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Published : August 04, 2009 |
Author : JASON MAHONY | |||||||||||
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East India Company walkthrough strategy guide for the PC.
Absolutely all online walkthrough strategy guides are right here! I can live with the relative lack of information related to fleet power and number of ships of the other companies. After all incomplete info was the orm of the era and also makes the game a bit more exciting. I think that the biggest issue is the lack of diplomatic interaction with the other companies. I wanted to see complex trade treaties focusing on different goods and alliances related to bits of the ocean...
East India Company Walkthrough Strategy Guide The lead designer is a smart guy who knows his stuff but I think the design here got a little lost in features that were ancillary to the experience - the naval battle engine and the port view for example. The region was the historical centre of the Maurya, Kalinga,Utkal,Sunga and Pala empires that ruled much of the Indian sub-continent at their prime. In medieval India, it was incorporated into the Mughal and then the British empire. After independence in 1947, the states joined the Indian Union and took their current from after the States Reorganization Act of 1956. Today, they continue to face problems of overpopulation, environmental degradation and pervasive corruption despite significant economic and social progress. There used to be lots of games like this. East India Company is a seafaring Railroad Tycoon -- the price you get for your goods will depend on how glutted your local market is. It is a more unfriendly Trade Empires -- your rivals have lots of guns at their disposal. It is a more civilized Merchant Prince -- no need to explore the world or kill the Pope. So, East India Company is a relic in almost every sense of the term. It is a holy balm for those aging gamers who want a more relaxed pace than RTSes usually provide. It is rare and almost an anachronism. And it is, sadly, just a piece of something larger -- a disembodied digit when you want the whole hand.
East India Company is a very good half of a game -- but the missing half is where much of the longevity would be. The biggest problem is the game's purely economic focus. There is diplomacy and naval combat, but the diplomacy is fairly inert and the naval combat mode is slow and uninspired. So you are left with an experience that is all about shipping cargo for no reason -- easy mission goals aside -- beyond making more money. And that money gets immediately reinvested in the company. This gets a little dull after a while, and the promise of new ships in 1700 is hardly enough to get you through the Grand Campaign. The East India Company had the unusual distinction of ruling an entire country. Its origins were much humbler. On 31 December 1600, a group of merchants who had incorporated themselves into the East India Company were given monopoly privileges on all trade with the East Indies. The Company's ships first arrived in India, at the port of Surat, in 1608. Sir Thomas Roe reached the court of the Mughal Emperor, Jahangir, as the emissary of King James I in 1615, and gained for the British the right to establish a factory at Surat. Gradually the British eclipsed the Portugese and over the years they saw a massive expansion of their trading operations in India. Numerous trading posts were established along the east and west coasts of India, and considerable English communities developed around the three presidency towns of Calcutta, Bombay, and Madras. In 1717, the Company achieved its hitherto most notable success when it received a firman or royal dictat from the Mughal Emperor exempting the Company from the payment of custom duties in Bengal. The Company saw the rise of its fortunes, and its transformation from a trading venture to a ruling enterprise, when one of its military officials, Robert Clive, defeated the forces of the Nawab of Bengal, Siraj-ud-daulah , at the Battle of Plassey in 1757. A few years later the Company acquired the right to collect revenues on behalf of the Mughal Emperor, but the initial years of its administration were calamitous for the people of Bengal. The Company's servants were largely a rapacious and self-aggrandizing lot, and the plunder of Bengal left the formerly rich province in a state of utter destitution. The famine of 1769-70, which the Company's policies did nothing to alleviate, may have taken the lives of as many as a third of the population. The Company, despite the increase in trade and the revenues coming in from other sources, found itself burdened with massive military expenditures, and its destruction seemed imminent. State intervention put the ailing Company back on its feet, and Lord North's India Bill, also known as the Regulating Act of 1773, provided for greater parliamentary control over the affairs of the Company, besides placing India under the rule of a Governor-General. *
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