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We're a bit bare bones at the moment, but we will make this the place to go should you need information about the game, its scenarios, and its history.
I hope you'll enjoy our efforts. Building on the award-winning formula of its predecessor, Caesar IV takes the city-building genre into the 21st century, with new gameplay and features, and a cutting edge 3D graphics engine developed specifically for the title.
Developed by Tilted Mill, Caesar IV advances, refines and updates the city-building gameplay pioneered by Caesar III, while remaining true to its predecessor's proud legacy.
In Caesar IV, players take on the role of an aspiring provincial governor within Caesar's empire as they build and manage an individual ancient Roman city and its province.
Take a look at the official Caesar IV site for more information and discuss the game in our forums. Caesar 3 Heaven. Building a Roman City Did the Romans have metal springs?
Take a look at the official Caesar IV site for more information and discuss the game in our forums Merepatra News generated by NewsPro. You'll find all sorts of strategy guides at Strategy Central.
Be sure to check out Downloads Central for latest updates in over 10, items submitted by the fans! Our Downloads Spotlights contain some of the greatest.
Age of Mythology 2. What, looking for older news? Try the archives. We've managed to commit to the revival of MoTM and have another instalment this month, how time has flown.
With the SD competition underway and results pending we do need a little more excitement here. SO why not feast your ears on the interview with nottud , which can be found here.
Please let us know if you enjoy the audio format or would prefer the old text interviews. Hey everyone I bring this update from the FE devs regarding testing the 2.
To be sure to get as much information out of these test games make sure to enable recorded games! Recorded games really help us figure out bugs.
The schedule can be found here. Originally there were only going to be three civs. Since I didn't know how much help I might get, I limited the scope of the mod to just a graphics pack with minor data changes to make it playable.
Very luckily Seb and Rodion joined, and we have further expanded the vison of this project. Seb: Mines not so interesting really. I released a Japanese themed cinematic scenario for the Cutscene Contest once and that inspired me to create a Japanese scenario.
At the time I'd started to mod some different assets and started a thread where a bunch of different people contributed some of their own copy and paste assets.
That project didn't happen in the end. Rodion: For me Sengoku mod was a nice cause to start learning 3D, and after I posted some results of my work, I got the invitation to become a part of the team.
Since that time, I have become more and more involved. Trying to get a visual coherency of all design elements was a challenge for us, and I hope players will find the mods art style enjoyable.
We remade everything including User Interface buttons trying to make it look different, but still recognizable Age of Empires style. I also hope that we've managed to keep the balance between historical accuracy and playability too.
Seb: Sengoku is essentially a new game using the AOK genie engine as a base. Gameplay is very similar to that which AOK people know and love, with some additions and changes specific to the Sengoku period, such as new meta, different siege weapons and new technologies.
We've developed the mod to be both balanced and multiplayer friendly - as well as offer a ton of editor objects and new graphics for the scenario designers and single player gamers One feature I'm very happy to talk about is the inclusion of extra terrains, a first for an AOK mod.
We currently have terrains finalised ready for scenario designers to play with and create maps they never could before.
We've also included a huge number of eye candy objects, unique forests and tons of props for creating realistic and vivid scenes. This is especially helpful also for RMS scripters.
Not only that, but the mod has extra multiplayer and single player items such as player colour terrains, LOS revealers and waypoint markers.
So, I guess the biggest highlight is that fact it's probably going to be the most extensive editor you've probably ever played with.
Now we have features like trainable and upgradable hero's, a 5th resource which is earned by killing enemy units, and another favourite of mine - Ninja Missions.
Ninja missions are repeatable technologies you can 'conduct' to sabotage your enemy. Rodion: There is also a set of editor objects, which allows to recreate some nice interior scenes, like castle rooms and halls or peasant and richer class houses.
This includes different types of doors fully functional , walls, floor types and other indoor eye-candy. Seb: Not at first but eventually most definitely yes.
I think we all have our own ideas and enthusiasm for some campaigns. The eventual goal is to replace all the original campaigns with Sengoku ones accessible from the main menu, and perhaps have scenarios; too similar to the way age of conquerors had the one-off maps.
But this is all further down the line and hopefully will include the best of community creations also.