Official Statement Continuing in the
tradition of the award-winning original Celtic Kings: Rage of War from Haemimont
Games, Nemesis of the Roman Empire allows players to assume the role of not only
the Romans and Carthaginians, but the Gauls and Iberians as well. Inspired by
the historical Punic Wars (264-146 B.C.), Nemesis of the Roman Empire also features
the famous campaigns of Hannibal and Scipio Africanus. In addition, the game will
contain two distinctive single-player campaigns, new terrain types, custom maps
and special enhancements to the Celtic King engine. While remaining true to the
game's original concept, Nemesis of the Roman Empire incorporates real-time strategy
and role-playing elements, offering players a unique experience in discovering
a conflict that occurred over 2000 years ago.
General Information (See above.)
Hands-On
Those of you, who never tried Celtic Kings, like me, will
find it easy to get into Nemesis
of the Roman Empire as it's immediately familiar to fans
of the genre, but that it also provides a unique experience by way
of focusing on often-ignored aspects. Similar to how Kohan: Immortal
Sovereigns approached economics from a different perspective,
and offered an experience that was familiar yet refreshing, Nemesis
brings about that same feeling, but by focusing on what would seem
incredibly mundane: supply lines. Economics, as a whole, also gets
some nice enhancements, like investments and interest.
Conquering
the logistics of simple necessity will be crucial in surviving the game's two
main modes: skirmish and adventure. Skirmish is simply the player versus a set
number of computer opponents on a selected map. Adventure mode will be the meat
of the game as it has players tackling (semi) realistic battles between ancient
rivals. There will also be multiplayer, but it wasn't available to try out. Now
then, unto the actual gameplay. The player's stronghold is where they will train
their troops, make upgrades, and hold out if the going gets rough. Simply having
one isn't enough though to continue playing as its inhabitants need food to survive.
By taking remote villages, players can assign those citizens to send mules filled
with supplies back to the stronghold, or appoint special envoys with 1,000 units
of either gold or food to send to an outpost or other village. Since troops require
massive amounts of food, an intricate web of supply lines will be needed if the
player hopes to expand their holdings. Money is gained by the citizens contributing
tax; additional revenue can also be earned by dumping money off in caverns, acting
as banks, and also by investing large sums for returns of a few thousand pieces
of gold. Citizens from the stronghold and village can be sent off to act as farmers
or antique ATMs, but careful planning is also required because those same citizens
will make up the player's army. This constant balancing act is nerve-racking at
first, but it really becomes a fun challenge once the basics are understood, Grasping
the flow of supply is made all the more difficult by the roaming armies. Enemy
armies don't have to actually fight a village to take it; instead, buildings that
control/hold units - outposts, villages, town halls - are taken when their moral
is lowered to zero. To lower moral, one simply has to have a few troops outside
the structure, hooting and hollering at the enemy; the more troops there are chanting,
the quicker the building with switch sides. Because of this, the player has to
always be on their toes to look out for roaming opponents, who are always looking
around for vital food supplies to snap up for themselves. Going
out to face-off with an enemy army isn't always that easy. Armies outside of the
stronghold are even more dependant on food to survive, and when their amount -
which is limited - reaches zero, they will slowly lose life. The only way to keep
traveling armies well fed is by sending supply mules with food to outposts, continuously,
and having the troops re-supply whenever they get hungry. Since some of the maps
are fairly large, having a poor supply system can actually limit the range that
one can attack and adequately defend. Troop
experience and armament is also a large factor in winning battles - naturally.
Soldiers can be automatically trained by specific units whenever they come out
of the barracks, quickly leveling them up, but they can also earn experience in
the battlefield. The troops range from basic infantry to missile and cavalry units.
Adding a bit of mysticism are spiritual units that can heal and cast a few offensive
and defensive spells. Corralling the troops will be the job of generals. The generals
can take control of around 50 troops and arrange them in basic formations; they
can also gather items, like healing water, to use on themselves and their troops
during battle. Sieges are handled by basic infantry forming together to make arrow
towers, with 10 offering the maximum amount of damage. After breaking down the
gate, simply send the troops charging in to crush the rest of the resistance and
crush the enemy's hopes of ever living in sweet, sweet freedom again. Once
a firm hold is had, and the player focuses on building up their military, that's
when things become impressive. Featuring some very cool characters models that
are rich with detail, the game's engine really flexes its muscle by having hundreds
of the characters in combat without suffering from crippling slowdown. Maybe it's
the megalomaniac in me, I don't know, but I always get a tear in my eye when I
see my giant army moving in formation - and Nemesis of the Roman Empire
certainly provides plenty of those moments. So if you ever find yourself pumping
out large numbers of troops that aren't needed, just to have them all march around
the map, it's okay, I understand. So
far, Nemesis of the Roman Empire is proving to be an enjoyable, and extremely
difficult, change of pace. With a demo out now, gamers can look forward to trying
their hands as the Romans, Carthaginians, Gauls, and Iberians when the game is
released later this month.
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