Massive armies will clash. Forests and cities will burn.
Tremendous magical forces will level entire castles in the blink of an eye.
Four immortal sibling monarchs are locked in a massive campaign to rule the land of Darien. Build your armies, hone your magic skills and gather resources to wage war...
Massive armies will clash. Forests and cities will burn.
Tremendous magical forces will level entire castles in the blink of an eye.
Four immortal sibling monarchs are locked in a massive campaign to rule the land of Darien. Build your armies, hone your magic skills and gather resources to wage war on an epic field of battle.
The balance of power lies in your arms.
Pack includes: "Total Annihilation: Kingdoms" and the "Iron Plague" expansion
Command vast armies of skeletal archers, undead foot soldiers, magic-casting wizards and dragon riders.
Play as the monarch of one of four unique civilizations, each with its own combat strategies.
Lay siege to castles and cities and engage in combat accompanied by an epic soundtrack composed by Jeremy Soule!
Goodies
manual
soundtrack
reference card
map
System requirements
Minimum system requirements:
Recommended system requirements:
Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.
Recommended system requirements:
Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.
Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
This game infuses 4 races in an epic battle over the land, the storyline (Though Tacky at some points) is amazing and, game-play such as Multi-player and Skirmish really Bring this game to life. In the expansion they add the final piece of the puzzle which completes the original game's blank beginning, Along with introducing a new Race, of machines. For those who enjoy strategy games this is a must.
I really wanted to like this one, being a fantasy fan. But it felt like a clumsy fantasy mod for the original TA, which is a much better game.
For some unknown reason, unit control seems much more clumsy in the newer game, than in the original TA.
Also most units are smaller and harder to distinguish on screen.
Also TA has better resolution support. Attempting to change renderer for TAK to do widescreen resolutions, the game will just freeze within a minute, so I end up having to play in a 4:3 resolution on TAK, when I can play widescreen on TA.
Ultimately, original TA is just much more fun. The firepower of all the guns/lasers/missiles/emgs is just more thrilling than arrows and swords at this scale.
If trying to decide between TA and TAK, get TA without question. TAK is easily skipped.
...than THIS game would beat old TA by miles. But it doesn't. Why is this so?
Basically, TA:Kingdoms is a slowed down version of the original TA with more factions,way better graphics but less resource management and less fun.
The factions are not balanced well against each other, as are the units. Theres a faction relaying mostly on swimming units - so when theres no water, theres half of your army useless...
The units are not well balanced: as soon as you get ranged units, you will build only them, because in masses, they beat melee fighters 4 to1 if not better. And it will be only unit masses in mid- to endgame.
But the worst is: compared to old TA, there is no "to and fro", the fighting is not dynamic. The units behave like zombies, one after another in a row slowly shambling across the landscape...
Were it not for the good music, the very good graphics and the name .. hey, there's TA in it.. I wouldn't have bought it back then and wouldn't recommend it now. Which I don't, in fact.. buy it and take this as an example how small changes in game design can ruin most of the fun and the dynamic - and that good graphics doesn't equal fun.
I got this game about ten years ago and still have the CD, but bought it again on sale for ease of library management. It was fun then, but I appreciate it even more now that I have a better understanding of RTS principles.
This game has aged well. There is no zoom feature, but the sprites are well-drawn and fluidly animated. The pace is a little slow, but my experience with RTS is that you're always giving orders in 8 different places and queueing up units, so that's actually a good thing. And the scenery is generally appealing, with nice details and non-functional structures like houses thrown in for effect. You'll actually appreciate having time to soak up scenery during and between shots, as opposed to StarCraft which moves so fast so as to distract you from how much the terrain looks like a homogeneous landscape of rocky vomit.
There are 4 original factions, and a 5th expansion, along with obligatory additional expansion units for the other four. They all play differently, with the possible exception of there being two "vanilla human" factions that play similarly:
* Veruna and Aramon, both having siege weaponry and boats, and the former differing mostly in that it has more naval options, and the latter having more air power.
* Taros is a faction of black magic and the undead; watch out for friendly fire with these, as Liches can wipe out your army just as fast as the enemy's if used inappropriately.
* The Zhon are the most outside-the-box group, a band of beastmasters who hardly build any structures beyond a camp fire (for HP regen), allowing you to evacuate your unit builders or move them closer to the front lines as the situation calls for it.
* The expansion faction is a sort of steampunky techno society. They have the corniest and most annoying voices by far, reeking of the producers having let their 8-year-old kids having a hand in production, it seems like. In any case, they're fun to play and included in the GOG package.
Some nice features are available, pretty nice ones, too, given that this game is from 1999. Selecting one or more units and then holding Shift allows you to queue up actions:
* Move to Point A, and then start a patrol from A to B, B to C, and C back to A again, for example; arial scouts will just fly in a circuit, while a harpoon ship will attack any enemies in range. It's not perfect for organizing for complete battle effeciency, but it saves you trouble and more than works well enough for the AI most of the time, with further micromanagement available.
* Build three guard towers in three specified locations in the specified order
* Clear out this brush, this tree that's in the way, and that other tree
* Attack this unit, this unit, and this unit
* Buildings can also be queued to produce 5 of this unit (shift-click), then 1 of that (click), and then spam another unit indefinitely (ctrl-click). It doesn't display the order of production, unfortunately, but it remembers, and this puts it ahead of its time.
The campaign mode, unfortunately, suffers from weak AI. After a few warm-up maps, usually you start at a distinct disadvantage, and you need to establish a good position and fend off some attacks. Once you're fortified, the initial wave of aggression dies off and enemy troops will dribble haplessly toward you off of the production lines, never resembling much of a coordinated strike. Occasionally you may suffer heavy losses when you try to invade them if they have strong units and you don't use the appropriate countermeasures. For example, guard towers require large swarms, or can be taken down from afar with well-protected siege weapons; sometimes 20 archers and 20 footsoldiers will get murdered where the addition of three catapults would make all the difference. Interestingly, long-range weapons often can fire much farther than they can see, making the use of flying scouts necessary - you're patrolling with them, right?
There is only one resource, mana. But mana management is somewhat interesting, allowing you to rush production, and you're never really "out of mana". Just... slowed down a bit. You have a generation rate, an expenditure rate, and a raw stock. The generation rate and maximum surplus possible depend on how many mana sources you control. You can speed up buildings by having two or three builders work on them rather than just one, but you spend three times as fast, accordingly. Suppose you have 0 mana left, are generating at a rate of +20, and are spending at a rate of -60. That means all construction is at 1/3 speed of what it would be if you had mana available. It's up to you how to relieve the burden. This allows for more fluid play and is at the same time simpler on the face of it than a multi-resource game like StarCraft.
The original campaign, or at least the 20 or so missions I've gone through so far, are a nice, slow stroll through RTS with some nice variety, and good for casual gamers. I'm told that the expansion campaign is harder, but only for having the odds stacked against you that much more at the start.
The multiplayer is probably great, if it works. I haven't tried it yet, but it's the only way you would expect to get a real challenge typical of a more symmetric RTS match-up. This isn't a "get murdered over and over again" sort of RTS AI... *cough* http://www.kadlecik.ca/wp-content/uploads/2010/08/957439412_cDdUj-L.jpg *cough*
Total Annihilation: Kingdoms gets a bad rap. If you can get past some minor technical issues, you'll discover the most amazing fantasy/medieval strategy game ever made. It plays similarly to its predecessor, but there's enough of a difference to make it feel like more than a standalone expansion.
This game involves four factions led by four sibling monarchs whose competition for the throne of Darien has left the world in ruin. Unlike the first game, this one has only one resource to manage: Mana. The four monarchs use magic to build up their forces and win their battles. Units in this game are highly intriguing, ranging from basic archers to ghost ships or stealthy assassins. Units are much more versatile this time around, some having multiple ways to attack. Construction types can fight this time, but to limited capacity.
Some complained that the game is "dumbed down" but in reality, this game is still highly strategic. Units of the four factions are relatively balanced, meaning that strategy is still necessary in order to win. Furthermore, the unit tiers are far more streamlined, meaning that you don't feel like you're rushing to get to the advanced units; the basic ones are equally useful. There's also a lot more base building capability this time around thanks to the variety of defenses that can be built: standard walls, toggleable gates, archer towers, etc. This adds massively to multiplayer battles, in particular.
I'd like to briefly mention that the graphics in this game outdo even modern strategy games. The magic effects are VERY beautiful, but not overwhelming. However, I noticed that it takes a bit more tweaking than the first one in order to get it running properly.
To summarize, TA:K is a game that lets you live out your fantasy battle dreams in a way that feels natural. You have to rule your forces with quick thinking and strategy. Like the first game, this is worth it at any price if you keep in mind the aforementioned technical hiccup.
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