I need help urgently, if anyone can assist please. I have an old AOM gold edition which I have been playing for years. I was forced to get a new laptop with windows 10, and now my older games do not want to run. It installs perfectly, but does not want to run after installation. I have done all compatibility suggestions, running as aministrator etc. Then I found a no cd patch for AOE 2 and it worked perfectly. ( as I understand there is some or other security issue in windows 10). Does anyone know where I can find the same patch for AOM Gold edition? I do not want to buy the games again on steam, as I feel I already invested substantially over the years in these. Any assistance will be much appreciated.
If I remember correctly, I googled no cd fixes and found a site which gave me the fixes to install. It also then automatically installed all updates and other fixes. I think there are link on the Age of Empires site as well. Also double check your firewall.
This is a review of the gold edition of Age of Empires, which comes with the original game as well as the one expansion: The Rise of Rome. The expansion includes some new cultures, new troops, etc. I haven't bothered to distinguish what's there because it's all presented as a cohesive whole once both the game and the supplement are installed.
Manual: The manual is a flip book, with the Age of Empires manual on one side and the Rise of Rome manual on the other. It's quite readable and easy to learn the game from. It's also well put-together, with charts full of the tech trees of the various civilizations, building cost lists, and a complete index. The book also has a very cool feature: it includes 2-4 pages detailing each of the cultures including in the book, with full information on its history and society (which is a running theme throughout the campaigns as well).
Reference Sheet: This sheet is a cool quick-reference for playing Age of Empires. It includes a full tech chart, which is highly useful for new players as well as charts for scoring, hot keys, unit attributes, and civilization attributes. It's all printed full color on coated card stock, and thus should hold up to Coke spills and other gaming dangers.
Graphics: There are a couple of cut-scenes, used as campaign prologs and epilogues, which frankly look bad. I think this is mainly an issue of not holding up to modern standards. I tend to skip these cuts.
The game itself is done as an isomorphic 2.5D overhead view. A lot of attention has been paid to detail here, with variations in building based on both age (of which there are 4) and culture (of which there are 14). The age changes are quite notable. The cultural changes are less global, but there's enough to add a lot of richness to the game.
User Interface: The majority of the screen is taken up by that isomorphic overhead view of the local area. The top and bottom of the screen feature an overlay specific for your culture through which the rest of the UI is accessible. Across the top are stats on resources and a couple of buttons.
It's at the bottom left of the screen where most of the actual UI is. The game centers on selecting units, then taking actions with them. When you left-click on a unit, more info on that unit appears at the bottom left, and a number of specific actions appear just to the right of it (e.g., for a villager the "build" and "repair" actions appear, while for a building various technological advances will appear). You can click on one of those actions if you want to take it, sometimes requiring a second click afterward (e.g., after you click "build", you'll then get a choice of buildings). Alternatively, after you've selected a villager or military unit, you can right-click on the map. This moves the unit (if you're clicking an open space) or allows the unit to interact with what you've clicked (e.g., if you'd chosen a villager then clicked on forest, he'd start cutting lumber) or allow a unit which has already selected the build action to build (e.g., if you'd selected an empty space after previously choosing something to build). The UI is overall easy and intuitive and doesn't require remembering a bunch of different possibilities. The only downside is that the onscreen menus aren't always intuitively arranged and the icons sometimes aren't clear enough to figure out what they are--until you mouseover. (I've gone hunting for a specific building a number of times without finding it, largely because their look changes from age to age.)
People Control: In a real-time strategy game, one of the questions is always, "how easy it is to control the people?" The click-and-click interface at the heart of Age of Empires works fairly well for individuals. You can group together individuals by either lasso-selecting a large group of people or else shift-clicking the people you want; both work pretty well in actual use. You can also assign numbers to groupings, which lets you reselect them with one click, which is very helpful, though it would be better if the screen also zoomed to the group in question. Adding individuals to a group is a bit of a pain, because you have to select the group, then the individual, then use the control key to connect them to a number again. It's a pity that there's no easier way to do this and also that there's no way to automate new units being added to a grouping (e.g., "any new cavalry unit goes into group 2"). It's also a pity that you can't see listings of your groups, particularly with names; as it is, if you create too many groups it's possible to lose track of who's in what group. Despite these, the numbered groups work well for people management.
Two other annoyances: first, it's possible to lose some of your people if you don't group them into a number and they then wander off. Second, it's easy to lose track of villagers who have stopped worked, military units who have wandered off, etc. (though some of this is apparently dealt with by a more recent patch).
Charts: For most strategy games you want beautiful charts showing you the progress of your civilization. These are fairly notably lacking from Age of Empires, probably because of its real-time ancestry. The couple that exist are buried a couple of screens deep: you can see a numerical listing of how you're doing in a number of categories opposed to other civilizations and you can also see a graphical timeline of peoples. However, none of it is terribly interesting; this is probably the place where Age of Empires could have been improved the most, by including more extensive comparison charts with other civilizations and also by including better charts of technological advancement.
Overall, Age of Empires is fairly appealing and easy to use. As has already been noted, the components are nice too, particularly considering how much those are increasingly ignored in today's game releases If I were judging the game by today's standards, I'd say the graphics were old fashioned and thus only award a "3" out of "5" for Style; however, presumably you know you're getting a game that's a generation or two old, and by that standard its Style is "4" out of "5", which the primary lapses due to lack of graphical charts and some minor annoyances with people control.
Setup: You start a typical game of Age of Empires with a couple of villagers and a Town Center. You'll also belong to a specific culture (there are 16 including those in the supplement, from Sumeria to Rome) and be set in a specific Age (there are 4 and you'll usually start in the first, which is the Stone Age).
Resource Collection: Age of Empires centers around the collection of four resources: wood, food, stone, and gold. Each resource is collected from specific work sites, then deposited at your Town Center (or, after you've built them, at a Granary or a Storage Pit).
Units. Units are created by specific buildings. Villagers come from the Town Center, hand-to-hand units from the Barracks, archers from the archery range, etc. Most basic units require just food to be constructed, while more advanced units require food and gold. Some special units also require some wood (e.g., archers) and some stone (e.g., slingers).
Development. Finally, some buildings allow for technological development. For example, the Storage Pit allows the Toolworking technology, which gives +2 to any hand-to-hand unit attack. Technologies are purchased with various combinations of resources, with food common early on and gold for more advanced technologies.
The Ages of Empire. All development centers around the four ages of the game: the Stone Age, the Tool Age, the Bronze Age, and the Iron Age. New buildings, units, and technologies only become available as a civilization progresses through the ages (e.g., the Storage Pit can be built in the Stone Age, and has 4 technologies that become available in the Tool Age, another 5 in the Bronze Age, and another 5 in the Iron Age).
In order to advance your Age you must first build 2 technology buildings from the current age (there are 3-4 per age), and then you must pay resources to advance: large quantities of food early on, and large quantities of food plus gold later.
Every military unit has values for hit points, attack, armor, range, and speed. You attack by the usual tactic of selecting a unit, then right-clicking a target, and then they'll go at each other. Nothing too fancy here. Various technologies can increase hit point, attack, armor, range, and speed values.
You can also attack buildings, which is quite important for destroying an opponent. There are also a number of special units. In particular there's one type of ship which can be used to carry units across water and there's also a special Priest unit which can convert enemies as well as heal your own troops.
Winning the Game: The game goes until one of three things happens: you capture all the artifacts (special units) for an extended period of time, you capture all the ruins (special locations) for an extended period of time, you build a Wonder and defend it for an extended period of time, or you destroy all your opponents.
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