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Seven Kingdoms (video game)
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Seven Kingdoms (video game)
please note:
- the content below is remote from Wikipedia
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{{Short description|1997 video game}}- the content below is remote from Wikipedia
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Gameplay
Seven Kingdoms made departures from the traditional real-time strategy model of "gather resources, build a base and army, and attack" set by other RTS games. The economic model bears more resemblance to a turn-based strategy game than to the traditional "build-workers, and harvest-resources" system in games such as Command & Conquer, StarCraft, and Age of Empires.The game features an espionage system that allows players to train and control spies individually, who each have a spying skill that increases over time. The player is responsible for catching potential spies in their own kingdom. Inns built within the game allow players to hire mercenaries of various occupations, skill levels, and races.MAGAZINE, NG Alphas: Seven Kingdoms, Next Generation (magazine), Next Generation, 35, Imagine Media, November 1997, 143â4, Skilled spies of enemy races are essential to a well-conducted espionage program, and players can bolster their forces by grabbing a skilled fighter or give one's own factories, mines, and towers of science a boost by hiring a highly skilled professional. For instance, having a skilled Persian general can make capturing and keeping a Persian village much easier.The diplomacy system is akin to a turn-based game, allowing players to offer proposals to another party which they are able to either accept or reject. Each kingdom has a reputation and suffers a penalty for declaring war on a kingdom with a high reputation - making a player's people more likely to rebel and more susceptible to bribery. Diplomatic actions include making war, proposing an alliance or friendship treaty, buying food, exchanging technologies, offering tribute/aid, and forging trade agreements. A ranking system allows all players to gauge the relative military and economic strengths of their allies and enemies, making alliances against the stronger players a natural option.The original game allows players to choose from seven different cultures to command: Japanese, Chinese, Mayans, Persians, Vikings, Greeks, and Normans. Each culture has its own weapons and fighting styles, and can summon its own "greater being", each with different powers.Fryhtans are fictional beasts that hoard treasure and hold "scrolls of power", objects that enable players to summon greater beings. They are quite powerful and may attack human kingdoms.Interactive Magic later released a free patch that added three new cultures - the Egyptians, the Mughals and the Zulus - and a new war machine, called the Unicorn. The game was re-released on June 8, 1998, under the name Seven Kingdoms: Ancient Adversaries with this patch included.WEB,weblink Seven Kingdoms: Ancient Adversaries for Windows (1998), MobyGames, March 25, 2010, August 25, 2009,weblink" title="web.archive.org/web/20090825130741weblink">weblink live,Reception
Sales
Commercially, Seven Kingdoms was overshadowed at launch by competing real-time strategy titles such as Age of Empires, Total Annihilation and (Dark Reign: The Future of War|Dark Reign).WEB,weblink" title="web.archive.org/web/20020808012303weblink">weblinkweblink Seven Kingdoms II: The Fryhtan Wars, Saltzman, Marc, November 16, 1999, IGN, August 8, 2002, dead, May 30, 2021, Writing for CNET Gamecenter, Allen Rausch reported that the game was "buried" by the large number of releases in its genre at the time. The game was particularly dwarfed by Age of Empires, according to T. Liam McDonald of PC Gamer US, who placed part of the blame for Seven Kingdoms{{'}} sales on its "indifferent ad campaign and weak graphics." However, both Rausch and McDonald noted that Seven Kingdoms had attracted a dedicated fan following by 1999,WEB,weblink" title="web.archive.org/web/19991127225248weblink">weblinkweblink Sneak Peeks; Seven Kingdoms: The Fryhtan Wars, January 26, 1999, Rausch, Allen, CNET Gamecenter, November 27, 1999, dead, JOURNAL, McDonald, T. Liam, Reviews; Seven Kingdoms II, December 1999, 6, 12, PC Gamer US, 159, 160, at which point Rausch wrote that it had sold "fairly well". In the United States, the game sold roughly 35,000 units by November 1999, according to PC Data. Global sales of Seven Kingdoms, its expansion pack and its sequel surpassed 200,000 units by 2000.BOOK, Saltzman, Marc, Game Design: Secrets of the Sages, Second Edition, May 18, 2000, Brady Games, 1566869870, 396, registration,weblinkSeven Kingdoms
{{Video game reviews| title = Seven KingdomsAncient Adversaries
{{Video game reviews| title = Seven Kingdoms: Ancient AdversariesSee also
References
{{reflist}}- Seven Kingdoms II Strategy Guide, M. Knight, Prima Games, {{ISBN|0-7615-2208-5}}
External links
- weblink" title="web.archive.org/web/20091028074258weblink">Official Website (archive 2009)
- Enlight Software - weblink" title="web.archive.org/web/20060529114522weblink">(archive 2008)
- {{moby game|id=/windows/seven-kingdoms}}
- {{moby game|id=/windows/seven-kingdoms-ancient-adversaries|name=Seven Kingdoms: Ancient Adversaries}}
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- "Seven Kingdoms (video game)" does not exist on GetWiki (yet)
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- "Seven Kingdoms (video game)" does not exist on GetWiki (yet)
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