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Imperial Glory
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TAFN went hands-on and reveals more about the game! (page 1/3) |
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“Have Fun!” was written on a paper
that came in an envelope, together with a
preview build of Imperial Glory. And I
certainly had fun! Actually I didn’t feel
much for writing this preview; I rather
spent my time on playing the game! But the
duty was calling, so I didn’t really have
a choice, did I? So, here’s my story:
Everyone knows Rome: Total War, the game
which Imperial Glory is compared to many
times. Rome: Total War is a part of
something that Imperial Glory isn't: a
game series. Before the game even hit the
shelves, it was already praised to heaven,
simply because of the success of the other
Total War games. Blinded with love the
reviewers didn’t (wanted to) see the flaws
in the game, which was noticeable in the
high scores it got. I have to say that I
quite enjoyed the game, but it wasn’t
everything. Now, because Imperial Glory is
already suffering enough from the
comparison with Rome: Total War, and will
ven more when reviews come out, I decided
not to do that. This preview will only be
a summary of what I think is good and bad
in Imperial Glory, so no comparison with
Rome: Total War and no fan boy bull
talking.
The game starts around the time your
grand-grand-grand-grand-grand father and
mother were born; the time when the French
Revolution broke out in 1789. European
grounds began shaking when several Empires
where vying for power in Europe. You can
choose from 5 of those great Empires to
lead: Austria, France, Great Britain,
Prussia or Russia. Each Empire has its own
strengths and weaknesses. This isn’t only
because one Empire has a better trained
and more advanced army than another, but
also because of other aspects, like its
geographical situation and the
availability of raw materials. This and
many more aspects don’t make Imperial
Glory a game where you simply train
thousands of troops and use them against
the enemy; it will take much more to
crush your opponents.
As I said above you can choose from five
Empires. I took the one from top: Great
Britain. The description of this Empire
said: “Great Britain has an advantage –
being an island limits the possibility of
invasion. This can also be a disadvantage
however, as it makes it more difficult to
gain access to other countries. Because of
this the British player must plan from the
outset, the building of a great
fleet.” After some failed invasions
and restarts I noticed this description
couldn’t be truer: I really had to build a
big fleet to keep attackers away, but I
also needed a big fleet intended for
transporting enough men for a successful
invasion of a country. All this building an
d moving troops around (and much more) is
being done in the turn-based management
model. In this mode you have an overview
of the European map, where you move your
camera around and can view information on
the 51 provinces and 31 maritime regions
present in the game. Each province
produces a certain amount of money, raw
materials, population, food and, in case
the province has a capital city, research
points. These resources are generated per
turn and you obtain them if the province
is a part of your Empire. There are
however more ways to stack your warehouses
with resources. This can be done in
various ways, for example by creating
trading routes, smuggling, taxation, etc. |
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The management map can be viewed in 3
different ways: the
Military view, which
shows where armies and fleets are located
and allows you to move them from province
to province; the
Commercial view, which
shows you trading routes and how much you
earn from them; and the
Statistics view, which
shows information on all the provinces
which is too much to explain here.
Before you can actually start building
you need to construct the right
structures. For example, if you want to
create troops, you need to construct a
Military Academy first, or when you want
to create commercial sea routes you need
not only a Merchant Harbour, but also a
boat to transport goods between the
provinces. The thing is that you need to
research these structures first, before
you can actually build them. This can be
done in the Research
Tree, which allows you to
research over 70 advancements, divided
over 3 Era’s. Each advancement cost a
certain amount of Research Points, which ar
e gained from provinces with a capital
city. If you’re in the need of money, you
can exchange research points for gold, but
this will lengthen the time needed for
research and advancement. At some point
you will move to a next Era, where you
have to decide what political system your
Empire will follow: Democratic or
Autocratic in the 2nd Era and Republic or
Absolute Monarchy or Constitutional
Monarchy or Dictatorship in the 3rd Era.
After choosing a political system,
sympathy with countries following the same
system will increase, while sympathy
amongst those with opposing political
ideals will decrease.
Now, I just mentioned something new:
sympathy. Each country shows a certain
sympathy level towards each Empire. This
is divided in a 100 point scale, where 0%
is worst and 100% is best. The average
sympathy towards your Empire is shown on a
bar in the top of the screen. It is very
important that you upkeep relations with
other countries, because before you know
it, you’re in war with them. This can be
done in two ways: the first one is by
building certain structures in a country,
like a Consulate, and the second way is
via the Diplomacy screen,
where you have the option to make
defensive alliances, trade resources,
declare war, etc. Some of these options
need to be researched first on the
research tree. |
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