Age of Empires With Cheats
Age of Empires (often abbreviated to AoE) is a history-based real-time
strategy video game released in 1997. Developed by Ensemble Studios and
published by Microsoft, the game uses the Genie, a 2D sprite-based game
engine. The game allows the user to act as the leader of an ancient
civilization by advancing it through four ages (the Stone, Tool, Bronze,
and Iron Ages), gaining access to new and improved units with each
advance. It was later ported to Pocket PCs with Windows, resulting in a
version very similar to the PC game.
Originally touted as Civilization meets Warcraft, some reviewers felt
that the game failed to live up to these expectations when it was
released.Despite this, it received generally good reviews, and the
expansion pack Age of Empires: The Rise of Rome was released in 1998.
Both the original Age of Empires and the expansion pack were later
released as "the Gold Edition".
When you first play Age of Empires, a warm feeling develops in your gut.
Warcraft meets Civilization! Real-time empire-building! And does it
ever look sharp and feel right.
But an uneasy feeling builds as you get deeper into it, a sense that all
is not quite right. This is not quite the game you hoped for. Even
worse, it has some definite problems. The pitfall when you review a game
as anticipated and debated as this one is to make sure you criticize it
for what it is, not for what you wish it was. I wish that Age of
Empires was what it claimed to be - Civilization with a Warcraft twist.
Instead, it is Warcraft with a hint of Civilization. That's all well and
good, but it places it firmly in the action-oriented real-time combat
camp, rather than in the high-minded empire-building of Civilization.
The result is Warcraft in togas, with slightly more depth but a familiar
feel.
Age of Empires places you on a map in an unexplored world, provides a
few starting units, and lets you begin building an empire. Each game
unfolds the same way. You begin with a town center and some villagers.
The villagers are the basic laborers, and the town center enables you to
build more of them and expand your settlement. The villagers are
central to AOE: they gather resources, build structures, and repair
units and buildings. Resources come in four forms: wood, food, stone,
and gold. A certain amount of each is consumed to build various units
and buildings, research new technology, and advance a civ to the next
age.
There is no complex resource management or intricate economic model at work here.
What you have is the same old real-time resource-gathering in period
garb, with four resources instead of one or two. As your civ advances,
you develop greater needs for these resources, but the way in which they
are gathered and used becomes only marginally more complex (certain
research can cause faster harvesting or more production). It appears on
the surface to be a complex evocation of the way early civs gathered and
used materials, but beneath the hood is the same old "mine tiberium,
buy more stuff than the other guys" model. It is the first hint that AOE
is a simple combat game rather than a glorious empire-builder.
There's no denying the thrill the first time a villager chucks a spear
at an antelope and spends several minutes hacking meat from its flank
with a stone tool. This is the level of detail that brings an
empire-building game to life. If only those villagers would grow and
develop over the course of the game, it would make it so much more
interesting. If only they would trade in their loincloths for some
britches and maybe some orange camouflage, and switch from spears to
arrows and rifles. Yes, that's another game, but it could easily have
been done in AOE, and why it wasn't is a mystery.
The overall impression of AOE dips further with the prickly issue of
unit control and AI. As you expand your city with new and improved
buildings, you develop the ability to produce new and better military
units. These fall into several categories: Infantry (Clubman, Axeman,
Short Swordsman, Broad Swordsman, Long Swordsman, Legion, Hoplite,
Phalanx, and Centurion), Archers (Bowman, Improved Bowman, Composite
Bowman, Chariot Archer, Elephant Archer, Horse Archer, and Heavy Horse
Archer), Cavalry (Scout, Chariot, Cavalry, Heavy Cavalry, Cataphract,
and War Elephant), and Siege Weapons (Stone Thrower, Catapult, Heavy
Catapult, Ballista, and Helepolis). With the completion of a temple, a
priest becomes available that can heal friendly units and convert enemy
units. Naval units come in the form of fishing, trade, transport, and
war.
The problem is that while enemy AI is savvy and aggressive (it can
afford to be since it appears to cheat with resources), your units are
bone-stupid. Path-finding is appallingly botched, with units easily
getting lost or stuck. There is a waypoint system, but that hardly makes
up for the fact that your units have trouble moving from point A to
point B if you don't utilize it. Military units will stand idly by while
someone a millimeter away is hacked to pieces. They respond not at all
to enemy incursion in a village and wander aimlessly in the midst of
battle. Was this deliberate so that the gamer needed to spend more time
in unit management? If so, it was a poor idea, since there is simply too
much going on midgame to worry about whether your military is allowing
itself to be butchered in one corner of the map while you are
aggressively tending to a battle in another portion. There is no
excusing this flaw, and it seriously diminishes AOE's enjoyability.
Finally, there is the fifty unit limit that is irritating many players,
but in light of the game's already troublesome play balance, it was a
solid decision to force users to build units more selectively.
AOE obviously is sticking close to an early-empire motif, and there's
nothing at all wrong with that. Stone, Tool, Bronze, and Iron are the
four ages, and with each come new structures and military units. You
don't earn these advanced ages - you buy them with resources.
Advancement is a simple matter of hoarding and spending food and gold.
The overall welfare of your state is irrelevant as long as it survives:
happiness is not measured, trade is barely modeled, and the state exists
merely to produce a military machine to crush everyone else on the map.
Naval power has a woefully unbalancing effect upon gameplay, with a
strong navy able to shred the competition at the expense of reality.
System Requirements
Pentium 90 processor or faster (P-133+ for 1024 x 768 resolution)
SVGA with 1 MB RAM
fast 2D graphics card (2 MB required for 1024 x 768)
16 MB RAM
Win 95 or Win NT 4.0 with Service Pack 3
80+ MB HD space (together with the swap file, it's up to 150 MB)
50 MB HD space for swap file (you might have to adjust the settings in the control panel)
Double speed CD-ROM (quad speed recommended)
MS/Logitech Mouse or compatible
sound card for audio
28.8 kbps modem for internet play
(Note)
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