Please forgive me if this has been answered already ... I was unable to locate.
During a normal campaign, will colonies have the ability to split with thier contolling power?
Please forgive me if this has been answered already ... I was unable to locate.
During a normal campaign, will colonies have the ability to split with thier contolling power?
Yes. The colonies in North America already start partially seperate from their controlling factions as they are Protectorates.
The USA, Mexico and possibly others are emergent factions created when a colony revolts.
~ I LOVE DEMOS ~
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. By your powers combined I am!
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Do you have any idea if the Indian colonies would be able to be protectorates? And would any colonies in North America have to be protectorates? Or could the colonizer be able to have territories under direct control?
~ I LOVE DEMOS ~
. -- ---------- --
. By your powers combined I am!
. ----------------------
I'm hoping that the 13 Colonies -> United States script (if there is one) will still work if one chooses to edit the descr_strat and play as the 13 in the main GC. Choosing when, how, or if to break off will make the campaign pretty interesting.
I really hope it's the same deal for New Spain -> Mexico, or is New Spain even a seperate entity from Spain?
You do play as the 13 colonies in the GC.
CA said so.
Spoiler Alert, click show to read:
- Proud Horseman of the Presence
I always assumed that you could before but I've read things that seem to discount that. I guess we'll have to see. At any rate, descr_strat is always there waiting to be molested.
I think they announced somewhere that completing the Road to Independance campaign unlocks you Amis.
Spoiler Alert, click show to read:
- Proud Horseman of the Presence
It just opens up a tutorial campaign about the American Revolution, totally seperate from the main GC.
New Spain seem to exist at the start.
Completing the Road to Independance dumps you in the main campain playing as America, with about 30 years to go before the game ends.
~ I LOVE DEMOS ~
. -- ---------- --
. By your powers combined I am!
. ----------------------
I guess sixty turns isn't bad, espically when you get the other 140 turns as scripted in depth campaign events.
Still would have been nice to have some more time playing around till the end.
Though I think the devs said at end you can keep playing, but the game just never goes beyond 1799.
At least that's what i'm hoping for
Thirteen Colonies. One Man and his fight to be the fastest of them all...This summer, AskThePizzaGuy in....Empire: Total Rush. Watch as he has thirty years to take every province in the playable world. See exploits, cunning moves and plain ballsy attitude as one man throws it all on the line for virtual glory.
Yea considering at the start you probably only have one fleet, some exploits indeed are going to be needed
Last edited by Graphic; 03-02-2009 at 18:06.
You can't believe how relieving that is! I had the impression that it was a small tutorial campaign like Sons of Mars (though on a bit of a larger scale of course), which would have been incredibly lame.
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