Paths of research history at the start. Knowledge base on the game path of history. The most important thing: one in the field is not a warrior

This guide only describes the initial stage of the game, since it is he who will decide whether you will be able to take your rightful place among the PI players or will be exiled in disgrace from this wonderful game. This period is the most difficult, because you have to do everything yourself: extract resources, study science, explore the map, build new cities, defend them, and sometimes rob other players. As soon as you are accepted into the country, it will become much easier to play: you no longer have to worry about science, you just have to develop your cities in accordance with your specialization, and more experienced comrades will always help you.
Vocabulary
PI - “Ways of History”; the game we play. No, the game we live in!

Acc - from “account”, the player's account. Unlike other online games, accounts in PI often change hands, because not everyone can play for a whole year, so “acc” and “player” are different things.

Up, up - increase the level of the structure.

Us - short for "population".

Resy - short for resources.

Packs - short for "pack animals".

Flasks - scientific resources.

Rastishki - rees that increase the growth rate of nasa.

Cook - rastish "corn"

Millet - rastish "wheat".

Kultishki - rivers that increase the culture of the city (maximum number of nasa).

Pants - "clothes" stump, the picture really shows pants.

Booze - stump "wine".

Balalaikas - kultishka "music" (in the picture it is the balalaika).

Draghi - a stump of "jewels" (the rarest and most valuable).

Porn - the cult "films" (well, what other films can increase the population? :)

Deposit, MR - short for "deposit".

TP - short for "trade route".

Online (high, low) - frequency of stay in the game.

Zamstvo - substitution of one player for another during the absence of the first.

Farm - attack on the city to steal the rivers. Flasks are often farmed: they cannot be hidden in a cache or sent to another city.

Trough - a city convenient for farming; usually a thrown acc, which continues to produce rees for some time.

Rollers, kats - catapults, the first available troops with which you can demolish other people's places and even entire cities.

Roll up - demolish a city or town (not necessarily katami).

Warrior - a military city intended for the construction of armies. Warriors are land, naval and aviation, as well as mixed.

Def - protective troops built in the city or sent to reinforcements. Hence, "zadefit" - to send reinforcements for protection.

Blow - shock army, which can destroy the def of the enemy city. Several armies of other players with skating rinks often follow the punch to destroy the city.

Opola - militias, the first defense troops, and in general the first troops available without a cave.

Settled - short for settler, founder of cities.

Slave - short for "worker".

The most important thing: one in the field is not a warrior
PI is a team game, you can't do much alone. Not only to win, but even for a more or less full-fledged game, someone must move science, someone build troops and control them, and the rest must supply the first and second resources. These three specializations are called academics (scholars), warriors and misses... In the worlds of version 1.2.x, it is not necessary to strictly adhere to specialization, and even scientists can have, for example, a warrior. In a good country, it is imperative to have sources of all six plants and all five stumps, otherwise you will lag behind your competitors, but there are also basic resources - packs, granite, metal ... Without a country, you should not even hope that you will be able to keep up with neighboring countries, who will only see you as a feeding trough. In short, it is unrealistic to survive in PI alone.

To get into a good team is a great success, and even a great honor! Experienced players do not take just anyone into the country. Show that you are capable of something, and they will take you with pleasure, and maybe even transfer to an abandoned account, the owner of which abandoned the game. What needs to be done for this?

Take the game seriously... If you're ready to quit the game at the first failure (or even just if you get bored), who will take you on the team? Who needs a partner you can't rely on? Do not be lazy to study the Encyclopedia; it contains almost all the information you need. Be proactive, choose your game goals (or obey more experienced companions) and pursue them.

Be available... Never quit the game for several days without warning anyone - be sure to warn and leave a replacement. Get yourself a Skype: all teams communicate only in it.

Join the game more often... You may need your teammates. For example, someone may urgently need a resource that you produce - but you are not, and there is no one to even ask for. If this situation arises regularly, your teammates may decide that you quit the game and roll your deposits. I'm not talking about war - if you are attacked, you need to notice the attack as early as possible so that your comrades can send a def. And if you are a warrior, then perhaps they will ask you for def. And what should your teammate think if he is being attacked and you are not?

Listen to the leader... Each of us has his own vision of the game, but the leader usually sees further than you and knows more - otherwise he would not be the leader. If your leader is not like that, find another, but while you are on the team, do what you are told. Otherwise, it will turn out like in the fable about a swan, cancer and a pike. On the other hand, you can (and even must) bring to the attention of the leader considerations that you think are important.

Develop your account... If you don't, no one will do it for you. A decent leader will never ask you to do so much for the country to stop your account from growing. Do not hesitate to ask your fellow countrymen for resources and exchange the missing resources for your surplus. If you are a scientist, then you will have to beg constantly.

Magic gatherers
Regardless of the development path you choose, the game has "universal values" that are useful to absolutely everyone, and the best example is the Collector's House. To understand why gatherers are so good, it is enough to compare them to huts in terms of payback. The first tiers of huts are slightly cheaper than collectors, the last ones are slightly more expensive, but on average these buildings are in the same "weight category".

One level of the hut gives +0.2 nasa per day. That is, in 5 days you will receive 1 more citizen. How many rees does one inhabitant produce per hour? It depends on many parameters: the size of the city, the distribution of residents between science, food and production, the climate zone of the city, and scientific bonuses. At the beginning of the game, for the sake of simplicity, we can assume that the inhabitant produces about 1 resource per hour. Thus, even the first level of the hut, which costs 60 resources, will pay off in at least a week.

One level of the Gatherer House gives +1 wood and +1 food per hour. That is, the first level, which costs 66 resources, will pay off in 33 hours, after which it will bring huge profits!

The resources obtained from the gatherers do not depend on the climate or on the distribution of the population, so your development will not be delayed by the lack of food in the desert or wood in the meadows. By using these resources to improve gatherers, you will literally get a constant source of resources for any buildings in just a week. No other building can match them in terms of efficiency at the start of the game. Therefore, unless you have more important goals for a science program, it is highly prudent to study the sciences that improve gatherers, especially Breeding Fire.

Of course, gatherers are only good at the very beginning of the game. Even from our comparison with huts, it is obvious that sooner or later there will be so many “extra” inhabitants that their products will surpass that of one collector. In addition, all plants increase growth as a percentage, increasing the baseline growth value. Of course, in 3-4 months of the game, one resident will produce much more than 1 resource per hour, and you will be sorry to give a valuable city cell for a building that gives only 40 res per hour. But at the beginning of the game, this is a lot, and you will get a serious development advantage by quickly rebuilding two level 20 gatherer houses.

Scientific program
At the beginning of the game, eyes run up: literally all sciences provide tempting opportunities, and it is very difficult to understand which of them is more important. I will describe the approximate priorities that I myself use:

If you see a valuable site near the first city (or your teammates told you where it is) - teach the Tools of Labor and the Wheel to take it. At the beginning of the game, you can see a lot of valuable places; the oasis, bananas and deer are especially prized, for which the race often takes place.

If there is no valuable place nearby, but there are many unknown places, you need to find a number of allies and agree on who will discover which places. Only three sciences - Animal Domestication, Agriculture and Animal Husbandry - open packs, all the plants and some of the stumps. Apart from them, someone should try to discover granite, metal and dredges.

If you need to build higher levels of the altar, dugouts or gatherers - learn cheap sciences that allow you to build all this. It is not at all stupid to study first the Making of Fire, Tools of Labor and Speech - it is much more stupid to immediately rush to learn expensive science, not paying attention to the lack of culture.

The most important resources in the early game are granite, metal and jewelry. You will not see them right away. Masonry (granite) is the cheapest science needed, but only opens granite (and allows you to build a useful Miracle if you find one). Gems are opened by Mining (they are mainly in the desert). Processing Metals is much more expensive and is on the same tree as Mining.

The general scientific goal for all players is Cartography, which allows you to build new cities. It is expensive, but along the way you will get sciences that accelerate the study of other sciences.

Exploration Map
You need to scout the map to see the locations and other players. If you do not see the player, you can neither attack him, nor trade with him. Intelligence can be peaceful and military:

For peaceful reconnaissance, it is enough to send 250 units of any resource (at a distance of no more than 20 cells). I have successfully "swapped cards" with many players, sending them resources and asking them to return them back.

Military intelligence is an attack on a city. You will receive a victim card if you win (also at a distance of no more than 20 cells).

Farm protection
At the beginning of the game, experienced (or just aggressive) players often try to farm those around them, stealing resources and flasks. Remember: PI is not Travian, and in this game farming, although it can be profitable, is associated with serious risk and does not always pay off. You should not build troops to defend against enemies: a small army will not save you from a serious attack, but a large one will require so much food that it will slow down your development.

To stop farming, dig a deep hole and appear in the game more often to ferry resources to other players before attacks, as well as drain flasks into science and leave nothing to the enemy. You can also build a cache, but it is useful only at the very beginning of the game, and still does not protect scientific flasks. If any attack on you leads to the loss of 3-4 soldiers without significant production, they will stop attacking you very soon.

Are we all in a hurry for miracles?
Wonders of the World will pleasantly diversify the appearance of your cities, but they should not be treated in the same way as in Civilization: firstly, they are not unique (although some have a very large competing distance), and secondly, their effect is very rare is decisive. The wonders available at the start of the game usually quickly become obsolete - that is, their effect, while significant at first, becomes insignificant. Therefore, you may well not pay any attention to them. It's not at all foolish to deliberately abandon the construction of starting Wonders in the hope of more useful ones that you can build later.

The most valuable of the starting Wonders are Mother Earth (+100 culture), Temple (+4 growth per day) and Geoglyph (+35 flasks per hour). Mother Earth is valued the most, because her bonus is needed by almost any city, except, perhaps, the military. Geoglyph is very good at the very beginning of the game, when +35 flasks can increase the speed of learning sciences by 1.5 times, but it becomes outdated very quickly, and after entering the country it becomes completely useless if you are not a scientist.

  • Before grabbing a Hermit quest reward, make sure your warehouse can hold it! If you thoughtlessly press the buttons, you can lose the plants that are most valuable in the early stages of the game.
  • If you are not running a race for a place, do not rush to eat quest plants. If you rock the huts first, you can get a greater effect from the plants. The maximum effect is obtained after ordering a slave: with a small population, the consumption of rastish will be minimal, but the effect will not decrease.
  • Under no circumstances install 60% of the sages until you have rebuilt all available levels of gatherers and huts. An exception is the race for some oasis, but even in such a race, population growth is also important.
  • The answer to the Hermit's question is 09/01/2009. Remember this, tattoo it on your arm - yes, at least on your forehead, but please don't ask stupid questions in ads anymore!
  • The Hermit Quests are not "Learning to play". Not only can you, but you should postpone some of them in favor of more pressing tasks.
  • Don't build a Cave. Just forget about her. You are a novice at PI, and you will not be able to properly dispose of the troops; it is not easy even for an experienced player to achieve the payback of the cave soldiers.

    When you spend MP on a quest, bet on population growth. After that, rebuild the huts, and turn on the quest plants.

Paths of History is a global strategy game dedicated to the development of civilization from the Stone Age to the Space Age. Start your journey in a tiny village with dugouts and huts and lead the inhabitants through the millennia to nuclear fusion and space flights. A journey through seven historical eras, a huge planet with 10,000 cities and 240 great scientific discoveries awaits you. Build wonders of the world, found new cities and wage massive wars over continents in 3D. Lead your own country from hundreds of players and write the history of the whole world!

In the footsteps of Civilization

Every strategy fan knows the cult Civilization series, which captivates with epic proportions and millions of details. The paths of history game is an online strategy game in the style of Civilization. Study technology, develop your economy and explore the endless world. Build cities, master industries, and form alliances with other players. Create a powerful empire from scratch and lead the civilization to victory!

Become President

There are tens of thousands of players around who are eager to win. Use diplomacy and unite players into a single team! Create your own country and take the presidency. Rule the country and lead it to prosperity! As president, you will face international negotiations with countries on other continents, world-scale discoveries, the creation of a multi-million dollar army and hundreds of other activities. What will be your country: aggressors and invaders or peaceful traders and scientists?

Final goal

Despite the fact that the game takes place online, the Paths of History ends one day. The ultimate goal of the game is to build and launch a spaceship. This event requires dozens of players, thousands of hours, and billions of resources. Launching a spaceship is a colossal achievement and effort of a close-knit team. Are you ready to fulfill the dream of humanity and become the ruler of the world?

Features:

    A gigantic world with tens of thousands of cities;

    Four unique races;

    Seven historical eras;

    Research of 240 technologies;

    Over 120 types of buildings;

    Dozens of resources from wood to uranium;

    Construction of wonders of the world;

    100 types of troops from different eras;

    City construction and development;

    Free trade between players;

    Alliances, revolutions and global wars.

So, you already know the main characteristic features of the online strategy of the Path of History from the main article. But you can build the passage of the game Path of Story in such a way as to get to the final stage as soon as possible - construction of a spaceship. In order to efficiently organize gaming activities and speed up the development of your settlement, we recommend using during the game Paths of history with advice... Below we will consider the facts that need to remember while playing an online game:

  • Intelligence service. The reconnaissance troops act unnoticed - the user, whose possession is searched by the intelligence, does not even know about the process. But at the same time, having entered the enemy city, your reconnaissance must go through a battle with the enemy reconnaissance unit. If your intelligence survived, then it will conduct an operation and calmly return to its territory with a full report.
  • Terrain. The place where your city will develop is important for a particular branch of life. The type of territory depends on the bonus game that will apply to your lands. For example, in the meadows and in the steppe, there is an increase in agriculture, and the desert and snow bring more productivity in industry. The only area that does not bring bonuses is water.

Considering history Path knowledge base, you will be able to lead your people from primitive foundations to a fantastic future.

More materials on the passage of the Paths of History, available at the link below

  • for beginners about the game
  • Virtual cards.
  • The very beginning of the gameplay (for beginners).
  • Cities.
  • Farm protection.
  • Strategically important deposits.
  • Race selection.
  • Diplomacy.
  • The science.
  • Colonization of the world.
  • Wonders of the World.
  • Quests.
  • Country coins.
  • Conservation of the population.
  • Wars and their effectiveness.
  • Robbery.
  • Common beginner mistakes.
  • Disembarkation. Start the journey alone and as a team.
  • Other.

Developed and supported by Glyph Worlds (Russia). In 2011, Paths of History received the Best Debut award at the Game Developers Conference.

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Game process

The game provides players with the opportunity to walk the path as the ruler of cities from the Stone Age to modern times and become the head of the country (players' association). Each player can be an industrialist who extracts the resources necessary for the country, a scientist moving the country along the path of scientific and technological progress, or a warrior defending the country from enemies, or combine some of these activities. The game does not have a clear division into eras, as it is done in the games of Sid Meier's Civilization line, but at the same time all branches of the study of sciences are intertwined, which excludes a big breakthrough in one area and a lag in another. Knowledge inflow (“flask inflow” in the in-game jargon) - when a new science is opened, it gives a certain amount of free flasks, which depends on the study of this science in the game world and its cost.

Resources

The resources in the game are of three types: basic, strategic, and social. The latter, in turn, are subdivided into growth resources and cultural resources.

Key Resources:

  • Knowledge
  • Money
  • Wood
  • Metal

Strategic resources:

  • Granite
  • Pack animals
  • Fuel

Growth Resources:

  • Fruit
  • Corn
  • Wheat

Cultural resources:

  • Jewelry
  • clothing
  • Music
  • Movies

The main resources are needed for completely different areas of activity and each city can produce them. Strategic resources are needed for special types of troops and some buildings. Their production depends on the fulfillment of various conditions. Such as seizing a deposit, studying a certain science, etc. Social resources can be consumed by the population, thereby benefiting the city.

Races

The game features four races: Europeans, Asians, Africans, Indians... Each of the races has its own unique troops, structures and features.

Player interaction

Players unite in countries to achieve victory. When uniting into a country, the technological level of the players is leveled. This takes gameplay to the next level. Global wars and continental trade alliances. Diplomatic collusion and treacherous intrigue.

Winning the game

To win the game, you need to build and launch a spaceship. The launch of the ship is a victory for the entire country in which it is launched.

Game versions

  • World size increased from 240x240 tiles to 480x480
  • Fog of war. At the beginning of the game, only a small area of \u200b\u200bthe map is available, the rest is revealed during the game.
  • Rivers are introduced.
  • Wonders of the World introduced.
  • Reworked the research system and trading system.
  • Increased racial differences, introduced new racial units.

On December 15, 2012, the test fifteenth world of version 1.3 was opened. * The main innovations were:

  • Added race of Africans.
  • Reworked the quest system for the old hermit.
  • A system of construction of special buildings on the map and their influence on cities has been introduced.
  • Sales taxes introduced.
  • Troops now always consume resources from their home city.
  • Now there can be two assistants to the governor.
  • A player can simultaneously have different scientific potential in different countries.
  • Added siege

On November 17, 2014, the test, 23 world version 1.4 was opened. This version is significantly different from the previous ones. The main differences are:

  • Full 3D combat in real time.
  • The map is now connected by side edges.
  • The Science tree has been expanded and reworked.
  • Knowledge is no longer stored in the city. The production of knowledge goes straight to science.
  • New buildings and units have been introduced.
  • The resource "food" is no longer an independent resource. When using food, growth resources are wasted.
  • Many hermit quests have been changed.
  • And much more.

History Path Game - this is military-economic online strategy , in which you can go from a small and unknown settlement to a great and powerful state. IN Paths of History you have to become a real strategist, following the path of a loner or creating invincible alliances with other players.

Starting from a small deserted piece of land somewhere in the Stone Age, you, as in the game described earlier by us, will develop your civilization step by step, going sequentially from era to era.

You can choose which path of development your civilization will take, you can engage in trade, scientific research, or conquer neighboring settlements and states. Online game Paths of History each player creates his own story!

§ Features of the online game Paths of History

Among the undoubted advantages and features of the game, one can single out the presence in it of a large amount of resources necessary for the development of your settlement, as well as the study of one hundred and fifty sciences - from the Stone Age to the present.

Online game resources Paths of History subdivided:

the main(wood, metal, food, knowledge and money);

strategic (fuel, granite, sulfur, uranium, aluminum and pack animals);

cultural (jewelry, clothing, music, films and wine);

growth resources (meat, fish, fruits and various grains).

To create your character in Paths of History you have a choice of three races: europeans, Asians and indians... Each race has its own unique capabilities and resources, various bonuses and other characteristics.

The special realism taking place in the online game Paths of History events, betrays a wide variety of landscapes and climatic conditions that can have a significant impact on the development of your state.

The game features four main types of landscapes: meadows, steppe, snow and deserts... To fully govern their people, the heads of state are provided with a large number of tools.

§ The first steps along the Paths of History

At first, in the learning process, your development in the online game Paths of History will be quite slow, but later, as a result of the acquired skills and knowledge, things will go much faster.

From the very beginning, you will have at your disposal an undeveloped settlement with fifteen settlers. You will have access to only three resources: knowledge, food and wood... In each city of one state, it is possible to build no more than sixteen buildings of several types - this is a granite quarry, water structures, an altar, a pit and others.

By distributing your people to various jobs, and by erecting new buildings, you will gradually be able to achieve an increase in the population of the city, and also be able to study more sciences. And the study of sciences, in turn, will allow you to develop in the chosen direction, use the necessary resources and explore, or conquer, new territories.

§ Your city and country in the Paths of History

IN Paths of History every city must have people to develop new deposits, build buildings, repel enemy attacks and military campaigns. Remember that some buildings can increase the number of workers in your city, and some, on the contrary, decrease. For the development of the deposit, a worker trained in the city closest to the deposit is used.

To train warriors in an online game Paths of History , you will need to build an appropriate structure and study certain types of sciences. In addition, the city must have a sufficient amount of provisions for each warrior, otherwise the army will simply begin to die. Also, do not forget that the movement speed of your entire army will depend on the movement speed of the slowest warrior in it.

Players who stopped playing Paths of History are called barbarians... Since the city is inactive, it cannot be captured. After the number of inhabitants of such a city is reduced to five people, the city barbarians disappears.

IN Paths of History there is the possibility of joining any of the already existing countries, only for this you will need to receive an invitation from the founder of this country, you also need to have a sufficient number of diplomacy points. True, if you wish, you can always create your own, new, country.

After entering the country, you begin to combine your scientific knowledge with the knowledge of the country. As a result, the knowledge of the country becomes available to you, and your knowledge to the country. If the invited player has insufficient diplomacy points, the country begins to lose knowledge. After entering the country, you can take one of the positions in it: military leader, sage or head of the country.

Online game Paths of History a fairly new project, which nevertheless has already managed to attract the attention of a fairly large number of players. The game is pretty well developed, and is able to drag you into your world for a long time and seriously. In 2011 Paths of History were awarded the Best Debut award.

Join, start playing the online game Paths of History, create your own story, in which everything will depend on you! Become a great commander, a great politician, a talented scientist or a shrewd merchant! From now on, the whole world is in your hands!

§ How to start playing the online game Paths of History?

Paths of History is a browser-based online game, i.e. does not require downloading the client, and to start the game you will just have to click on the button "PLAY!"below. After that, you will be automatically redirected to the official website of the game, where you can immediately start playing, following a simple procedure registration in online game Paths of History .