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Review of the game The Settlers VI: Rise of an Empire.

Build your empire

Ubisoft Entertainment has delighted fans of the Settlers series with a new part of this wonderful game. The Settlers VI: Rise of an Empire from the developers of Blue Byte Software continues the tradition of the entire series. The player may not know the features and history of the previous parts, but he should enjoy the very process of the game, and this is a fact. Here is a new part of "Settlers" - a means of complete satisfaction for fans of the genre.

The plot of the entire game is the restoration of an empire, which fell on hard times after the death of the rightful monarch. You, the heir to the royal throne, must gather in a bunch of motley vassals and crush their aspirations for independence in a fist of steel. And, naturally, lead to prosperity and prosperity a country that is on the brink of absolute destruction.

In the game, as in all its previous parts, we start small. That is, with the minimum number of buildings that can be built. And there will be very few farm laborers, but all of them, as free subjects of their lord and ruler, will be very demanding on the quality of service, the amount of food, the level of taxes, the country's transport infrastructure, etc. A hungry resident of your city, be it a lumberjack or a sausage maker, will not work as expected. And if his place of work is also very remote from the same sausage or fish smokehouse, then the unfortunate worker will spend very little time in the office, so to speak. If he was very tired of the long journey, the lack of food to ensure life in the stomach, then wait for a cheerful rebellious company right in the middle of the city center.

So, you are the now reigning monarch, but you are simply not supposed to personally build and improve the houses of an exemplary culture of everyday life. And therefore loyal subjects and, directly, vassals will be engaged in this. They are also heroes who must be controlled and guided on the path of truth and prosperity throughout the game. Each of them has its own unique abilities, with which you can accelerate the flourishing of the empire.

In the very first mission, two characters are available to you, or rather, one malicious uncle with a "glaive" and a pretty girl in steel armor. Young and daring knight Marcus knows how to equip troops with additional torches and incendiary shells for faster destruction or capture of enemy buildings. Also, when playing with this noble warrior and quite a bit "sycophant", the cost of hiring military units is significantly reduced. If you like to manage women, and very pretty, then there is Alandra for this. Her skills are entirely focused on creation and restoration. Passive skill is to increase the level of resource extraction. Active is the ability to heal your own and allied military units. But they can only be treated in the central square of your city, which is a little upsetting.

In addition to these two fellow heroes, the number of these useful creatures will increase in almost every mission. In subsequent missions, the female warrior Kestral, the merchant Elias and a very dull type named Hakim al-something-there will become available. I won't talk about the rest of the characters - see for yourself.

So, a warrior with a somewhat bandit appearance, which she inherited from her not very decent dad, the king of the underworld, and by the appropriate name, turned out to be a very useful ally. It increases the level of income from taxes, and this does not affect the mood and wallet of your peasants. She can also mine gold from destroyed enemy buildings (downright orc from Warcraft 3).If you have chosen the well-fed merchant Elias as your representative, then it will be much easier for you to "pamper", because the passive skill of this character will make the prices for the purchase of goods fall and increase the profit from sales. The active skill of this comrade is simply irreplaceable if the country suffers a shortage of food. After all, he can feed all the hungry and orphans. As for some Hakim, he is simply an irreplaceable fighter, commander and builder. The prices for building upgrades are almost halving. And this is not the only plus, since the active skill of an incomprehensible either a Mongol or an Arab allows you to recruit the nearest enemy squad into your brave military ranks.

The basis of your powerful army will be squads of archers and swordsmen, but there are still other additional units such as spies or all sorts of "trebuchets". If in the previous parts it was necessary to control each military unit separately, now this unit is a squad of six fighters. Siege weapons and scouts are built one at a time. Thieves are hired in your castle for precious gold. But the rest of the infantry squads can only be built if you have such an irreplaceable resource as iron. First, build buildings where bows and swords are produced, and only after accumulating a sufficient supply of murder weapons can you hire troops. Their number is strictly limited and depends on the level of your castle upgrade. The situation is the same with the number of peasants.

As for the peasants, they must be protected like the apple of an eye, and protected from all possible and impossible misfortunes. In particular, your workforce requires tremendous attention to itself. Workers should be provided with food, drink, clothing and should not live in unsanitary conditions. For example, would you like to buy sausages or smoked fish in a very untidy establishment, where flies swarm not only in swarms, but in whole squadrons of heavy strategic bombers? So the hard workers, who practically live in mines and logging sites, do not want to either. Due to this disdain for cleanliness and sanitary standards, production suffers. In order to avoid this, there are two types of buildings. One for the production of soap, and the second for cleaning brushes. It is advisable to build them in pairs. Moreover, in each end of the city in the amount of two pieces. And so that it was not difficult for workers from all buildings to get to your sanitary and epidemiological station.

For a full-fledged existence of the settlement, it is necessary to build everything that is only available in the menu. And there are all kinds of sawmills, hunting lodges, fishermen's shacks, iron ore mines, quarries, farms that grow wheat, as well as cattle farms where you can raise adorable sheep and such four-legged animals. It is from it that you will receive additional resources for the good life of your settlement and trade with friendly neighbors. For trade, you do not need anything except the warehouse, which you have at the very beginning of each mission, and complacent neighboring provinces. Of course, you cannot trade with enemies. But another problem in establishing mutually beneficial trade relations is one small nuance - the primitiveness of the diplomacy menu. We can assume that it does not exist at all. Since in this unnecessary adaptation you can only see how this or that ruler of a neighboring state is disposed towards you. But it is impossible to change anything. Neither give a bribe to improve the attitude, nor create a military alliance. That is, it all depends on the initial predisposition of the neighbors. Here is such an unpleasant moment.

Despite this, your hero may well raise the level of the city just to sky-high heights. To do this, you need nothing at all, namely, to raise the level of the protagonist in order to unlock new improvements and gain access to new buildings and opportunities.First, the ruler appoints him as regent for a particular province. Then you need to raise the rating of the settlement by developing infrastructure and providing citizens with everything they need. And only after that you can give your representative another title - sheriff, baron, etc. There is one nuance in this whole confusion - the title can be assigned only in the central square of his native village, and not somewhere over the hill, where the hero conquers new territories by building roadblocks. As soon as the growth limit is fulfilled and it becomes possible to assign the next rank, whining begins, and the great commander, as well as the governor of the province, begins to remind you 5 times a minute that it is time to raise his salary for many years of devoted and hard service. As soon as the promotion is over, a carnival begins on the square, where the peasants come off to the fullest and make acquaintances. But do not think, all casual ties immediately after the carnival smoothly develop into the marriage process and a new prosperous family appears in the city.

Now let's talk about the schedule. In fact, all parts of The Settlers, starting from the most ancient ones, were distinguished by the desire for beautiful and as realistic graphics as possible. In this regard, the sixth part of the epic did not disappoint. Everything looks just fine. High-quality drawing of units pleases the eye. You will never mistake an infantry swordsman for an archer, or a fishing peasant for a lumberjack. Funny bunnies jumping in the grass look very nice and funny. It is also nice to look at all kinds of animals like wild boars with large fangs or deer with branchy antlers. But with the wolves it turned out to be a joke. Just imagine a pack of wolves, consisting somewhere like that of six individuals. Have you presented?

Now imagine wolves playing leapfrog with a frightening roar. Interesting, right? In fact, they are not so much fun, just the texture "spree".

Everything sounds here. There is a rustle of rain, a mournful howl, a bear roar, the crackle of falling trees and the clatter of hammers during the construction of buildings, music and the din of the crowd at the festival. But all this can be heard only when the camera is zoomed in, which allows for a convenient and simple control system.

And now to summarize. In general, the game turned out to be great. But I would say that the game turned out to be specific. And although the developers position the game as RTS (real time strategy), this is not at all the case. Monotonous gameplay, which is slightly diluted with well-thought-out additional tasks, and a primitive combat system. But this will not fix the whole uniformity of the game in any way. When you play, sometimes you get the impression that you are raising chickens, which you need to feed, water and build more aviaries over time. Therefore, I would call this creation an economic strategy, not real-time.

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