If the players initial island can grow cacao, grain and hops, for example, it means that theyll eventually have to start up splinter colonies on islands that can grow other commodities such as tobacco or honey, or trade for them with other civilizations.Set in the 18th century, the single-player continuous gameplay mode focuses on a time when pirates and plundering are at their peak.Your job is to grow your new civilization among such threats by creating armies and navies to protect your people and your lands.Unfortunately, bad buccaneers and enemy nations are not the only menace you face, as volcanoes and tornadoes do occur on the islands.
Civilians rely on you to make sure they have the things they need, and if they are not happy they will let you know by throwing rocks, starting riots, and picketing. Your townsfolk are skilled in collecting food and manufacturing goods, provided they have access to the necessary buildings needed for each product. For example, to catch fish you need a fishermans hut and roads connecting the business to a warehouse. Your citizens can create many items and objects including weapons, clothing, chocolate, perfume, tobacco, and wool. To expand your colony to other islands, you might have to overcome indigenous people, or other nations who are unwilling of share their property. You may negotiate terms, or play dirty by engaging in sabotage and spying. If you prefer a non-violent society, a Playground is available where competition is just an option. Cooperative or competitive multiplayer action is available through a LAN or Internet connection. 1701 Ad Series That StartedA.D. is the third iteration of the strategy game series that started with 1602 A.D. A.D. While this series has enjoyed enormous popularity in Europe, its never reached more than cult status in the North American market. Hopefully that will change with this iteration because despite a few missteps, this is easily one of the most enjoyable city-builders Ive played this year. A.D. 1701. The location is a heavily fictionalized version of the Caribbean. The player takes the role of an explorer on a ship in the middle of a blank map. He or shes been charged by the queen to colonize this new world, building up a network of colonies on various islands that can exploit its vast wealth. There can be up to four other computer-controlled or human players also jockeying for supremacy along with a group of lesser civilizations that the player can trade and ally with. Colonies are constructed using the now-standard conventions of the city-builder. Players place down resource-gathering, production and residential buildings on a piece of land and wait for their simulated citizens to move in. Fulfilling their needs allows them to climb up the socioeconomic ladder. As citizens move up in the world, their needs get more sophisticated, ranging from raw pioneers who are satisfied with a full stomach and comfortable clothing to an aristocracy with a raft of needs ranging from chocolate and tobacco to access to a government building. Despite a fairly straight-line economic model, putting together these economic daisy-chains is easily 1701 A.D.s strongest suit. Citizens have a very clear socioeconomic progression that allows players to focus on one type of economic expansion at a time. If the majority of the players residents are at pioneer level, it doesnt make sense to monkey around with tobacco plantations until the rum or beer supply that they need to evolve into settlers is assured. While this might have had the effect of simplifying the games strategy, the developers made up for it by making sure that no one island can grow everything needed by a colony.
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