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Siege and Conquest
1-Click XP/Vista/Win7 Installer
My games are genuine, install in one step, look, sound and play in XP/Vista/Win7 like they did in the old days, or your
This sale includes the original game CD. A complete electronic manual is also included. The box is pictured for
reference and is not included.
I will also provide a compatibility CD that will allow the game to run under XP, Vista and Windows 7.
One step: Insert my CD and the game will work on your computer. Done. Yes, it's that
Want to play? Click the icon. Want the game off your computer? Click Uninstall. Zero hassle.
Complete Satisfaction Guarantee:
Free and timely technical support is always an e-mail away.
In the extremely rare event I cannot get this title to work on your system I will take it back for a full refund. All I
ask is minimal assistance from you during the troubleshooting process.
Castles II: Siege and Conquest is a high-level strategy wargame, in
which the player acts as one of five powers attempting to conquer
Bretagne, a twin of medieval France. Success is achieved by forming an
empire that is territorially, militarily and politically strong enough to
convince the Pope to recognize your claim to the throne. As in the
original Castles, gameplay is spiced up by 'plots', evolving and
entertaining storylines in which you must make decisions that can affect
the game. Castles II includes digitized movie footage to accompany game
events. It's a playable and enjoyable game, with a slick design and
interface; the downside is that it doesn't allow for too much subtlety in
the player's actions.
At the start of the game, each of the five powers vying for Bretagne --
Aragon, Anjou, Burgundy, Valois, and Albion -- controls a single province
out of 36. The player recruits an army, takes over nearby neutral
provinces, builds castles to increase production and forestall revolts,
buys off some of his political rivals and takes out the others, all while
maintaining sufficiently good relations with the Pope to avoid
excommunication. When one's score -- determined not only by territories
held but also by army strength and the quality of one's political
relations, among other factors -- is sufficiently high, one petitions the
Pope for his endorsement as the new king of France.
Castles II lets you perform these various activities as three kinds of tasks --
administrative (e.g. harvesting resources, building castles), military
(attacking, recruiting), and political (negotiating,spying). Each task
requires both 'task points' and resources. You start out with task points
of each type and gain more by successful completion of tasks using those
points. Resources include food, timber, iron and gold. You can have up
to two tasks of each kind running at any given time. Success depends on
coordinating your tasks to achieve your strategic goals. If you're
planning a war with one neighbor, you should negotiate peace with the
others; if you plan to build a castle, you need to stockpile sufficient
resources to support your other efforts while your workmen are busy
building it; and so forth.
Along the way, various plots will be brought to your attention, adding
spice the routine. These interactive storylines range
from comic to serious to fantastic: you may find yourself fending off a
dung-seller, raising a navy to fight pirates, or commissioning an
expedition to the golden kingdom of Prester John. Your decisions can have
concrete effects -- an expedient marriage might increase your political
rating, while a defeat at sea could cost you troops from your army.
The interface is very smooth. The game is real-time, advancing about
one day every 1.5 seconds -- fast enough to give a sense of
dynamism, but slow enough that I never felt rushed. Clicking on a province shows its status and
gives you options to attack it, scout it, etc. Clicking on the administrative,
military or diplomatic rectangles opens a general menu of that type. If a battle occurs, one
can either let the computer resolve it or control it manually from a 3/4
display of the province. Designing castles occurs from the same display,
and has been greatly streamlined since Castles I.
The game's only problem is a lack of subtlety in player options. In
theory, one can give orders to each individual unit in battle; in
practice, it's hard to do more than order a particular unit type (knights,
infantry, or archers) to stand or advance. Negotiations with other powers
are confined to buying them off; one can't make a defense treaty, offer to
join with them against another power, or demand they withdraw from some
border province. The layout of one's empire has no effect on attack or
defense: a nation with 10 border provinces to defend is at no
disadvantage over one with only 3, nor is there a way to garrison
provinces in expectation of an attack.
Castles II feels a bit like Risk -- it doesn't fully reflect real warfare
and empire building, but is still great fun to play. Wargaming purists
may want to pass on this title, but for those who are just looking for a
well-presented and entertaining game with that nifty medieval flavor,
Castles II fits the bill.
On May-01-12 at 22:59:00 PDT, seller added the following information: