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Cossacks: European Wars
Description


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Desrcription of Cossacks: European Wars

The game allows becoming aware of historical events' large scale. Thus, enormous battles of up to 8000 units may be conducted on single or network game maps. The game contains much historical data, and it includes a large encyclopedia about wars, battles, nations, technologies, armies, and units having been used in Europe in XVI-XVIII centuries.

There are 16 nations in the game: Algeria, Austria, England, France, Netherlands, Piemonte, Poland, Portugal, Prussia, Russia, Saxony, Spain, Sweden, Turkey, Ukraine, Venice. Each nation has unique buildings and some different units.

Economy depends on six resources: food, wood, stone, gold, iron, and coal. Gold, iron, and coal are last forever, and extraction depends on the number of workers. The main peculiarity of game economy is that all units consume resources, and artillery and handgun shots spend iron and coal. Thus, it is not enough to spend resources for buying soldiers, cannons, or vessels. It is necessary to possess some economic potential in order to maintain your army and support its battle-worthiness. Exceeding your scope results in famine and army riots. Also, you can sell, buy, and change resources at the market, and prices can change depending on the amount of resources at the market.

The game inventions' tree numbers more than 300 upgrades divided in two time periods - XVI-XVII centuries and XVIII century. Upgrades allow turning quantitative categories to qualitative, and also obtaining some new unique possibilities, units, and buildings. Science development allows increasing resource extraction efficiency, improving units, increasing artillery power and range of fire, improving towers' rate of fire and buildings' durability. Also upgrades allow building battleships, multi-barreled cannons, etc. A sort of uncommon invention is aeronautics. Having invented that, one can launch balloons and reveal the whole map.

The following military forces are represented in the game: infantry, cavalry, artillery, and navy. Nations use their unique units along with units similar to other states. Thus, within each nation a player has all military forces needed to wage land or sea war. At the same time each nation's forces are unique as for their features, abilities, and equipment. Units can be arranged into military formations: column, rank, or square. A formation includes an officer and a drummer, and units' abilities increase in a formation. Also there is the ability to use foreign mercenaries via your diplomatic center, two cannon fire types: cannonballs and grapeshot, howitzers, mortars and multi-barreled cannons.

The game provides an unlimited variety of tactical and strategic methods of land or sea war against enemies. Thus, one can create defense in depth, carry out lingering city sieges, wage guerilla wars, deploy landing forces on enemy shores, shell an enemy with cannonballs, arrange ambushes, stake on a crowds of cheap units or create elite teams of trained soldiers with high-tech weapons, and so on. The game landscape is full 3D, so it is an important strategic element: capturing commanding heights provides with great advantages and often wins a battle; also one can arrange ambushes in canyons. It is also possible to conduct grandiose sea battles, to capture unprotected enemy peasants, artillery, and some buildings.

Each nation has its own peculiarities of economic and scientific development, and different military advantages and drawbacks. However, there are no second-best as for military balance, so all nations have equal opportunities. Just find advantages of your nation and use them well - and here is you victory! One can become aware of nation peculiarities while playing tutorial game, single players missions, and campaigns. Another game balance feature is that defensive consumes much less resources than an assault. So a small lead in development cannot give a player an obvious advantage over his rivals. Also, stone walls can be destroyed only with artillery or grenadiers, cannons feature direct fire and cannot hit targets behind obstacles, howitzers and mortars possess plunging fire and can hit targets at different heights and behind obstacles.

Real physics introduces many interesting issues into the game. Thus, units climb hills slower, and they shoot farther at a height. A cannonball explosion becomes much stronger at a rocky landscape because of rebounds, while at a swamp it is damped. Artillery and firearms possess shot dispersion and a probability to hit the enemy by the first shot, etc. The fog of war closes after a unit in some time. introduces many interesting issues in the game. Thus, units climb hills slower, and they see and shoot farther at a height. Artillery and handguns possess shot dispersion and expectancy of hitting the enemy by the first shot; cannonball explosions become much stronger in a rocky landscape because of rebounds, while in a swamp they are damped. Waves rage on the sea, and there are traces in water behind moving vessels. Also, the fog of war closes after a unit in some time.

Following special effects are used in the game: smoke, explosions, fog, buildings' burning, particle systems, water waves and flashes, traces in water behind moving vessels, splashes and ripples in water from cannonballs and splinters, etc.


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