Any bulldog tactics usually result in your neatly arranged formations of riflemen and swordsman being lured into narrow Andes valleys and slaughtered in a manner that, in fairness, they probably deserve. To beat the wily native defenders you have to play them at their own game. Elevation is crucial. If you can line an escarpment with ranged weaponry and shoot down into the mob, satisfaction is guaranteed. Likewise, if you can occupy one of the many caves and cubby holes dotted around the numerous massive maps, the surprise element as your soldiers pop out like demented, psychotic rabbits will reap major dividends.
In the final version of American Conquest, it should be interesting to see how these specialist tactics affect the feel of the whole game. In theory, what we should actually be presented with is not just a year parade of evolving weaponry, but a rolling demonstration of how tactical warfare itself evolved.
And as we've stressed before, the size of the game means that you can stage your historical clashes on the scale at which they actually would have occurred. The focus on historical accuracy is not just limited to Al and tactics either. The developers have tried to keep the visuals as realistic as possible. Playing American Conquest is a surprisingly pleasant aesthetic experience. Individual soldiers clean and reload their weapon after each shot is fired. Even forts have puffs of gunpowder wafting out of them as soldiers try desperately to gun down the relentless enemy advance.
Ships are also an impressive sight. Resplendent with full rigging and casting a shimmering reflection on the rolling waves, the navy is a truly awesome sight. On top of this, maps evoke a huge amount of atmosphere and realism, with rivers that flow at varying speeds and even magnificent waterfalls.
The old-school isometric style might be a sticking point for some, and admittedly it does look a bit haggard alongside the likes of Praetorians which you can check out on our cover discs.
But when it comes down to it, American Conquest, like Cossacks, blends functionality with ageing good looks a bit like Sean Connery , and any criticisms will probably arise from simple prejudice rather than constructive reasoning. Certainly as far as we can tell, this should be about the best looking isometric RTS around. By far the most awkward aspect of playing American Conquest will be managing your vast armies.
In the version we've been hacking away at, there appeared to be a fair amount of indecision in the ranks. When you select a large group of soldiers and send them to a certain location, half of them go one way and the other half choose another. This is purely because the armies are so massive and spread out over such huge areas, a soldier on the east flank is in a completely different part of the map to a soldier on the west flank.
Ultimately, to work with such mamoth numbers, it will boil down to good management. Dividing your armies up into manageable chunks should quell some of the problems. But still, it means that to succeed in American Conquest you will need to be one hell of a strategist. And if our strategy goes to plan, we'll have a definitive verdict of this gargantuan game within the next few months. Browse games Game Portals.
It was originally released in Cossacks 3 has a Me It came out on GSC World Publishing published the game. On review ag On review It was publis While the gameplay may not be the most exciting, I have encountered in an RTS.
What is here is decent enough and the campaign setting more than made me want to play through the whole thing. Now Let's Face it, the American civil war was not the most interesting of conflicts for a game. Nevertheless, GSC Game World has decided to drag us by the knees through a standalone expansion for its 19th century war game American Conquest.
We can certainly see the appeal of Divided Nation: all of the historical battles are there, the uniforms and generals are authentic-looking, and even the maps are topographically correct.
The problem is that if you have as much interest in America's war-torn heritage as, say, a Canadian, the game quickly degenerates into a mindless click-fest around fields, searching for foreigners to bayonet.
It certainly has a historically accurate and original approach to the genre, although this is often at the expense of gameplay. Armies are allocated to you at the start of each campaign numbering in the thousands , and it takes a certain level of tactical prowess and organisational skill to manipulate such huge forces well. While American Conquest: Divided Nation is sure to have civil war buffs drooling over its adherence to historical accuracy, from a strategic gameplay point of view, it's not exactly going to give the more established and, let's be honest, more technologically advanced RTS games like Rome: Total War or Cossacks II a run for their money.
Generally, wood and stone are used to construct buildings, while others are mainly used to build and maintain an army.. Food can be obtained either from the mill or by hunting wild animals using special units such as a trapper or buccaneer. The wood is harvested in the usual way. In addition, the cost of buildings, soldiers and guns will increase with each subsequent construction. Peasants are also now trained from residential buildings rather than from the city center; the latter now plays the role of a scientific and technical building.
The American conquest differs from the Cossacks in that the peasants are needed for the direct creation of military units. If peasants are not sent to forts, stables or fortresses, then no units can be trained.
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