GameSpy: What kinds of changes can we expect in the game's economic, logistics, and base-building features? How have you refined the gameplay in those areas? Street: While we have changed almost every aspect of the game, we made a point to ensure that every feature still has the look and feel of an Age game. Our fan base expects a rich economic model and we want to provide one, but we've tweaked parts of the economy to make room for numerous new features. Greg Street: The core new logistics feature of the game will be the home city. Imagine that you have two tech trees: one that you pursue every game as a course of developing your colony, and another tech tree back "home" in Europe. The techs you get in Europe persist throughout multiple games. For example, you don't start the game with the ability to build docks. You must unlock that ability in the home city. Once you do, you can start building docks that game and every additional game you play with that home city. But you don't have to choose to get docks, and in fact your human and computer opponents are likely to pick an entirely different path of upgrades.
#Age of Empires / Age of Kings - great realtime strategies by Microsoft