Age of empires 3 best game ever




















There is undeniable ridiculousness behind the idea that your last line of defense between yourself and a horde of ravenous zombies are some hastily grown plants. But that is the precise premise of Plants vs. Zombies, a tower defense game that oozes charm at every turn. Much of that charm has to do with its bright and colorful aesthetic, but don't let those kid-friendly visuals fool you into thinking the game doesn't pose any kind of challenge.

The battle between its titular combatants takes place on the front lawn of your house as well as the backyard and roof in later stages , with the zombies shambling down one of five lanes.

Each new round introduces a new type of zombie into the mix, as well as rewards you with a new plant to use in subsequent rounds.

And much of the fun comes from matching the right plants to the zombies you'll be facing in that particular round which is thankfully shown to the player before the round begins. The gameplay loop might be simple, but the overall package still manages to offer hours upon hours of fun for veteran tower defense strategists and casual gamers alike.

A tutorial is there to teach you the basics, and you can also play a practice match in which a fairly helpful narrator will gently remind you of the stuff you're basically forgetting to do. The game looks dramatically different on the surface, but much of the Age of Empires formula remains fully intact. It's been simplified in a number of ways that fans of the past game will quickly notice and mostly appreciate, but the overall flow of gameplay remains very similar.

You're put in charge of a fledgling colony in the New World, and you must deploy workers from your town center, who may build new structures and harvest the game's three resources: food, wood, and coin. Stone, which was a fourth resource in Age II, is no longer a factor, and you don't have to worry about creating resource drop-off sites this time around settlers sent to chop wood, for instance, will just chop away without ever heading back to a town center or lumberyard.

A marketplace structure centralizes economic upgrades, and mills and plantations can be built to produce an infinite supply of food and coin, respectively. So later on in a match, you can safely stop worrying about micromanaging your resource gathering--at least until your foes swoop in and damage your economic foundation.

Meanwhile, additional houses must be built to support a growing population, and walls and defensive structures may be used to repel guerilla tactics. Military forces mainly consist of infantry, cavalry, and artillery, and they're trained from separate structures. Most military units can be queued up five at a time, so rather than produce musketeers one by one, you can build a group--provided you have the resources.

Presumably this is so you can quickly marshal some defenses if caught off guard, but it's strange that the same amount of time is needed to train one soldier as is needed to train five. You can effectively get an interest-free loan by training your first troop, then waiting until he's almost ready before quickly queuing up four more.

So in an average match, you'll spend a considerable amount of time building up your base and your economy, eventually marshaling a mixed group of forces with which you'll try to overwhelm your enemy. Dancing between your economy and your military, as you micromanage each in turn, is the key to victory. While the game's interface makes it fairly easy to keep track of what's happening on these fronts, your manual dexterity is still key to success, both when preparing for combat and when engaged in it.

A lot of buildup can end very quickly if opponents aren't evenly matched, while equally skilled opponents may be at each other's throats for longer than an hour in a typical Age of Empires III match.

Combat between large forces gets chaotic, and the frame rate can bog down too. Micromanage your way to victory!

The game offers plenty of interface features for letting you keep tabs on everything, but when you get down to the combat, things are more chaotic and less true-to-life than you'd probably expect. Groups of units automatically form columns, just as you'd assume infantry in front, artillery in back , and they move at the rate of the slowest unit. Unfortunately, when ordered to attack, they still move at that same slowest rate.

So to make your cavalry effectively charge into battle, you must order them separately from your crossbowmen, and so on.

The neatly arranged ranks immediately break apart when the battle begins, with riflemen fanning out to attack and horse riders clumping around their targets and swinging away, rather than charging through the ranks. Units can all turn on a dime, so cannons have no trouble hitting moving targets, and the game's stately ships display some shockingly absurd behavior when in close quarters or near shore. Most units appear small onscreen, so it can be difficult to keep track of individual combatants in a hectic battle, especially since the game's frame rate will noticeably bog down--even on fast machines--when the bullets start flying.

So not only does the game favor whoever brings to bear the biggest force in the first place, but also it favors whoever's got the fastest trigger finger in the West, not to mention the best frame rate, since you'll need to finesse some of your units around the battlefield to make the most of them.

Granted, this is nothing out of the ordinary for a real-time strategy game, but that's just the problem: You might reasonably expect the long-awaited sequel to one of the best real-time strategy games of all time to have provided a good solution for what many players have identified as one of the genre's setbacks. The imperialistic premise of Age of Empires III sets up the game's most unique feature: the concept of you having a home city looking out for your fledgling colony.

At any time during play, you may instantly cut to your home city, which will occasionally send you aid in the form of resource surpluses, economic and military upgrades, and reinforcements. You can gain access to these shipments by earning experience points, which happens automatically as you build up your base and--better yet--kill foes and blow up their buildings.

Different shipments are available in different ages at first you can get just modest economic boosts, while later you can get cannons and cavalry , and most may only be used once. Also russian musks get a huge advantage late game and i thought i should mention it. Quoted from Nich Yeah that would work well as germans but it does cost you a couple of cards, but if you can pull it off it has the potential to work quite well.

Also russian musks get a huge advantage late game and i thought i should mention it the best civ that this would work on is sioux. Their incredibly slow attack speed reduces their dps, and the delayed attack animation leads to even other muskets safely hitting and running them. Best age 2 musket I don't get if you want strong or cheap or what In addition, the warchief's huge hp aura and aoe crackshot make the combo very strong.

They are far more powerful than a normal musketeer although they cost 25 extra food, but i think that the free setlers from tc means you can easily afford it, there is also a 5 janissarys card in age 2, janissary combat age 3 and cheap jannisarys age 4 maybe others as well This also works really well if you get jannisarys and abus guns.

You also age up to colonial giving you much time to prepare. Jans take forever to train, you simply cannot rely on them. The Rocket is a unique British unit that acts as their heavy artillery and it gobbles up infantry on the battlefield, giving the Redcoats all the support they could ask for. If the player has been doing battle but has been unable to land the finishing blow, do not fear, being in sustained combat is just part of the game.

The Rockets are not only good against infantry, tbut hey are superior at targeting buildings. This should be the final nail in the coffin for any foes that have lasted this long. Many amateur British players will falter at the end. It's understandable, the British have no real single unit that is special about them later on. And, having been engaged in combat, exhaustion sets in and makes defeat an inevitability.

It can sour the entire experience, especially because victory is so close! Having a good Manor Boom early means more resources later. Don't focus on a single special unit, build a ton of Imperial Era forces and finish off the rest of the competition. The strength is in the numbers. Emma Watson recalls a moment during the filming of Harry Potter where she had doubts about a famous scene. He's had a passion for video games and literature since he was a child growing up along the beaches of San Diego, California.

As a graduate of Theology from Liberty University, he puts his experience with religion, philosophy, and debate into his work. His other interests include sports, smoking meats, and podcasting.



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