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TeAM YYePG

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FEATURE AOE3<br />

THE HOME CITYEnsemble adds some RPG to AOE3<br />

BY FAR, AOE3’S BIGGEST INNOVATION IS THE<br />

home city, which brings an element of persistence to<br />

both your single- and multiplayer games and adds a<br />

ton of new strategy to the mix.<br />

It works like this: When you first start the game in<br />

skirmish or multiplayer mode, you choose to play as<br />

one of eight civilizations, each of which has a home<br />

city. (See page 50 for details on skirmish mode and<br />

the eight civilizations.) The home city represents<br />

your HQ back in Europe—for example, if you’re<br />

playing as Spain, your home city is Seville. While<br />

your conquistadors are off in the New World, Seville<br />

is supporting their endeavors with shipments of<br />

resources, civilians, technology, and military units<br />

that you specify and send so that they show up on<br />

the New World map while you’re playing. In return,<br />

your exploits in the New World—everything from<br />

shooting bears to building structures—gain you XP<br />

that allow you to level up your home city…which in<br />

turn opens up opportunities for new, better shipments<br />

to your New World minions, and more opportunities<br />

to make those shipments.<br />

AGE OF EMPIREQUEST<br />

Think of the home city as an RPG character. In an<br />

RPG, the first thing you do is create a character;<br />

here, you name your town. In an RPG, the more you<br />

play, the more your character levels up; here, the<br />

more you play, the more your city levels up. As it<br />

does, you get access to upgrades and customization<br />

options (tweaks to architecture, different units,<br />

texture tweaks), but more important, leveling up<br />

affects the type and number of shipments you can<br />

send. Just like in an RPG, there are more powerful<br />

things deeper in the tech tree—you can send some<br />

shipments at level 20 that weren’t available to you in<br />

level 10. You can send shipments every few minutes<br />

(the better you play, the less waiting time between<br />

sending opportunities), and the number of ship-<br />

46 > COMPUTER GAMING WORLD<br />

> More<br />

than anything, the home city<br />

affects players’ strategies—how they’re<br />

used can turn the tide of a game.<br />

ments you can make increases as you level up.<br />

You begin with 12 possible shipments. You may<br />

use one on something you send once, such as a<br />

technology, while you use a bunch of them on<br />

something you send repeatedly, like villagers. At<br />

the end of the game, if you have sufficient XP, you<br />

level up and can choose an additional shipment to<br />

add to your arsenal. In the next game, you’ll have<br />

13 shipment options instead of 12. Developer<br />

Ensemble is guessing that a grand total of 100<br />

potential shipments will become available to players<br />

who have established a fully developed home<br />

city, but the limit for use in any given game is 20.<br />

That’s the point at which you’ll have to start making<br />

choices before each game: Which 20 shipments do<br />

you want to bring in? Says Shelley, “It’s kind of like<br />

building different Magic: The Gathering decks. If<br />

I’m playing this guy and he favors one strategy, I’ll<br />

play a particular city with a particular set of shipments<br />

because they’re particularly good against<br />

what I think he’s going to do.”<br />

In practice, you can play and level up as many<br />

home cities as you choose, though Ensemble<br />

believes the typical player will probably have one<br />

city per civilization. A particularly hardcore player,<br />

though, might have 20 home cities with different<br />

build-outs—three for each civilization. Home cities<br />

are also separate for single- and multiplayer games,<br />

with level disparities handled by restrictions aimed<br />

at keeping things fair and focused on strategy.<br />

Decks will be “tiered” by level, so that, for example,<br />

any cards you receive from levels 0 through 9 will<br />

make a tier 1 deck. Levels 10-25 will be tier 2, and<br />

so on. If you have a deck with even a single tier 3<br />

card, then you have a tier 3 deck. And you can only<br />

play a tier 3 deck against other tier 3 players. So a<br />

guy with a level 50 home city can play a level 1 newbie—but<br />

he can only use cards available at the lowest<br />

levels. “It’s not like World of WarCraft,” says<br />

Street, “where if I’m level 30 and you’re level 35 I<br />

have no chance against you.”<br />

CHOICE STRATEGIES<br />

More than anything, the home city affects players’<br />

strategies—what shipments are sent and when<br />

they’re sent can turn the tide of a game. Looking to<br />

win with a booming economy? Focus your shipment<br />

choices on villagers, food, and technologies that will<br />

help to improve your colony. Seeking a military rush<br />

victory? Be sure you’ve got shipments that let you<br />

send in the cavalry and be ready to send in army<br />

units when your opponents don’t expect it.<br />

Defending against a military rush? Consider “saving<br />

up” shipments so you have emergency supplies in<br />

case of attack.<br />

Despite the RPG analogy, Street is quick to point<br />

out that Age of Empires III “is still an RTS, and skill<br />

really matters. If you squander your shipments or<br />

get attacked really early or something, it’s still possible<br />

for someone who’s much more skilled than you<br />

to win, even at a lower level. An RTS is about highlevel<br />

choice. It’s about reacting to what another<br />

player does, not having a system where 14 games<br />

ago you got this technology that I didn’t get and<br />

now, because of the map we picked, I’m probably<br />

going to lose as soon as the game starts.”

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