- Joined
- Nov 25, 2003
- Messages
- 76
I have included some interesting game play facts I got from reading the strategy guide. Not everything is going to work like I thought it would.
Disclaimer: Keep in mind that some of this may not be true. They could have changed things since the guide was written. I also could have misread things as well. I won't be responsible for disappointments or people getting their hopes up on things that aren't actually in the game or turn out different from what's below. Take it for what it is.
Enjoy. There's probably lots more, but this will wet your appetite.
Disclaimer: Keep in mind that some of this may not be true. They could have changed things since the guide was written. I also could have misread things as well. I won't be responsible for disappointments or people getting their hopes up on things that aren't actually in the game or turn out different from what's below. Take it for what it is.
1. I believe there are 9 lands. Unfortunately, it doesn't seem like you fully escape the tutorial until the 4th land. Hopefully they go quick. I can't believe they built the tutorial into the storyline again. Didn't they learn their lesson the first time? It's just so annoying to sit through the "how to move around" tutorial if you want to restart the game.
2. Adjusting the creature's leash length seems to be different. Now you set a radius where he can go, and the leash either adjusts as necessary or the creature just doesn't leave the area.
3. Creature training is different as well. Training revolves around a "do as I say, not as I do." The creature doesn't seem to mimic your moves anymore making it much easier for your alignments to be different. Somehow you now click on things to get the creature to interact with it. While he's moving toward it the thought bubble displays what he intends to do, so you can correct it right there before he actually does something. You can also go back and punish/reward things the creature did awhile ago. So if you punish him for throwing someone you can punish him more later even if he doesn't do it again.
4. It also looks like the approval/disapproval of actions is saved as well. So if you punish him 25% and he does it again, the meter will already be a 25% allowing you to punish more or reverse the decision. This gives you much more insight to the creature thought process.
5. Speaking of thought process, you can see what the creature is thinking much more than the previous game.
6. The Evil & Good alignments do not factor into the game like I envisioned. I'll let you be the judge next week. It's too much to explain how the system works here.
7. Your creature no longer learns miracles from watching you ("do as I say, not as I do"). You actually purchase miracles for him to use. He can only learn the four basic ones as well (no more creatures mega blasting your temple this time around). You also purchase upgrades for him to be a better soldier/builder or gatherer.
8. Speaking of purchasing stuff - the whole game revolves around purchasing things with tribute. You gain tribute through completing silver scrolls and objectives. You have to purchase your knowledge of miracles as well as almost all of the building blueprints. This time around you have to purchase the ability to use gestures from the first game (that's fine with me - they can keep it - I hate gestures). You can also purchase the ability for your hand to interact with the land (i.e. it looks like you can bash stuff with your hand and whatnot). Finally the ability to pick up multiple villages or items (via the tornado thing I'm sure we've all scene by now) has to be purchased as well.
9. The city building aspect is more complicated that I expected. Every building contributes to your impressiveness. There are several modifies to each building's impressiveness as well. For instance a building is less impressive if it's near other buildings. It may also have more capacity when near other buildings as well. Certain bonuses apply when certain building are close to one another. There's a simcity type of hierarchy on how buildings influence the surrounding people and buildings. There's even a small penalty for repeating buildings - a city with all the same buildings will be less impressive. Granted you have to repeat buildings, but it's advantageous to mix it up a bit and space things out.
10. Platoons of soldiers have 10 ranks they go through as they gain experience. You can even bring your best soldiers with you from land to land for a high tribute price.
11. Fields are now free to build and can be re sized easily. You can make a meadow as well now where animals roam. This is essential if you pick the lion, tiger or wolf (they are more prone to each villagers, so this makes it easier to break the habit if you wish).
12. The Ape is the all-around creature. No major pros or cons. The Wolf is actually said to be rather intelligent, but weak at first. He'll need to work out more than the lion and tiger to match them in battle. The Lion and Tiger like meat and are quite strong. The cow is geared more toward good than evil (being a natural herbivore). Keep in mind that with the right training, any creature can be any alignment.
13. Doesn't look like there's a possibility for creature swapping anymore. Whatever you pick to start is it.
14. Disciples are back. Doesn't look like you raise totem polls anymore. You make disciples to worship at the alter or wonders if you want to be able to cast spells.
15. If you're feeling evil, you can smack your creature with a closed fist possibly scaring and hurting him.
16. I think you'll be able to see if an action you just did is evil or good. It may even tell you how good or evil.
2. Adjusting the creature's leash length seems to be different. Now you set a radius where he can go, and the leash either adjusts as necessary or the creature just doesn't leave the area.
3. Creature training is different as well. Training revolves around a "do as I say, not as I do." The creature doesn't seem to mimic your moves anymore making it much easier for your alignments to be different. Somehow you now click on things to get the creature to interact with it. While he's moving toward it the thought bubble displays what he intends to do, so you can correct it right there before he actually does something. You can also go back and punish/reward things the creature did awhile ago. So if you punish him for throwing someone you can punish him more later even if he doesn't do it again.
4. It also looks like the approval/disapproval of actions is saved as well. So if you punish him 25% and he does it again, the meter will already be a 25% allowing you to punish more or reverse the decision. This gives you much more insight to the creature thought process.
5. Speaking of thought process, you can see what the creature is thinking much more than the previous game.
6. The Evil & Good alignments do not factor into the game like I envisioned. I'll let you be the judge next week. It's too much to explain how the system works here.
7. Your creature no longer learns miracles from watching you ("do as I say, not as I do"). You actually purchase miracles for him to use. He can only learn the four basic ones as well (no more creatures mega blasting your temple this time around). You also purchase upgrades for him to be a better soldier/builder or gatherer.
8. Speaking of purchasing stuff - the whole game revolves around purchasing things with tribute. You gain tribute through completing silver scrolls and objectives. You have to purchase your knowledge of miracles as well as almost all of the building blueprints. This time around you have to purchase the ability to use gestures from the first game (that's fine with me - they can keep it - I hate gestures). You can also purchase the ability for your hand to interact with the land (i.e. it looks like you can bash stuff with your hand and whatnot). Finally the ability to pick up multiple villages or items (via the tornado thing I'm sure we've all scene by now) has to be purchased as well.
9. The city building aspect is more complicated that I expected. Every building contributes to your impressiveness. There are several modifies to each building's impressiveness as well. For instance a building is less impressive if it's near other buildings. It may also have more capacity when near other buildings as well. Certain bonuses apply when certain building are close to one another. There's a simcity type of hierarchy on how buildings influence the surrounding people and buildings. There's even a small penalty for repeating buildings - a city with all the same buildings will be less impressive. Granted you have to repeat buildings, but it's advantageous to mix it up a bit and space things out.
10. Platoons of soldiers have 10 ranks they go through as they gain experience. You can even bring your best soldiers with you from land to land for a high tribute price.
11. Fields are now free to build and can be re sized easily. You can make a meadow as well now where animals roam. This is essential if you pick the lion, tiger or wolf (they are more prone to each villagers, so this makes it easier to break the habit if you wish).
12. The Ape is the all-around creature. No major pros or cons. The Wolf is actually said to be rather intelligent, but weak at first. He'll need to work out more than the lion and tiger to match them in battle. The Lion and Tiger like meat and are quite strong. The cow is geared more toward good than evil (being a natural herbivore). Keep in mind that with the right training, any creature can be any alignment.
13. Doesn't look like there's a possibility for creature swapping anymore. Whatever you pick to start is it.
14. Disciples are back. Doesn't look like you raise totem polls anymore. You make disciples to worship at the alter or wonders if you want to be able to cast spells.
15. If you're feeling evil, you can smack your creature with a closed fist possibly scaring and hurting him.
16. I think you'll be able to see if an action you just did is evil or good. It may even tell you how good or evil.
Enjoy. There's probably lots more, but this will wet your appetite.