Warlords Battlecry II
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Warlords Battlecry II
''Warlords Battlecry II'' is a real-time strategy and role-playing game, developed by Strategic Studies Group (SSG) as the sequel to ''Warlords Battlecry''. It was released on March 12, 2002. The game requires the player to build buildings and create units in order to defeat the enemy, while sending their hero on optional quests. The game is set within the world of Etheria. The player creates and assumes the role of a "Hero", and must take control of one of the twelve races and capture all 67 regions of the land in a non-linear manner. There are twelve different playable races, each with their own type of Hero, buildings and resource dependencies. The game was well received by critics and users alike, with an average score of 82/100 on Metacritic. ''Warlords Battlecry III'', the sequel to the game, was released in 2004. Gameplay Primarily a real-time strategy game, the main objective of ''Warlords Battlecry II'' is to build up a base and army in order to fight enemies. A game wi ...
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Strategic Studies Group
Strategic Studies Group (SSG) is an Australian software development company that makes primarily strategy wargames. The company was founded by strategy game enthusiasts Ian Trout and Roger Keating. Trout was proprietor of a military books store and Keating had had several of his games published by Strategic Simulations Inc. The game that launched the company was ''Reach for the Stars'' (1983). This games is credited for having "effectively launched the genre of 4-X space games - explore, expand, exploit, exterminate". Its success was followed by a string of other, mostly historical military games published throughout the 1980s for Apple II, Atari, Commodore 64, and IBM PC series of computers. Titles included '' Reach for the Stars'', '' Battlefront'', ''Battles in Normandy'', '' Halls of Montezuma: A Battle History of the U.S. Marine Corps'', ''Europe Ablaze'', '' MacArthur's War: Battles for Korea'', ''Carriers at War'', (in three volumes), ''Rommel'', ''Gold of the Americas'' ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from ''Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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Computer Games Magazine
''Computer Games Magazine'' was a monthly computer and console gaming print magazine, founded in October 1988 as the United Kingdom publication ''Games International''. During its history, it was known variously as ''Strategy Plus'' (October 1990, Issue 1) and ''Computer Games Strategy Plus'', but changed its name to ''Computer Games Magazine'' after its purchase by theGlobe.com. By April 2007, it held the record for the second-longest-running print magazine dedicated exclusively to computer games, behind '' Computer Gaming World''. In 1998 and 2000, it was the United States' third-largest magazine in this field. History The magazine's original editor-in-chief, Brian Walker, sold ''Strategy Plus'' to the United States retail chain Chips & Bits in 1991. Based in Vermont and owned by Tina and Yale Brozen, Chips & Bits retitled ''Strategy Plus'' to ''Computer Games Strategy Plus'' after the purchase. Its circulation rose to around 130,000 monthly copies by the mid-1990s. By 1998, ...
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Fog Of War
The fog of war (german: links=no, Nebel des Krieges) is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, and adversary Intent (Military), intent during an engagement, operation, or campaign. Military forces try to reduce the fog of war through military intelligence and friendly force tracking systems. The term has become commonly used to define uncertainty mechanics in war gaming, wargames. Origin The word "fog" (german: Nebel), but not the exact phrase, in reference to 'uncertainty in war' was introduced by the Prussian military analyst Carl von Clausewitz in his posthumously published book, ''Vom Kriege'' (1832), the English translation of which was published as ''On War'' (1873): It has been pointed out that von Clausewitz does not use the exact phrase "fog of war", and also uses multiple similar metaphors, such as "twilight" and "moo ...
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Tank Rush
In video games, rushing or rushdown is a battle tactic similar to the blitzkrieg or the human wave attack tactics in real-world ground warfare, in which speed and surprise are used to overwhelm an enemy's ability to wage war, usually before the enemy is able to achieve an effective buildup of sizable defensive and/or expansionist capabilities. It is also known as a zerg or zerg rush, a term which originated in the video game ''StarCraft'' to describe a common strategy for players of the Zerg race. Strategy games and tactical games In the real-time strategy game ''StarCraft'', a ''Zerg rush'' is a strategy where a player using the Zerg race tries to overwhelm the opponent through large numbers of smaller units before the enemy is fully prepared for battle. In strategy games, to perform a rush, the attacking player focuses on quickly building a large number of weak units (or some very rare and potent early game units) early on in the game with the hopes of swarming the opponents ...
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PC Gamer US
''PC Gamer'' is a magazine and website founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games magazines in their respective countries. The magazine features news on developments in the video game industry, previews of new games, and reviews of the latest popular PC games, along with other features relating to hardware, mods, "classic" games and various other topics. Review system ''PC Gamer'' reviews are written by the magazine's editors and freelance writers, and rate games on a percent scale. In the UK edition, no game has yet been awarded more than 96% (''Kerbal Space Program'', '' Civilization II'', ''Half-Life'', ''Half-Life 2'', ''Minecraft'', ''Spelunky'' and ''Quake II''). In the US edition, no game has yet received a rating higher than 98% (''Sid Meier's Alpha Centauri'', ''Half-Life 2'', and ''Crysis''). In the UK edition ...
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Tides Of Darkness
''Warcraft II: Tides of Darkness'' is a fantasy real-time strategy computer game developed by Blizzard Entertainment and released for DOS in 1995 and Mac OS in 1996 by Blizzard's parent, Davidson & Associates. A sequel to '' Warcraft: Orcs & Humans'', the game was met with positive reviews and won most of the major PC gaming awards in 1996. In 1996, Blizzard released an expansion pack, '' Warcraft II: Beyond the Dark Portal'', for DOS and Mac OS, and a compilation, ''Warcraft II: The Dark Saga'', for the PlayStation and Sega Saturn. The Battle.net edition, released in 1999, included ''Warcraft II: Beyond the Dark Portal'', provided Blizzard's online gaming service, and replaced the MS-DOS version with a Windows one. In ''Warcraft II'', as in many real-time strategy (RTS) games, players collect ''resources'' to produce buildings and units in order to defeat an opponent in combat. Players gain access to more advanced units upon construction of ''tech'' buildings and research. The ma ...
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Dungeon Keeper 2
''Dungeon Keeper 2'' is a strategy game developed by Bullfrog Productions and published by Electronic Arts in 1999 for Microsoft Windows. The sequel to ''Dungeon Keeper'', the player takes the role of a 'dungeon keeper', building and defending an underground dungeon from the would-be heroes that invade it, as well as from other keepers. In the campaign mode, the player is charged with recovering the portal gems from each area in order to open a portal to the surface. The player can also construct a dungeon without strict objectives, and multiplayer is supported over a network. The game carries over many ideas from the original and adds new elements including units, rooms, and objectives. Development was carried out by a team of around fifty people, who focused on the graphics on multiplayer. A PlayStation version, and a sequel, ''Dungeon Keeper 3'', were in development but cancelled. ''Dungeon Keeper 2'' received positive reviews: reviewers lauded the graphics and artificial i ...
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Warlords Battlecry Ii Etheria
A warlord is a person who exercises military, economic, and political control over a region in a country without a strong national government; largely because of coercive control over the armed forces. Warlords have existed throughout much of history, albeit in a variety of different capacities within the political, economic, and social structure of states or ungoverned territories. The term is most often applied to China in the mid-19th century and the early 20th century. The term can also be used for any supreme military leader. Historical origins and etymology The first appearance of the word "warlord" dates to 1856, when used by American philosopher and poet Ralph Waldo Emerson in a highly critical essay on the aristocracy in England, "Piracy and war gave place to trade, politics and letters; the war-lord to the law-lord; the privilege was kept, whilst the means of obtaining it were changed." During the First World War, the term appeared in China as ''Junfa'' ( 軍閥), ...
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