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field of glory EMPIRES

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Field of Glory: Empires is a very ambitious project. It’s perfect combination between empire management and grand-strategy, united to a set of unique mechanics, will set a new standard for strategy games.

To better introduce players to this upcoming masterpiece, we have launched a great Challenge series of events, inviting influencers and media members.



And the participation has been great so far! With only few days remaining to complete the competition, we are delighted to see such interest.

We have gathered in a playlist the main efforts played so far, so you can have a look at first hand how the game unfolds, even in more strict environment.

You can watch some sample below:







We have the final list of the participants who completed the Challenge #1 – Conquer Italy playing as Rome in as few turns as possible.

It was a bitter fight and many valorous soldiers have died trying. But what are they compared to the sempiternal glory of Rome?

This is the final ranking, kudos to all the participants!

Empires_Challenge_leaderboard-6users.jpg


Paradogs Gamer

DasTactic

Grey Hunter

Wargamer.com

QDSS.it

Games Legends

We will announce soon the Challenge #2, its setting and task. Stay tuned!

Here’s below a comprehensive list of videos published so far, including the ones completing the challenge:

IGN Plays Live - Field of Glory: Empires Challenge 1#

Fields of Glory: Empires Gameplay - VAE VICTIS

Let's Stream Fields of Glory Empires - Challenge I [deutsch] "Die Eroberung des Stiefels"

Field of Glory: Empires CHALLENGE #1 Ep. 01

Field of Glory Empires - challenge 1, Rise of Rome part 1

Field of Glory Empires Challange 1 Rise of Rome part 2

Field of Glory Empires Challenge 1, Rise of Rome - part 3

Field of Glory Empires Challange 1, Rise of Rome - part 4

Field of Glory Empires - Challange 1, Rise of Rome - part 5

Field of Glory Empires - Challange 1, Rise of Rome - part 6 - Attempt 2

Field of Glory Empires Challange 1, Rise of Rome - part 7

Field of Glory EMPIRES Conquer Italy Challenge 1 of 6

Field of Glory EMPIRES Conquer Italy Challenge 2 of 6

Field of Glory EMPIRES Conquer Italy Challenge 3 of 6

Field of Glory EMPIRES Conquer Italy Challenge 4 of 6

Field of Glory EMPIRES Conquer Italy Challenge 5 of 6

Field of Glory EMPIRES Conquer Italy Challenge FINAL

Field Of Glory: Empires gameplay español | Preview - Reto 1

Preview: Field of Glory: Empires - #01 Zunächst mal das grobe Blitz-Tutorial |Gameplay|Deutsch|

Preview: Field of Glory: Empires - #02 Etrusker ante Portas |Gameplay|Deutsch|

Preview: Field of Glory: Empires - #03 Schicksalsschlacht von Tiberus |Gameplay|Deutsch|

Preview: Field of Glory: Empires - #04 Sumpfdebakel in Venetien |Gameplay|Deutsch|

Preview: Field of Glory: Empires - #05 Legionen mögen keine Sümpfe |Gameplay|Deutsch|

Preview: Field of Glory: Empires - #06 Eigentlich haben wir schon gewonnen? |Gameplay|Deutsch|

Preview: Field of Glory: Empires - #07 Vertreibung der Barbaren aus dem Norden |Gameplay|Deutsch|

Preview: Field of Glory: Empires - #08 Nachschubprobleme auf Sizilien |Gameplay|Deutsch|

Field of Glory: Empires | Challenge 1
 

Morkar Left

Guest
It’s perfect combination between empire management and grand-strategy, united to a set of unique mechanics, will set a new standard for strategy games.

To better introduce players to this upcoming masterpiece, we have launched a great Challenge series of events, inviting influencers and media members.

A bit more humble marketing wouldn't hurt...

Otherwise looking forward to it!
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
http://www.slitherine.com/news/2830/Field.of.Glory.Empires.Dev.Diary.#9..The.Battle.System
Field of Glory: Empires Dev Diary #9 The Battle System

Warfare in Empires

One of the major components of Empires is waging wars. Ultimately, you will win if you gain more Legacy than any other nation, but conquering your objectives and holding rich regions, some with world wonders, is definitely the most straightforward way to achieve that.

Once you have defined the objectives for your military campaigns, you’ll have to assemble your units into armies. And this process is not something to do at random, because, as you all know, battles are often won before they are actually fought.

This was one of our design goals in Empires. To have the players enjoy a bit of ‘theory crafting’, by thinking what the force composition is needed to secure your goals as efficiently as possible. We tried hard, and we believe have succeeded for the most part, in having no unit that excels at everything. Sure, if your economy is ten time as strong as your opponent, then you can probably drown him under the sheer number of your legions, to cite one of the best units of the game. But even legions have weaknesses, like not fighting that well in forests and mountains, and being pretty costly, both to recruit and maintain.

So how does it work, in a situation where you have a decent economy, but need to recruit a powerful force to defeat your enemy? You’ll have first to identify if your opponent’s strongholds are in difficult terrain or not. If yes, then the heavier units might not fight much better than the lighter ones, while being much more costly (so if you are not careful you may end up using an expensive, inefficient, army that is outnumbered, and out-classed by your opponent’s cheaper troops). If he has large walled cities, then again, some units will perform much better. You’ll also want to combine your powerful melee units with support units, as these weaker units are essential when the actual battle starts. For example, your army might be cut into shred by weaker infantry, if they benefit from skirmishers or archers in the support line and you lack these lighter troops. Then you have cavalry units. On the strategic map, they are very fast and will allow you to do all sort of things, like acting as a fire brigade, or snatching an enemy region then pillaging it. In the tactical battle, some cavalry on the flanks (or in reserve) will go a long way in winning a battle, and if this does happen then their ability to pursue will greatly inflate the losses of your defeated opponent.

Then there is the matter of the navy. Never move unescorted your units through a sea, as this is a sure recipe for a disaster if they are intercepted. Losing precious and costly phalanxes, when their transports are sunk by humble light warships really is a waste of good men. Ships will also be almost mandatory to conduct successful sieges against cities with harbors. Don’t think you can starve a garrison that has the backup of an unblockaded harbor.



It is also said that an army marches on it’s stomach. This is quite true in Empires. Supply will be given automatically to units from adjacent friendly regions, but beyond that, if you don’t maintain your supply lines, then your units will weaken over time and will be of no use. Equally a large army in a poor region, or where the land is already pillaged, will suffer supply shortages.

But without further ado, on to battle! Once two enemy armies meet in a given region, a battle will ensue, unless if one side has retreated behind the walls of a city (in this case there will be a siege, with a possible assault, at the besieger’s initiative). The first important factor is the terrain. Terrain has two main effects in battles: how much they provide in defense, simulating that the defender had some time to set up and prepare positions; and, what is the frontage, or battle width for the following combat. Frontage is a concept known by veterans of the AGEOD games and is very important in battles. Depending if you have enough troops to fill the battleline or not, the battle will shape very differently. For example if you are fighting in a forest, then the frontage is 6 in fair weather and 5 in harsh weather. If your army has 12 or more units, then your deployment will be optimal, as 6 can fill the front rank and 6 will provide support to the melee.



Now imagine you get caught in the open field, like a plain, a steppe. Frontage here is 12. Your army of 12 units will deploy in its entirety in the frontline! Imagine your archers and slingers to the front having to fight a melee with better equipped troops … Chances are that, unless the opponent is not too numerous, you’ll be beaten.

But frontage provides another interesting benefit to how the game plays. It really reduces the effect of ‘death stacks’, i.e. stacks that can overwhelm their enemy through sheer numbers. Because once you have filled your battle line, the rest of your army will be in reserve, and will only fight if there is a draw when they can replace weakened units in a subsequent round. Otherwise, they will do nothing (apart from cost you money and supplies). Think of the Thermopylae battle in 480 BCE as the perfect illustration of a very low frontage situation…

So our armies are setup, with melee units to the front and supporting units behind them. The very first phase of battle will be the ranged phase, where each unit capable of ranged attack will do so (the others will only throw insults at the other side). As a cosmetic enhancement, the skirmishers will appear to the front of the melee units, perform their attack and then retreat through the frontline to their final position at the back. That’s cosmetic, but it’s nice to watch! Seeing a line of legionnaires throwing their pilum, while the Velites to their front harass the enemy, and then fall back through the cohorts, is quite pleasing for the would-be Imperator.



Then the main phase will begin, the melee phase. There will be a series of duels, between each melee combatant of each side. If one side has extra units (because he is more numerous than the opponent), then flanking attacks happen to the unlucky wing of the enemy.

The battle system is an example of the Triangle Rule. The Triangle Rule is the very core design element of all battles. We thought hard to have a system where winning was not simply the matter of maximizing a given parameter and forcing your way to victory by exploiting this aspect. It had to be subtler. We want the player to balance and consider three things at once (so the Triangle Rule…):

  • How powerful a unit is;
  • How experienced and what is its current fighting condition; and,
  • How good is the general in charge
For us, it was very important that none of these 3 aspects outweigh the others. Said differently, you must design your armies and conduct war in such way that each of these 3 criteria are the best possible, knowing that having ‘only’ one of them as very good will not compensate for the others.

So back to our duels. The aim is to achieve the highest possible duel score. This score comes from two things: the total combat value of the unit, and the dice rolled.

The total combat value of the unit is made of the base combat strength of the unit. For example, a medium warband will have 3, a legion 5 (well, there are 3 generations of legion, so I’m speaking of the pre-Marian one here), and a phalanx 7 in attack but only 5 in defense (most units behave differently in attack and defense). Note also that this value by itself might have been modified by the terrain. A legion fighting in wood would be worth only 3, like, for example, a mundane medium infantry.

To this value is added the support value, between 1 and 3. The best support units are the Archers (but they are rare for most nations, costly and have no extra abilities). Many skirmishers will provide a value of 2, and the simple fact of having another friendly unit as a support (even another melee unit) will provide a 1. So, as you see, having superior numbers is important, but having a similar ratio of melee and support units is more important (although the melee units are more likely to be lost in combat so you need some replacements for them, even if you are victorious).

This combination of factors will tend to produce a value between 2 to 8, in most cases. Now for the second part, the dice rolls. That’s where the two other sides of our ‘Triangle’ kick-in…

Each unit will add up his best dice (ten-sided dice) to his combat value. And a unit will get one dice roll plus one per rating of the general in charge. This rating varies from 0 to 2 (again generals have attack and defence scores and will use this is appropriate if they are leading the attacking or defending army). So the best general would be a 2-2 general, with this possibly modified by an appropriate trait (many Generals are better – or worse – in certain circumstances …). Now there is an added twist to the formula, and this is where unit experience and effectiveness (a combination of fatigue and morale) comes in to play, the third and last facet of our Triangle rule.



From all the dice you roll, between one and three depending, each one is re-rolled until at least a minimum value is reached. And this minimum value is given by the sum of your experience and effectiveness! Let’s take an example. A veteran German warband has level 2 of experience and has an effectiveness of 3. It means that you are guaranteed that each of your dice roll is at least a 5! If now you have a good general, like a rating 2 general, then you get to roll 3 die, and you take the best. Chances are that the ‘random part’ of the duel will be from 8 to 10 reliably! Then this random part is added to our final combat value, and you get our final duel score.

And that’s how you can end up with Germanic warbands fighting in forest with a competent general soundly beating Imperial Legions led by a complacent and not that skilled Consul.

Although this appears to be an extreme case, be assured that if you understand and play with the system, you’ll be able to achieve your goals much more easily, and with much less resources committed. And sometimes, in single player against the AI or in PBEM against live opponents, this will definitely be the difference between victory and defeat.

There are others features for battles that play an important role too. For example flanking units, if your opponent is unable to fill out (or if you have destroyed some of his units in the early duels) all the line will play a significant role. Skirmishers will fatigue their opponent, even if they get defeated. Cavalry can evade some damage if they fight slower units. Now combine several traits in one, and you end up with units like Horse Archers, in the Parthian or Nomad style, that add insult to injury by hitting you with arrows while avoiding most damage in return. So your powerful legions are vulnerable to particular opponents in the terrain where they, this time, have all the advantages.

We think, and our beta testers do too, that Empire’s battles are quite fun while being involved, with some real thinking to do if you like to fine tune your armies (and if not, that’s ok too, but it will be prudent to play against an easy AI until you learn the ropes of the system, as the AI can be quite relentless). But there is more, as you probably know. Most of the battles of Empires can be alternatively played in Field of Glory II, as fully developed tactical battles and the result will be ported back into Empires once you are done. And there is no need for any DLC from FOG2 to get all the possible units from Empires. So … best of both worlds?
 

Burning Bridges

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Theoritically this could be a great game,AOGEOD makes excellent operational type games and siltherine has an excellent turn based combat engine.
What troubles me is how the games unit types will translate into the field of glory 2 game,ie in empires the heavy infantry of the romans is one unit called legion-in field of glory 2 there are the 3 usual ones hastati/principes/triarii.

Yeah that worries me too.

I loved the 2007-2010 generation of Ageod games and spent ca 1000 hours with them.

But this new one looks like a clusterfuck. Two different games connected via some xml or direct protocol. You will need to spend a shitton of money, at first it will work fine until regular patches, DLCS, featurecreep etc fuck you up until you buy the latest versions. And good luck with mods.

I had at first thought that the strategy and battle mode were connected and sold as one program, and found that an interesting concept. But such nonsense that exports into another inhouse game that is expensive asfuck and relaunched every year can just as well be made by modders and it is usually much more enjoyable too.

I'm not saying that this will not be fun but I expect it to be one big headache. If I'm wrong I gladly eat humble pie because I loved the old games very much.
 
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With the Challenge #1, you have witnessed the birth of Rome and its military power in Italy. Now, it’s time to see what one of its first mortal enemies can do, on a bigger scale.

Welcome to the Challenge #2 – Carthage!

This time the Challenge goal will be different. While in the first one you had to focus mostly on the military aspect of the game, this challenge adds a new layer of complexity (and fun!).

Carthage was renown to be a very wealthy civilization, establishing colonies in many Mediterranean regions and creating a successful trade network. Its defense was guaranteed by a powerful navy and a semi-standing mercenary army.

To better reflect this historical situation, the Challenge #2 is shaped more on the economic element of the game.

Challenge #2: Try to amass 7500 money in your treasury while reaching at least 20 regions in less than 50 turns and avoiding to be in the last tier in the progress & decadence chart.

Nation Available: Carthage

Turns: 50

Map: All playable

Mechanics and features: All active

Progress and Decadence: Stay in the 1st and 2nd Tier

FoG_Empires_twitch-cover_challenge2-nodates.jpg


Who can join?

Influencers and media members. The participation is mainly by invitation, but if you think you qualify to compete, write to us at challenge@slitherine.co.uk, with your name/nickname and your channel/media.

Time and validity

10 days from the announcement.

In the 10 days of validity, we will gather the videos or the screenshots proving the completion of the challenge and will assign the scores. After all the Challenges have been played, we will declare the final winner by calculating the cumulative points gained in all the episodes.

If you have doubts about the Progress and Decadence mechanism, please refers to Dev Diary #6 (Culture and Decadence) and Dev Diary #8 (Legacy)

Check all the Dev Diaries here

Check all the rules here

Are you eager to see the Challenge in action? Then don't miss DasTactic on Friday May, 3rd attempting it on our official Twitch Channel at 6 pm BST / 1 pm EDT / 10 am PDT

 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Also some units translate to a mixture of FOG2 units, because this leads to more historically realistic armies. Pre-Marian Roman legionary units translate to a mixture of hastati/principes and triarii units, in approximately a 2:1 ratio. Horse archer units, if present in large numbers, translate to a mixture of Light Horse and Cavalry.
 

sser

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Next update above that one shows FoGII itself is finally heading toward the medieval era.
 

Wyatt_Derp

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According to the devs, a base version of FOG2 will work with Empires' battle system. So far they're saying no DLCs will be needed. I guess each unit will just have its skins/textures imported for the individual battle. That may change later though if feature creeps appears... or if the battle import system is wonky for players.

Still, seems a bit Rube Goldberg. Why not just implement a FOG-style battle system into the game ala the Total War games? Needing two games to play one game is gonna be a huge turnoff for many.
 

AgentFransis

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Yeah, it sounds like an integration nightmare. It's not even the same studio, it's cross studio integration. Which is probably the main reason FOG2 is not actually built into empire.
 

Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
For many folk this is a dream come true,especially those that played total war games and despaired from the retardation of its battle system.
I have wanted a Turn based total for quite a long time. Until something better come out, I'm OK with this two-headed implementation.
 

Burning Bridges

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Yeah, it sounds like an integration nightmare. It's not even the same studio, it's cross studio integration. Which is probably the main reason FOG2 is not actually built into empire.

Fact: If you have 2 systems instead of 1 the statistical rate of errors not just doubles but actually quadrupels. That's because you have four states: 1-1 1-0 0-1 0-0 of which only one means the aggregate state is not having a problem (both OK). That does not mean it won't work if the two teams work closely together (they could for example work concurrently on the shared code and fix report problems to each other) but no one in their right mind would bet his money on two different systems by two different teams always working at the same time, and especially not keep doing so in the long term future (unless development on both is frozen)

I would personally recommend to enquire Slitherine why the product has to rely on 2 separate programs. Is the reason financial or technical? If it is financial, why not integrate the battle engine and increase the price? Cross system integration is highly unusual in gaming btw. The only 2 examples I can remember from the of my head is Silent Hunter - Destroyer Command which was a desaster (one company folded). The other is Automation - Beam NG integration which makes a lot more sense because the teams "found" each other after ca 7 years of development, and the feature keept being requested by players. It does not work 100% reliably afaik and no one expected it to.
 
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Cross system integration is highly unusual in gaming btw. The only 2 examples I can remember from the of my head is Silent Hunter - Destroyer Command which was a desaster (one company folded). The other is Automation - Beam NG integration which makes a lot more sense because the teams "found" each other after ca 7 years of development, and the feature keept being requested by players. It does not work 100% reliably afaik and no one expected it to.
Rules of Engagement 2 (space ship battles) and Breach 3 (tactical team-based combat) comes to mind. Never tried it, so no idea how well it worked. (Also RoE1 and Breach 2)

https://www.myabandonware.com/game/rules-of-engagement-2-2zq
https://www.myabandonware.com/game/breach-3-2qx
 

Burning Bridges

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They should at least make clear wether there is an option to dowgrade to any older versions. If the games autoupdate this is a huge can of worms.
 
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Field of Glory: Empires is definitely an ambitious project. Set in the Ancient World roughlyfrom the fall of Alexander the Great’s empire,Its aim is to deliver strategic empire management carved in turn-based gameplay with a high level of historical detail.

On May 23rd in an exclusive event on Reddit, game designer Philippe Malacher will answer all questions for 24 hours in a live AMA!

Have all your questions answered by visiting https://www.reddit.com/r/Games/ on May 23rd , starting at 11 AM EDT / 8AM PDT / 5PM CEST

1387_image.jpg


Hi.

Having watched the 8 part Das Tactic You Tube series as Carthage doing Challenge 2 I am very interested in the intricate Trading mechanics.

1) Can you confirm if national or international trading by selling your own goods is more profitable....ie...as Rome would it be more profitable as a Roman province to sell horses to another Roman province of to Egypt for example (if in trade range) ?

2) Are trade goods available to sell on a provincial, regional or national basis ? In other words if I make silk factory in Alexaxandria do I need a trade port also in Alexandria, in the Region in which Alexandria exists or just in another region of Egypt if necessary in order that the silk can be available for sale to another nation ?


(I understand that such trades are organised automatically by the private merchants rather than directed by the player....which I like)

it depends ... which makes it more fun.

a) Lets say you have the good and trade it out - you get the money in, prob nicer if another nation pays this?
b) you trade with yourself (ie you own both regions), in theory this should be neutral but there is a mechanism that gives you a small net bonus ... very very useful for the bigger states
c) you buy from someone else - ok looks like a loss but there are a number of secondary issues that may offset this, its basically an ok outcome but with some variables
d) even nicer (and actually linked to c), the good is in the region already - you pay no trade cost

the basic concept is trade range - this comes off your traits, decisions you have taken and any specific buildings. Bigger this is, the greater the chance of getting the goodies you want in a given region. At the start a state like Carthage has a big advantage over some Gallic tribe in this respect, but this advantage can erode over time.

I'd like to ask you the next question (I asked it in another thread but it wasn't answered):

I see that generals (like in real history) are an important factor to win the battle, but how they die In FoG:E?

I saw a video of DasTactic in which enemy defending from romans has a leader with a defense rating of 2 (2 dices more). This battle ends with a draw but the enemy leader dies (because he doesn't appear in the next combat). What is weird is that enemy army didn't lose any of their units

https://www.youtube.com/watch?v=0tOdbNZwdWM

At minute 3:20 you can see the draw result

It depends of the battle outcome, win, loss, draw, participating leaders may die
 
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Field of Glory: Empires Dev Diary #10 Units: Abilities and Modifiers

Units in Empires have very diverse profiles and different roles. Some are heavy hitters, like phalanxes, legions and other heavy infantry. These units cost a lot to recruit and maintain, and will use a lot of metal, so can’t be mass produced easily. They have drawbacks too, like being relatively slow and not fit to fight in terrain like forests or mountains.

Another category is the medium infantry, which is apparently less powerful, more affordable and has the useful ability of being a besieger, meaning it will provide a bonus when you siege a city. This reflects the value of these formations in being able to construct heavy siege engines on the spot (you did not drag siege towers along your army when you were on the march). Given they are more affordable, you can field a lot of these troops, and this might be necessary since battles have an important concept of ‘frontage’, which is the width of the battle line. Previous players from AGEOD game will be well aware of this feature, as it appeared in 2004 with Birth of America, and it never ceased to play an important and realistic role in all our games. Failure to fill out your available front line will leave you very vulnerable to being outflanked or forced to commit your skirmishers to actual hand to hand combat (not a good idea!).

1-These-warriors-fom-Lusitania-are-very-good-fighter-in-hills-and-manage-to-hold-a-charge-of-Carthaginian-elephants.jpg


The skirmishers are another sort of unit. They are not costly, although the manpower they need is close to the types above (so make a lot demands on your population to fill out their ranks from the pool of conscripts used for units). In melee, they are quite weak, but this is not where they should be used. They are there to help support your main infantry, by providing a combat bonus to them. A medium infantry unit backed by a skirmisher is as strong, if not more so, than a heavy infantry without support. Add to that they will weaken the enemy before melee through their missile attack, and you will quickly come to see that they are not optional to a good army composition.

Cavalry is another subset of units and plays an important role on the battlefield and the strategic map. Light cavalry will perform as skirmishers but most types can also flank the enemy. It means that should your opponent don’t fill up the battle line, then they will deal bonus attacks against the enemy. Should you manage to inflict a defeat to your opponent, then their pursuit bonus will deal significant damage during the retreat phase. On the strategic map, they are faster than even skirmishers, so can act as a fire brigade of sort. But they are not ideal if they have to fight on their own as they are rather brittle, except perhaps if they are heavy cavalry or cataphracts. Plus skirmishers help a city resists a siege, while cavalrymen don’t do much but eating the food stockpile in this situation!

The important thing to remember is that through quite a lot of fine tuning and testing, we have managed to give each unit a role that defines them well. And also that costlier units are not always better in all circumstances, so if you enjoy tweaking your army composition, then you should have some fun testing out combinations.

2-Some-units-like-these-Cameliers-not-only-fight-well-in-desert-regions,-but-also-have-reduced-supply-usage,-making-them-perfect-in-this-kind-of-terrain.jpg


But there is more to it than that, as units also have some custom abilities contextual to some terrain. For example, many Celtic nations have light and medium infantry which are woodmen, so they are better when fighting in the huge forests of Gallia. In the same way, German warriors benefit from this trait too, given how large and continuous, almost overwhelming, was the big Hercynian forest where many lived.

You’ll also fight mountainmen, if you have to deal with Celtiberian tribes, or people from Armenia or Colchide. Arabia Felix or the vast expanses of desert bordering Carthage proper will see cameliers with the desertmen traits, etc.

But some traits are not a bonus, they are a drawback. For example, elephants dislike cold terrain, and Phalanxes are not fit to assault a city.

Other traits are about how units fought on the battlefield. For example, skirmishers, horse-archers and light cavalry can deal damage even when they lose a duel, or to add insult to injury, they can even shave off part of the damages they received by evading the melee! As some of you know, the battle of Carrhae was a major defeat for Rome against Parthia, mostly because the latter had a lot of horse-archers (backed up by supply wagons to replenish their stock of arrows) while the legionnaires were trying (and failing) to reach the enemy line. In Empires too, I would not bet on the mighty legions if they have no support from archers or skirmishers, against a full battle line of Parthian horse archers!

Hopefully this will give you an idea about how Empires manages units and the different possible battles you will experiment.

But traits, also called modifiers, are everywhere in the game. Rulers have traits, ranging from being a superior administrator to being paranoid. The variations are numerous, and the chance to get the same ruler twice is very small. This in turn will shape your nation and alter your strategy, as a good military ruler will provide a lot of bonus which will be a boon to your army, while someone who despises the idea of expanding his realm will be an issue if you wanted to conquer and gobble your neighbor.

Units and rulers have traits (or modifiers) but each government is also different using their own range of abilities. For example, a tribal government will provide a bonus to manpower, and that’s fitting as units filled with warriors will need a lot of men and not that much heavy armor to be recruited. A merchant oligarchy like Carthage will enjoy extra bonuses for commerce but will be heavily penalized on manpower, thus lending to a style of gameplay where you’ll need to recruit a lot of mercenaries (and the ones for Carthage are rather good!).

In the end, through the judicious (or so we hope) use of modifiers, you’ll see that all the nations play rather differently from one another. Because their units are different, or perhaps their government. And then there are the custom buildings with special abilities! Here, we are mostly not talking about something like “Get +10% from that or that”, this would be dull… Buildings have specific abilities or behaviors that significantly alter the game and how you will tackle a nation. Judea with the possible, but difficult, task to rebuild the Solomon Temple (coming in no less than 7 levels of upgrades!), Saba with the impressive Ma’rib dam which can be either a boon or a curse (depending if you repair it or not), Dacia with its mountain fortresses, etc.

3-Several-nations-are-made-of-clans-and-until-they-reach-a-higher-civilization-level,-the-death-of-their-ruler-can-lead-to-a-civil-war.jpg
 

Nahel

Arcane
Joined
Feb 12, 2015
Messages
862
I think the 10% comment might have been a dig at Imperator and Paradox. I really hope this one is good. It looks so much better already that they would need a major screwup to not beat imperator
 

Wyatt_Derp

Arcane
Joined
May 19, 2019
Messages
3,073
Location
Okie Land
I think the 10% comment might have been a dig at Imperator and Paradox. I really hope this one is good. It looks so much better already that they would need a major screwup to not beat imperator

Tough to call. Ageod has been really hit and miss with their titles. Plus this is their first game on this kind of scale with something approaching 3D graphics. A couple of their original team are also now gone, so a new team working on an entirely new game with an entirely new engine... well, time will tell, but at this point all they really need to do is NOT do a lot of what Paradox did with Imperator. Key component (as usual) will probably be marketing, and for the publisher Matrix/Slitherine, they've had a bit of a rough go handling sales and social media.

They only recently got serious about having LP'ers and reviews cover their games on Youtube/Twitch, and grand strategy games aren't usually catapulted to the top of the big gaming sites news headline sections. Hard to get word of mouth going for games most consider extremely niche. Paradox and CA can, but only because they have big bucks and brand awareness. Ageod/Matrix/Slitherine, not so much.
 

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