
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