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Heroes of Might and Magic III: The Restoration of Erathia (also known as Heroes III or HoMM3) is a turn-based strategy game developed by New World Computing for Microsoft Windows and released by the 3DO Company in 1999. An Apple Macintosh port was released by 3DO, and a Linux port was released by Loki Software, both later that year. It is the third installment of the Heroes of Might and Magic series. The game's story is first referenced throughout Might and Magic VI: The Mandate of Heaven and serves as a prequel to Might and Magic VII: For Blood and Honor. The player can choose to play through six different campaigns telling the story, or play in a scenario against computer or human opponents. The gameplay is very similar to its predecessors in that the player controls a number of heroes that command an army of creatures inspired by myth and legend. The gameplay is divided into two parts, tactical overland exploration and a turn based combat system. The player creates an army by spending resources at one of the eight town types in the game. The hero will progress in experience by engaging in combat with enemy heroes and monsters. The conditions for victory vary depending on the map, including conquest of all enemies and towns, collection of a certain amount of a resource, or finding the grail artifact. Heroes III spawned two expansion packs, Heroes of Might and Magic III: Armageddon's Blade and Heroes of Might and Magic III: Shadow of Death, as well as Heroes Chronicles, a series of short introductory games. A special version Heroes III Complete on 2 CDs that included the original game and both expansion packs was released in 2000.
The single-player is instead played against computer controlled bots in a similar style to Unreal Tournament. Q3A's aim is to frag (kill) enemy players and score points based on the game mode's objective such as capturing the enemy flag. When a player's health points reach zero, that player's avatar is fragged; in the majority of modes the player can then respawn and continue playing, health restored, but without previously gathered weapons and power-ups. Games end when a player or team reaches a score or time-limit. Game modes include deathmatch, team deathmatch, capture the flag, and tournament. Notable features of Quake 3 include the minimalist design, lacking rarely used items and features, the extensive customizability of player settings such as field of view, texture detail and enemy model, and advanced movement features such as strafe-jumping that give more speed with greater skill in contrast to the digital, all or nothing design of many computer games. An expansion pack titled Quake III: Team Arena was released in December 2000 by id Software. It focused on team gameplay through new game modes and new weapons, items, and player models.Team Arena was, however, criticized as its additions were long overdue and had already been implemented by fan modifications. A few years later Quake III: Gold was released, including the original Quake III Arena and the Team Arena expansion packs bundled together.
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Players choose to play as one of 13 civilizations split into four architectural styles, West European, Central European, Middle Eastern, and Far Eastern, that determine building appearance in-game. The civilizations have varying strengths and weaknesses with regards to economics, technology, and battle, and each has access to a different, very powerful "Unique Unit". To add variety, each civilization has a set of soundbites in its native language that are uttered by units when selected and instructed to perform a task.Civilian units, called "villagers", are used to gather resources. These resources can be used to train units, construct buildings, and research technologies, among other things. The game offers four types of resources: food, wood, gold, and stone. Food is obtained by hunting animals, gathering berries, harvesting livestock, farming, and fishing. Wood is gathered by chopping down trees, gold is obtained from either gold mines or trade, and stone is collected from stone mines. Villagers require checkpoints, typically depository buildings, where they can store gathered resources. Each civilization can purchase upgrades that increase the rate of gathering these resources. Players who construct a special building, the market, may acquire or sell resources for gold. Market prices fluctuate with every transaction.
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