Aoe 3 game rules
This article also lists the port addresses that must be open on computers that are not running Windows Firewall but instead are using a proxy server, a router, Network Address Translation NAT , or Internet Connection Sharing.
Windows Firewall, previously known as Internet Connection Firewall ICF , is a protective boundary that monitors and restricts information that travels between your computer and a network or between your computer and the Internet. This provides a line of defense against someone who might try to access your computer from outside Windows Firewall without your permission. Instead, you can create exceptions for the program itself. In this case, when the program tries to access a port, Windows Firewall enables access to that port.
To create exceptions for a program in Windows XP, follow these steps. Note Do not open a port for a program that you do not recognize. Click Start , click Run , type wscui. Click the Exceptions tab, click Add Program , and then click Browse. For more information about Windows Firewall settings, click the following article number to view the article in the Microsoft Knowledge Base:.
View the "Allow a program to communicate through Windows Firewall" topic in Windows Help and Support on the computer's hard disk by following these steps:. Click Start , and then click Help and Support. In the list of topics, click Allow a program to communicate through Windows Firewall. With the addition of Device Plug and Play capabilities to the operating system, it became much easier to set up, configure, and add peripherals to a computer.
UPnP extends this simplicity to include the whole network by enabling discovery and control of networked devices and services, such as network-attached printers, Internet gateways, and consumer electronics equipment.
UPnP is more than just a simple extension of the Plug and Play peripheral model. UPnP is designed to support zero-configuration networks and automatic discovery for a variety of device categories from many vendors. With UPnP, a device can do the following things:. Devices can subsequently communicate with each other. This makes peer-to-peer networking possible with UPnP. Click Start , and then click Control Panel.
In the Components list, click to select the Networking Services check box, and then click Details. This is the age during which the building is available. Capital buildings give the owner special bonuses such as colonists, specialists, gold, or victory points. Colonists are the basic unit of the game. They are placed in the event boxes during the turn to claim the space and perform the action depicted in the event box. Captain x 5 per color; Merchant x 5 per color, Missionary x 10 per color, Soldier x 10 per color.
Specialists can perform the same function as the basic colonists but also have unique extra abilities. One ship is used as the Turn Marker and one is used to mark the unavailable spaces on the colonist dock. The other 8 units represent sea faring trade, and can be combined with Trade Goods to form "sets" that generate income. These are used to represent the trade conducted by each Colonial Empire. The number on the counter shows the quantity of each trade good in the game.
They represent discoveries beyond the early colonies. Players: Each player chooses a color and places the pieces in that color near them the "unused supply" of pieces.
Each player gets 10 Spanish Dollars 10 silver coins or 1 gold coin and five basic colonists to start. One extra colonist from each player is placed in random order in the "Turn Order" Area at the beginning of the game. The Board: In each Region except the Caribbean place one random discovery counter face down. The Caribbean Region is available for colonization from the beginning of the game, and so does not need a discovery counter.
In addition, place one trade good face up in each region. The trade good for each region is identified on the game board; for example Peru will have one silver trade good placed in its region at the start of every game.
Capital Buildings: Separate the capital buildings into the three ages as noted by the icons I, II, and III on the back of the capital building tiles and place them face down in three piles one pile per age. Randomly draw five Age I capital buildings and place them face up at the top of the board.
Trade Goods: Place the remaining trade goods face down near the gameboard and mix them together. Randomly draw four trade goods from the pile of unselected trade good counters and place them face up beside the Trade Goods event box on the board.
Colonist Dock: There is only a limited number of Colonist Dock spaces that are available during the game. The number of available spaces is equal to two times the number of players minus one 2xPlayers Place a Merchant Ship on the first unused space of the colonist dock to show which spaces are not available. For example in a 5 player game, 9 spaces would be available, so the 10, 11 and 12 spaces would be blocked off. The X and Y spaces are left open and are available only to the player that owns the related special capital building.
Initial Starting Order: One Colonist piece for each player color is placed in random order to determine the turn order for the start of the game. The Age of Discovery is a game for 2 to 5 players in which the players control the destiny of one of the major colonizing powers after Columbus' discovery of the new world. Each nation will attempt to discover and explore new regions in the new world, to colonize and dominate these regions, to build their colonial economies and trade routes, and to use the new wealth to create a new age of prosperity in their home country.
Once all players have placed all of their colonists and specialists, the Event Boxes will be executed one at a time from top to bottom. When an Event Box is executed, each colonist or specialist on a space in an Event Box performs the appropriate action for that box.
Historical Note: This placement and execution represents the allocation of a nation's people and resources, and the formulation of a colonial strategy. There are 8 turns in the game. In turn order the order shown in the Turn Order box , players place one of their available colonists or specialists in any of the event boxes on the right side of the board.
Initiative, Colonist Dock, Capital Buildings and Warfare Event Boxes: Colonists and specialists must be placed from left to right, filling in from the first available slot on the left. Specialist Event Box: Place a colonist in the slot of the particular specialist desired. The player has chosen to place the colonist in the Merchant Space and will get an extra Merchant for use in the next turn.
Colonists and specialists are placed in this manner until all players have none remaining. Players may not save colonists or specialists for the next round.
Note: Some players may have more colonists and specialists than others due to Capital Buildings and specialists acquired from the specialist box in the previous turn.
These extra colonists are played in player turn order along with the starting five colonists until there are none remaining. Each event box is resolved one at a time from top to bottom Initiative first, Colonist Dock second, Trade Goods third, then Merchant Shipping, Capital Building, Discovery, Specialist and finally Warfare according to the special rules for each box see Event Boxes below.
After each of the Trade Goods, Merchant Shipping, Capital Building, Specialist and Warfare boxes have been resolved, remove all the colonists and specialists from these boxes and return them to the owning players unused supply. Exception: Colonists and specialists are not removed from the Discovery box except when sent on expeditions of discovery.
All recurring benefits those that are generated each turn from Capital Buildings are taken by the owning players. Refresh the number of capital buildings drawing them randomly from the correct stack of face down counters and placing them face up on the board so that there are five capital buildings available for purchase at the beginning of each turn.
In Age I turns only Age I buildings are available for purchase. At the end of Turn 3, Age I ends. Remove all unpurchased Age I capital buildings from play and place five Age II capital buildings again drawn at random on the board face up. At the end of Turn 6, Age II ends.
Remove all unpurchased Age II capital buildings from play and place five Age III capital buildings once again drawn at random on the board face up. If all buildings available for an age have been purchased no additional buildings are put out. Capital buildings that are purchased are kept in front of the purchasing player throughout the game even if they are a one time use building for example New World Cartography.
Note: Purchased capital buildings that convey benefits each turn will convey their benefits throughout the game. At the beginning of Turn 3, two new Age I Capital Buildings are chosen at random and are placed with the three remaining from Turn 2. Place 4 randomly selected trade goods face up beside the trade good box on the board.
Leftover trade goods from the previous turn if any are mixed back into the pile of unselected trade goods prior to selecting 4 from the available trade goods. Place a new Merchant Ship in the Merchant Shipping box. Note: This is only done if the box is empty. All players take five free colonists in their color from the unused supply and place them in front of them.
These are added to any specialists or colonists received from Capital Buildings or from the Specialist Event Box. Move the colonists in the Initiative box up into the corresponding slots in the Turn Order box. Any player who did not place a colonist in the Initiative box has their colonist moved back in the Turn Order box behind those who did.
If more than one player did not put a colonist in the Initiative box, their colonists are placed in the positions in the Turn Order box after those who did have colonists in the Initiative box and in the same order from the previous turn relative to each other. During turn 2, the Green player placed a colonist in the Initiative box in slot "1", and the Orange player placed a colonist in slot "2". The new turn order for turn 3 would be Green, Orange, Red, Blue Red and Blue having been moved to the back of the order, but retaining their relative position.
Note: All resources gold, colonists, specialists, trade goods, merchant ships, capital buildings are public knowledge all players must be able to see what the other players have. These resources cannot be traded or shared. Command mighty civilizations from across Europe and the Americas or jump to the battlefields of Asia in stunning 4K Ultra HD graphics and fully enhanced audio.
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