Actually, Medival total war was a great game, but it was pretty different comparatively and i'd almost classify it as a seperate type of RTS from the traditional top down.

That makes good sense. This game has rekindled my intrest in RTS games that i don't think i've had since the original Command and Conquer
"I just nuked some poor bastard still in the Enlightenment age. that radioactive mushroom cloud sure enlightened his ass."
- UberKruX

Actually, Medival total war was a great game, but it was pretty different comparatively and i'd almost classify it as a seperate type of RTS from the traditional top down.
"I just nuked some poor bastard still in the Enlightenment age. that radioactive mushroom cloud sure enlightened his ass."
- UberKruX
I see the reasoning behind this, and I can also see how boring it would be if you had to fight a number of defensive battles every turn, but... I am wondering how you are balancing this issue. I mean, if the AI doesn't attack the player a lot, wouldn't you get the feeling that it is too passive? I mean, the AI countries would be fighting amongst themselves, and forgetting about the player? So, I am wondering how you are making the campaign challenging in addition to building up the defensive forces of the AI? (I mean always being on the attack would get kinda boring, it seems.)Originally posted by Tim Train
You would, but unless the AI REALLY hates you it won't attack more than once per turn, and usually not even once per turn. It used to be more frequently, but it was no fun to get bogged down by continual AI attacks.
Thanks for the answers.![]()
To me, the AI feels agressive overall, because the scenarios can be effin' tough, and it's not uncommon to lose a battle, which means you essentially have lost your turn. This is a big deal because it's pretty difficult to take over the world in 29 turns, so each battle lost means you have to rethink your plan for achieving success. The AI attacks on the main map are only one of the ways the AI shows its warmongering nature :-). But I'd be curious to see what the beta guys think of this--is the AI not aggressive enough (on Tough level at least; it does ratchet back its attacks on the easier levels)?
Thanks for the answers.Originally posted by Tim Train
But I'd be curious to see what the beta guys think of this--is the AI not aggressive enough (on Tough level at least; it does ratchet back its attacks on the easier levels)?And yes, I would also like to know what other beta's think.
(Don't let the icon under my name fool you - I have yet to receive the beta CD.
)

Is there any way to configure turns per age? To extend or shorten the game? And can you select which age it starts on?
If these questions have been asked before, I'm going to feel more stupid than normal.![]()
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A lie told often enough becomes the truth.
-V. I. Lenin
We used to have the game set up so you could configure the length of the game (essentially, number of turns per Age). However, the game time is essentially linked to the map size--if you change the length of the game then it becomes either too hard or too easy to take over the world.
As for changing the starting and ending Age, that's not something currently in CtW, but is certainly something we could add for the Xpack if there were people who requested it. You'd basically have to adjust the number of turns per Age in order to balance this for the map size.
At some point, at most for the Xpack, we're planning to have different maps for CtW, which would have different ideal turn lengths and maybe even starting and ending Ages. But I digress...
Tim
Hello,
Where are the Persians? The Persian Empire is as old as the Greeks. How to make an "Alexander the Great" campaign without the Persians? How to make a "Xerxes" campaign?
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Greetings
Houman

/me whispers to houman: "don't tell anybody but i think they might just be saving a few civs for the expansion"
I hope you are right.Originally posted by Bridger
* Bridger whispers to houman: "don't tell anybody but i think they might just be saving a few civs for the expansion"
![]()
Houman
Tim,
Any way that level editors can make levels that tie together, i.e. a smaller CTW that allows the outcome of the battle to impact the next scenario?
About 24,000 people die every day from hunger or hunger-related causes. With a simple click daily at the Hunger Site you can provide food for those who need it.

at the moment there is no possibility for a ctw-like campaign to be made via the editors![]()
Co-Founder, Apolyton Civilization Site
Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
giannopoulos.info: my non-mobile non-photo news & articles blog
Is there a way to make a linear campaign? Like you know, a bunch of missions, but they are tied together with some story, and come in a certain order?

So far, I'v seen the CTW map zoomed out on the same level. Is it possible to zoom out more, like so to see the whole entire world?
"I think holding hands can be more erotic than 'slamming it in the ass'" - Pekka
Proud Member of http://www.axisofjustice.org
Peace, Love, and =waffles=
Ooh, ooh, I know that one.Originally posted by theponyguy1
So far, I'v seen the CTW map zoomed out on the same level. Is it possible to zoom out more, like so to see the whole entire world?No, there is no zoom in CTW. Although I read it on some forums.... RoNHeaven, IIRC, so it might not be correct.
There is currently no way to make a linear campaign mod from Conquer the World. If it's something we get a lot of requests for, we'd be happy to consider it for an Xpack.
Tim

Darn. Maybe in an expansion?
"I think holding hands can be more erotic than 'slamming it in the ass'" - Pekka
Proud Member of http://www.axisofjustice.org
Peace, Love, and =waffles=

Can someone show me a pic of the Cuba territory?
"I think holding hands can be more erotic than 'slamming it in the ass'" - Pekka
Proud Member of http://www.axisofjustice.org
Peace, Love, and =waffles=

What happen with the army when you attack? Say, if you have 2 armies, do they become 2 cities in real time part, or they are still armies of some sort? And if they are, what is the composition of those armies.
Same question about defense: if somebody attack your province, where you have an army, what does that army become in real time part?
The whole problem with the world is that fools and fanatics are always so
certain of themselves, but wiser people so full of doubts.
-- Bertrand Russell
An army does represent a collection of troops. You always start with your first army (the attacking army) in the scenario. Other armies that are supporting the attack will come as reinforcements during the scenario. I can't remember exactly, but I believe that your armies are comprised of 2 heavy inf, 3 light inf, 3 ranged inf, a couple of horse units, a supply wagon, and a general. Enemy armies vary according to difficulty level; at Tough they get the same number of guys that you do. On defense, the armies work the same way.
You can build up the infrastructure of a province by increasing its territory strength. The higher the territory strength, the more cities, buildings, and citizens you will start the scenario with. Your size 8 city (the highest territory strenth) will start with three cities completely built up with forts, towers, economic buildings, and military buildings. AI strengths are again dependent on difficulty level with Tough as the "fair" level.
Is there except that capain also the ability to play 1 game where you advance from the begin time to information age?
How does the actual game play in a game(not the CTW campain but just a normal 1 map game) differe from AoK, does it has more "peacetime" options like trade and diplomacy then AoK?
Hey Knowers of Stuff,
While I realize the campaign has a lot of replayability merely via all of the different nations you could start as, are resources and other aspects randomized in the campaign? Like will Italy always have the same rare resource and bonus cards each session?

i think so, yes
Co-Founder, Apolyton Civilization Site
Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
giannopoulos.info: my non-mobile non-photo news & articles blog
Hey Knowers of Stuff,
How are these card gained?
Can the AI use them?
Is each nation fated the same Bonus Cards at the start of each campaign? Like will Egypt always start with the same cards, different from the Incan Empire?

You get cards by conquring territories that hold the cards. You can also buy the cards if you have enough tribute.
I assume the AI uses them, not sure though. You start with no cards at the begining of the game AFAIK.
"I just nuked some poor bastard still in the Enlightenment age. that radioactive mushroom cloud sure enlightened his ass."
- UberKruX

What functions does the map editor have.
Im a big Civ 3 PTW fan.
Can you rename, add or remove civilizations?
In the game, when you initiate diplomacy, do you seethe leader of that civ? If so can that face and name be changed in the editor or any way?
I like the looks of what I see, but I am a realist freak.
Someone let me know.
Me

Is it possible to save the CTW campaign to the E drive, instead of "My Documents" on the C drive? The game itself is saved on drive E.
And also, in CTW, I know that I can buy territories, but Can I sell them?
"I think holding hands can be more erotic than 'slamming it in the ass'" - Pekka
Proud Member of http://www.axisofjustice.org
Peace, Love, and =waffles=

How much customization is there in the game? Do you get the ability to change the name of your ruler and race, along with custom city names? Or is everything pre-set?
And what are the races that are available?

www.riseofnations.com for a list of nations (and other info).
You can customize your rulers name and the names of your cities (must do it every time you play though, new cities start with their own names, but you can change them).
"I just nuked some poor bastard still in the Enlightenment age. that radioactive mushroom cloud sure enlightened his ass."
- UberKruX

1. What happens when two nations choose to attack the same space? Do both go through with their wars with only the best score taking ownership? What if the defender wins one and loses one? Or is there some other form of conflict resolution.
2. Is it correct that there is no difference if I have an army or not in a space which is being attacked (provided it is not an "overrun" situation).
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