The Promised Land Walkthrough
The Promised LandWelcome to The Promised Land, a casual strategy game for the adventurous at heart! Take charge of a small group of settlers and build a thriving colony that rivals the splendor of the Old World. Gather resources, erect buildings and establish trade as you explore a vast wilderness teeming with surprises!
Over the course of an epic quest to find the Spring of Eternal Happiness, you will befriend natives, battle pirates and increase the skills of your colonists. In the open world of The Promised Land, every mission, upgrade and trade is yours to choose. No matter how you play, you will be treated to vibrant graphics, extraordinary character animation and over 24 hours of intensely rewarding gameplay.
The full version of The Promised Land features:. Up to 50 player-controlled characters. Complete freedom of play. A step-by-step tutorialTame the New World before it tames you when you download the free trial of The Promised Land! Free Online Games and MoreShockwave is the ultimate destination to play games. Try our free, and multiplayer games.Shockwave has for everyone! Shockwave has games in great categories like,.
Welcome to the promised land. Before being able to continue, your characters will give a short description on what is going on and what is to come. After this, you have some walking to do. Head to the bottom of the crater. When you reach a part which seems to have a cloudy floor, Tifa will join your party. There is no avoiding this, so keep.
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. Pursue Purity as your key Affinity from the start. You’ll want to hit the max level (13) as early as possible.
You don’t need to avoid other Affinities, but they’re not nearly as important. You’ll want to keep a few spots of land open for the Exodus Gate, as it requires a hexagon of space to build.
It is nevertheless still attached to one of your cities, so make sure the hexagon is near a city with a high Production value. You should also consider spacing out your cities period so there’s room between them to place other settlements. This will become very important near the end of the game. As with any Victory, you’ll want a fair-sized army to defend your holdings. In this case, you have a fair amount to defend, and a long time in which these assets must be kept safe from enemy incursions.
Your first step, and most definitely the easiest, is to launch a Lasercom Satellite orbital unit. This will allow your colony to make contact with Earth.
The Lasercom Satellite is created via the Orbital Networks branch of the Communications technology, down and to the right of the centre of the Technology Tree. With a bit of work you shouldn’t have any trouble launching a Satellite within the first fifty to one hundred turns or so (dependent on your Pace, of course), though you'll need to be able to see and mine Petroleum (Chemistry) and Titanium (Engineering).
Once you have the Satellite ready you can send it up anywhere over your colony to proceed to the next step. (Lasercoms are useful for increasing your Science count when in orbit, so don’t forget about using them later in the game.). Genetic Mapping. Biospheres. Civil Support. Mobile Lev. Servomachinery.
Vertical Farming. Alien Genetics. Biospheres. Tactical Lev. Surrogacy. Industrial Ecology.
Human Conservation. Seismic Induction. HyperconductorsThe Exodus Gate takes roughly as long to construct as the average Wonder, so once you’ve got your Affinity pumped up to Level 13 it won’t be too long before the Gate is ready to go. Again, protect this thing at all costs. If it gets destroyed your chances of winning may go with it. After the Exodus Gate is completed you’ll reach the final step of Victory, and boy is it ever a pain. Once the Exodus Gate is complete you can use it to warp in Earthling Refugees, once per turn (assuming the Gate is clear of obstructions), by clicking on the Civilian icon just above the Exodus Gate’s description in the bottom-left corner of the screen.
Earthling Refugees appear on the map as relatively useless combat units that can move roughly one hexagon per turn. Their only useful application is to establish Earthling Settlements, special cities which have no effect on your colony besides contributing towards Victory.
You need to settle twenty Refugees in multiple Settlements, either as independent Settlements or contributing to an existing Settlement. Earthling Settlements follow the same rules as normal outposts / cities, namely that you can’t put one within three spaces of an existing outpost / city. If your game has been long and expansive you may not have enough room to settle these stupid people. Each Earthling Settlement can only accommodate a maximum of six Earthling Refugees. Once one is full up you’ll have to create another. This means you’ll need a minimum of four Earthling Settlements. Be prepared to fight wars over these Settlements if you have to stick them near rival borders.
Earthling Refugees can’t populate your existing cities. They have to have their own Settlements. Sigh. Earthling Settlements cannot defend themselves in any way, and contribute almost no new territory to your colony. You’ll need to provide defenders to keep them safe, because if one is destroyed.
Earthling Refugees are so slow. They take forever to get around, even on roads. On the plus side, however, they can occupy the same hexagons as other units, just not one another. Expect to have long trains of these idiots clogging up space as they meander to the nearest Earthling Settlement.An Earthling Settlement. You must construct a minimum of fourEarthling Settlements for a The Promised Land Victory.

Send defenders along for every step of the way. Ideally, you don’t want your Refugees to leave your territory, and if they do wander into the wilds they shouldn’t be taking on aliens. Build Settlements as close to your Gate as possible. This means spacing out your cities at the beginning of the game, which, at first, can prove daunting. Keep an eye open for bare spaces on the fringes of your territory where you can potentially set up shop. Earthling Settlements don’t care about nearby resources or the ground they’re built upon; they just need to be more than three hexagons away from other inhabitations.
If you wind up going to war over your Refugees / Settlements, make sure you station defenders around the Settlements, as well as on. They can’t take a beating like your normal cities, and will need firepower to survive.