Posted February 15, 2017
Coming from a guy who never heard of Emperor and thinks Zeus is one of the best games ever, I was pretty pleased learn of its existence and see this come to GOG. Thought I might share some of my thoughts with any fans of Caesar/Pharaoh/Zeus that havent jumped in yet.
As I see it this is much closer to Zeus than to any of the other titles. Makes sense as its the next in line but I know a lot of folks prefer the Pharaoh model to Zeus. Full disclosure, I am not one of them so I found this to be a benefit. I certainly like all the titles but Zeus is the clear winner in my book. Anyway, if you are used to Zeus you can jump right in and play Emperor.
The big changes are the residential walls, food production and how the military is handled. There are many other little tweaks, like tax collection requiring wood and farming to a degree with fertility. But again, if you have played any of the series before, its all familiar.
Residential Walls - Two primary functions as I see it. First to block negative appeal and second to create modified gates allowing restrictions on specific roaming walkers. I am torn on this one. The negative appeal seems nice on the surface, allowing you new layouts placing industry and food distribution closer to residential blocks. However, the catch is the wall takes space... Its fine when you have open plains and what not but when space is a premium it seems to present more of a new problem than a solution. And the restrictive gateway, I have yet to see its value. Again, initially it seems great. But my usual layouts already restrict roamers through design and those I have looked at online do the same. So in effect, I am not sure it adds anything to gameplay.
Food production – It’s another population limiter and a requirement for growth. As I am happy with more things to think about in game, this one I found added fun in a clever and believable way. Your people want better and better food requiring various types of produce to create. No more feeding everyone with cheese wheels… the huge thing I felt this brought to the table was trade. It is now a necessity in some cases instead of a luxury. There are many occasions where you simply cannot produce all the food types you need for growth, not just sheer volume, so you must open trade for more than just monetary reasons. This was always the case in Zeus from a population perspective, you might need fleece from here and oil from there, but this is whole new concern on a base commodity like food.
Military – Troops are now created like any other commodity and no longer require the population drain they did in the past. This is a toss-up for me. It’s a legit change and can easily be viewed as an improvement. I cant recall how many times you would see stories of peoples cities crumbling when they called up their army. So its nice that isn’t a concern anymore. That’s the thing though, its not a concern anymore. So long as you knew it was coming, you could compensate for the population loss to call up troops through a variety of things. Turning off industry, manning Triremes, etc, etc. Point being, you couldn’t just go to war if you had the swords, it was a guns or butter question. And frankly, if you were at the point you had to defend yourself in desperation with slings, you had done something wrong anyway. So I get it that it makes people happy in a mechanic sort of way within game, but it removes one of the major plans you had put in place in prior titles.
I realize this post might come of a little negative. That was not at all my intention, anything but. All said and done, buy this now! There are nuances that may rub you the wrong way (or maybe not) but all in all its more of the same and if you are starving for “new” content, this is the way to go!
As I see it this is much closer to Zeus than to any of the other titles. Makes sense as its the next in line but I know a lot of folks prefer the Pharaoh model to Zeus. Full disclosure, I am not one of them so I found this to be a benefit. I certainly like all the titles but Zeus is the clear winner in my book. Anyway, if you are used to Zeus you can jump right in and play Emperor.
The big changes are the residential walls, food production and how the military is handled. There are many other little tweaks, like tax collection requiring wood and farming to a degree with fertility. But again, if you have played any of the series before, its all familiar.
Residential Walls - Two primary functions as I see it. First to block negative appeal and second to create modified gates allowing restrictions on specific roaming walkers. I am torn on this one. The negative appeal seems nice on the surface, allowing you new layouts placing industry and food distribution closer to residential blocks. However, the catch is the wall takes space... Its fine when you have open plains and what not but when space is a premium it seems to present more of a new problem than a solution. And the restrictive gateway, I have yet to see its value. Again, initially it seems great. But my usual layouts already restrict roamers through design and those I have looked at online do the same. So in effect, I am not sure it adds anything to gameplay.
Food production – It’s another population limiter and a requirement for growth. As I am happy with more things to think about in game, this one I found added fun in a clever and believable way. Your people want better and better food requiring various types of produce to create. No more feeding everyone with cheese wheels… the huge thing I felt this brought to the table was trade. It is now a necessity in some cases instead of a luxury. There are many occasions where you simply cannot produce all the food types you need for growth, not just sheer volume, so you must open trade for more than just monetary reasons. This was always the case in Zeus from a population perspective, you might need fleece from here and oil from there, but this is whole new concern on a base commodity like food.
Military – Troops are now created like any other commodity and no longer require the population drain they did in the past. This is a toss-up for me. It’s a legit change and can easily be viewed as an improvement. I cant recall how many times you would see stories of peoples cities crumbling when they called up their army. So its nice that isn’t a concern anymore. That’s the thing though, its not a concern anymore. So long as you knew it was coming, you could compensate for the population loss to call up troops through a variety of things. Turning off industry, manning Triremes, etc, etc. Point being, you couldn’t just go to war if you had the swords, it was a guns or butter question. And frankly, if you were at the point you had to defend yourself in desperation with slings, you had done something wrong anyway. So I get it that it makes people happy in a mechanic sort of way within game, but it removes one of the major plans you had put in place in prior titles.
I realize this post might come of a little negative. That was not at all my intention, anything but. All said and done, buy this now! There are nuances that may rub you the wrong way (or maybe not) but all in all its more of the same and if you are starving for “new” content, this is the way to go!