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Heaven Games

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All Rights Reserved. HeavenGames LLC. The graphical images and content enclosed with this document are viewable for private use only. All other rights-including, but not limited to, distribution, duplication, and publish by any means - are retained by HeavenGames LLC.

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Buy Age of Mythology: Gold edition from amazon. If you're new to the site and want a way to break the ice, say hello here!

Got a burning question about the game? Find your answers in our FAQ! If you're still having trouble, ask one of us in the Question Thread.

Become part of the AoMH community, post in our various forums. Looking to improve your supremacy skills? You'll find all sorts of strategy guides at Strategy Central.

Achesun: We also have a lot of hero units with unique graphics. If you're a fan of Sengoku themed anime, game, or drama etc. Seb: I mean, where do I start?

It's been a long road for over three years and since our very first alpha on Feb 11 What started off as a small mod has turned practically into a new game and many things changed or improved along the way.

We started off this mod using Turtle Pack and ended up transferring to SLX Studio - which has helped tremendously with our workflow. As the capabilities of UP1.

It always seemed like we were almost done but then new things would have to be done, or unknown bugs needed to be fixed. Most recently we had to redo every single unit data ID and tech in game and make sure it fits within unit lines correctly for the AI.

A lot of times we've have to rework all the techs completely, or added a whole bunch of new units that need to be added to old techs etc; I think I reworked the blacksmith techs about 10 times each at least.

Terrains were a WIP for a long time, and constantly improving. When we found out the ability to add new terrains; that really was a new revelation and required a lot of extra work.

Of course, through playtesting a lot has changed, to improve the balance and feel of the game. Some features got dropped, some added.

It's been a wild one. Graphics wise most of what you see in the images however has only been done with the last year or so.

Just over half way through development we basically scrapped a lot of the old buildings and a lot of the units were redone.

Achesun: We also remade all the horse units times because we want to replace the old ones with a more historically accurate Kiso Horse model.

Seb: As we improved our Blender skills the render settings improved so a lot of stuff we also re-rendered or re-did entirely for higher quality.

A lot of the siege units and the new ships were done within the last year. The amount of research put into the mod is maybe a negative or positive aspect depending on how you look at it, as a lot of the mod graphics or ideas were changed or removed due to new found references or facts.

From the beginning it was clear our goal and we all have same wavelength and fit into our 'roles' nicely, working well as a team.

I feel like the amount of work will be nothing compared to the reward when we finally release it and quite frankly wouldn't have enjoyed the subpar half-done version we could have released 2 years ago.

Burnout was a worry at some points and we took some breaks or time off, but never once did I think we felt like quitting or unreleasing.

We've been fortunate to have a lot of people giving advice, giving support or helping along the way; especially some great playtesters.

Achesun: Well, we have various sources gathered in a reference channel in discord where we discuss them. As the unit maker, I had to admit that even though we wanted to be as accurate as we can, some unit designs might still be less historically correct as they should be.

For example, some upgraded units have bigger shoulder plates to look heavier like they've been upgraded, but in reality, they may not be so distinguishable.

Eagerly awaiting this moment. After playing every single Caesar 3 scenario in more ways than the designers thought possible Tilted Mill, known from Children of the Nile, but also from many of their staff having been involved in earlier citybuilders, have recreated the Glory that was Rome Caesar 4 will be bringing back familiar places and familiar faces, such as prefects and engineers, but now in glorious 3D, with factories, with day and night, with weather.

I checked out the demo and was hooked. Caesar 4 brings our favourite citybuilder into the 21st century. So, with little further ado, I'd like to welcome you to Caesar 4 Heaven.

We're a bit bare bones at the moment, but we will make this the place to go should you need information about the game, its scenarios, and its history.

I hope you'll enjoy our efforts.

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Those who take the time just to nominate someone are also in for a chance to win some exclusive autographed copies of Age of Empires 3 by the developers!

We have 10 autographed Age 3 copies to give away to 10 lucky people who just take the time to nominate using the link below!

Lets celebrate the great 8 years of Age Community. Lots of chances to win prizes in this great competition with prizes provided by Robot Entertainment.

A huge thank-you to Robot! For those not familiar with Reddit and 'Ask Me Anything' it's pretty much what it says on the tin, you can take part and ask Dave Pottinger anything you want.

The Age of Empires 3 multi-player servers are being upgraded and moved to a more sustainable long term environment. The central part of the strategic element is you Chieftain, he is an all-round general badass that must defeat the dinosaurs brought back to life by a mysterious meteorite and re-establish his tribes position at the top of the food chain.

The game play initially follows traditional match-3 game play, however matching-3 or more grants you resources of the type matched which can then be used to train a number of different tribe members from the fearsome Warrior to the wise Healer or build resource producing buildings to try and meet the levels objectives and defeat the enemies on the level.

Enjoy truly old-school Strategy. Inspired by Age of Empires, you will lead your tribe on a journey through prehistoric perils.

Plan your strategy as you gather resources using familiar match-3 gameplay. Place units and buildings on the game board and use them to achieve victory!

But choose wisely, because you'll be fighting to survive against the elements and prehistoric foes. Unleash powerful special abilities.

Send a Sabertooth flying with the Warrior Bonk. We started off this mod using Turtle Pack and ended up transferring to SLX Studio - which has helped tremendously with our workflow.

As the capabilities of UP1. It always seemed like we were almost done but then new things would have to be done, or unknown bugs needed to be fixed.

Most recently we had to redo every single unit data ID and tech in game and make sure it fits within unit lines correctly for the AI.

A lot of times we've have to rework all the techs completely, or added a whole bunch of new units that need to be added to old techs etc; I think I reworked the blacksmith techs about 10 times each at least.

Terrains were a WIP for a long time, and constantly improving. When we found out the ability to add new terrains; that really was a new revelation and required a lot of extra work.

Of course, through playtesting a lot has changed, to improve the balance and feel of the game. Some features got dropped, some added. It's been a wild one.

Graphics wise most of what you see in the images however has only been done with the last year or so. Just over half way through development we basically scrapped a lot of the old buildings and a lot of the units were redone.

Achesun: We also remade all the horse units times because we want to replace the old ones with a more historically accurate Kiso Horse model.

Seb: As we improved our Blender skills the render settings improved so a lot of stuff we also re-rendered or re-did entirely for higher quality.

A lot of the siege units and the new ships were done within the last year. The amount of research put into the mod is maybe a negative or positive aspect depending on how you look at it, as a lot of the mod graphics or ideas were changed or removed due to new found references or facts.

From the beginning it was clear our goal and we all have same wavelength and fit into our 'roles' nicely, working well as a team. I feel like the amount of work will be nothing compared to the reward when we finally release it and quite frankly wouldn't have enjoyed the subpar half-done version we could have released 2 years ago.

Burnout was a worry at some points and we took some breaks or time off, but never once did I think we felt like quitting or unreleasing.

We've been fortunate to have a lot of people giving advice, giving support or helping along the way; especially some great playtesters.

Achesun: Well, we have various sources gathered in a reference channel in discord where we discuss them. As the unit maker, I had to admit that even though we wanted to be as accurate as we can, some unit designs might still be less historically correct as they should be.

For example, some upgraded units have bigger shoulder plates to look heavier like they've been upgraded, but in reality, they may not be so distinguishable.

Still, it's a better presentation of the military structure of Sengoku Japan. Many mods out theRE actually have a Japanese reskin of all generic Age of empires units.

But we decided to recreate the unit lines based on what we know about Sengoku armies. Seb: Sources include many different books about Sengoku period or specific details; such as religion or weaponry.

Magazines, many, many websites, articles, movies, tv dramas and documentaries. I hope you'll enjoy our efforts.

Building on the award-winning formula of its predecessor, Caesar IV takes the city-building genre into the 21st century, with new gameplay and features, and a cutting edge 3D graphics engine developed specifically for the title.

Developed by Tilted Mill, Caesar IV advances, refines and updates the city-building gameplay pioneered by Caesar III, while remaining true to its predecessor's proud legacy.

In Caesar IV, players take on the role of an aspiring provincial governor within Caesar's empire as they build and manage an individual ancient Roman city and its province.

Take a look at the official Caesar IV site for more information and discuss the game in our forums. Caesar 3 Heaven.

Building a Roman City Did the Romans have metal springs? Take a look at the official Caesar IV site for more information and discuss the game in our forums Merepatra News generated by NewsPro.

All trademarks graphics, information, etc.

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