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Emperor: Rise of the Middle Kingdom
Description
Your People Shall Build You a Great Empire if You Rule Them Wisely.
Start with a plot of land by the Yang-Tze and end with the Earth’s mightiest empire. Help your people thrive. Discover new technologies. Set taxes, control trade, raise huge armies. Invade other cities and make them yours. Decorate...
Your People Shall Build You a Great Empire if You Rule Them Wisely.
Start with a plot of land by the Yang-Tze and end with the Earth’s mightiest empire. Help your people thrive. Discover new technologies. Set taxes, control trade, raise huge armies. Invade other cities and make them yours. Decorate. Do you have what it takes to build the Great Wall? Will you remember to honor your ancestors? Your throne awaits!
Build and rule ancient China wisely.
Get to know your citizens: Each has a personality, and they're smarter than ever to make your life easier.
Keep back the horde! New combat controls offer more intense fun in battles.
The best city-builder I have played. Its graphics are not getting. I played it more than ten years before and I still play sometimes. Magnificent music, balanced gameplay and a flavor of history.
I used to play this when I was in middle school and I remember really sucking at it. Now that I understand the mechanics of the game I've been able to really enjoy it. This is one I'd like to see remastered with modern graphics.
In my view the definite city builder. At least of the Ceasar blood. It is the pinnacle of that blood line. That is not to say it does not have some flaws; it is too easy for one thing. Once you figure things out it is very simple to build a flourishing, well-balanced city, but it is not much of a challange. Also the fighting is ... as in every other game of this type: slightly functional, but not complex at all. Plus is is very simple to bribe off the invaders, and the difficulty of the game makes that pretty easy.
This changes depending on the scenario though, and the campaign is actually a joy to play through. I've completed it start to finish a bunch of times just because it is so very relaxing and enjoyable. Some missions take you back to previous cities but things have changed slightly, so you might have some minor issues at first. Also some maps have dangerous beasts which require you to station an army on top of the spawning point. You can summon gods which technically provides benefits but if you have a well planned city they don't really matter.
The four star rating comes from the fact that no game is perfect. And this comment might sound a bit harsh, but the game is one of my all time favourites. It is joyous. The music is excellent. The graphics are nice. The campaigns are well thought out. The feeling of having a large, well functioning and aestheticallypleasing city is why you play this game. It is *nice*.
Buy it, do not regret it.
My dream game is essentially this but with more functions and bigger and more challanging maps and scenarios. I have not looked much at fan-made campaigns though, it might be time for that.
BTW, there is a widescreen mod/hack for it, at wsgf.org. It messes up the UI a bit though; the text on some buttons changes, but not the function of the buttons. Meaning if there is an invader you have to know which button is the correct one because the text is all wrong. The same goes for the empire map screen.
Impressions' City Builders are a series of history-focused city management games, and while Caesar 3 introduced me to the series I only truly locked in to an ideal, tight, rewarding and controlled experience when I finally came around to Emperor.
Some time in the early 00s a group of game developers sat down and pieced together the history of the world's oldest continuous nation and lovingly drew up a highly detailed two-dimensional experience thereof. I really like this idea: that there was a bunch of adult professionals who were totally happy to develop a game that would be pacific, consistent, formulaic in the best way, and just totally pleasant.
There are numerous key improvements about Emperor that go together to make it a quantum leap on Caesar 3. To mention a few:
- 4 square standard housing plots. Houses are large, they have a solidity and a fixed size which worked with a reworked goods distribution system to increase the strategy of neighborhood planning. It also meant that the visual rewards of upgrading those houses were more immediate and recognizable. It ALSO allowed a more consistent way to monitor and 'remedy' the houses.
- Neighborhoods. Utilizing the ideas of the siheyuan neighborhoods of ancient china, neighborhood walls with doors which can be altered to allow certain walker types through worked to literally partition and micromanage your cities.
- Markets. Unlike the simplistic markets in Caesar 3 and it's ilk, markets in Emperor came in two kinds: a 4-slot market and an 6-slot market. Into the market squares you place shops which sell different item types, walkers sent out from the markets distribute these goods to neighborhoods. This allows you to again micromanage the development of your cities and your consumption of resources.
The above are just a few points on what sets this title apart. In summary, the tweaks to the gameplay in Emperor result in the most controlled and, simply put, fun iteration of the series. 10/10 for it's genre.
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