Post Description
Imperivm III: Great Battles of Rome (also known as Imperivm RTC: Great Battles of Rome) is a sequel to RPG/RTS games Celtic Kings: Rage of War (also known in Spain as Imperivm: Gaul Wars) and Celtic Kings: The Punic Wars (in Spain, Imperivm II: Conquest of Hispania). The game, released in May of 2005, was developed by Haemimont.
The Game contains various civilizations to choose from, among them are: Rome (Imperial and Republican), Egypt, Germania, Brittania, Iberia, Gaul and Carthage. It has a more elaborate hero system over its predecessor.
[B]Gameplay[/B]
The game focuses on tactics, troop mobility and terrain topography rather than sheer strength of numbers for winning battles. Though resources are important there is less relevance in gathering them than in other real-time battle games. Instead of sending an army of servants to mine, lumber, collect food or gather any other kind of resources these are generated at a constant rate directly proportional to the inhabitants of a population center.
There are 3 player modes to choose from:
Conquest: The battles involved on this game are focused on raising an empire by conquering all the known ancient world, the user can choose any of the available civilizations (see below) to do so.
Rome's Greatest Battles: A good amount of effort has been dedicated to historical accuracy; not only on the graphics but on the story line of this pre-built scenarios on which the player can live Rome's defining moments, from The Battle of Zama which marked the final and decisive end of the Second Punic War to the rebellion of Marcus Antonius and Cleopatra.
Custom Game: These feature is always present in modern day real time tactic and strategy games, it can be used to practice against computer opponents on custom made scenarios or to go on-line and battle against other human players
[B]Civilizations[/B]
There are different civilizations to choose from, each with unique weakness and strengths.
Egypt
Carthage
Republican Rome
Imperial Rome
Gallia
Germania
Hispania
Britannia
[B]Battles[/B]
A special kind of unit called hero, which has become standard on Real-Time Strategy and Real-Time Tactic games, is used to group the different classes of soldiers under one command.
As a soldier builds up on experience he becomes more effective in combat.
By assaulting keeps a civilization can also gain access to loot like extra food or gold.
[B]Heroes[/B]
Unlike normal military units, heroes are generally stronger and more valuable in battle. Their main strength lies in the ability to attach a group of up to 50 units, which from then on would follow their commands. When attached, the units receive part of the hero's experience as a bonus to their own. In addition, heroes arrange armies in specific formations that provide their units with an additional bonus when executing the stand ground command. Unlike units each hero has five skills that are unique to them and their civilization. These improve not only their individual combat abilities but also that of their army. Some of them are beneficial to the hero and the units attached to the hero. Other skills are beneficial to the units or help during battles.
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