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Offline Asid

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Field of Glory: Empires
« on: November 20, 2018, 02:30:44 PM »


Field of Glory: Empires


Civilizations come and go; common men and kings they get covered by the dust of time in the same way. Monuments and wonders crumble under their own weight. But the cultural legacy is not bygone. Stories and tales about ancestors and their deeds pass through generations, the old knowledge is not lost forever. Soon, new societies, new kingdoms, new civilizations rise from the seeds of the ones which predated them. Decadence is not the end.

Will your legacy stand the test of time?



Product page: Here
Official forum: Here
Game engine: Archon

Note: If a player owns and uses FOGII then certain aspects of the game expand

Manual: PDF
Editor: Moddable Data Files
Theatre: Eastern Europe, Western Europe, Britain, Mediterranean
Turns: Turn-Based WEGO
Unit Scale: Operational
AI: Yes
Players: 1-6
PBEM: Yes


Field of Glory: Empires - Announcement Trailer





About This Game

 Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.

Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

Expand your dominion through wars of conquest and make your culture a beacon of light, but be careful though. The risk of Decadence is not trivial. Many civilizations have collapsed for not having seen in time the signs of impending crisis. The older your empire, the more challenges will lurk in the shadows. Just expanding your borders without carefully shaping your form of government and culture won’t be the wisest of strategies.

Manage your Empire on a scale that fits you: adjust all the details of an important region, form provinces to oversee your growing realm.

Construct buildings to enhance your army, the life of your citizens, and the economy. Establish and grow a trade network of goods and resources.

The battle system is not just about who brings the larger force. Army composition and understanding the strengths and weaknesses of you and your enemy are decisive, so is choosing wisely the battlefield and the general to lead your troops.

And, if you want even more direct control, Field of Glory: Empires lets you export and load your battles in Field of Glory II!

War is decided not just by battles though, but also clever manoeuvres. Simultaneous (WEGO) turn resolution means thinking ahead to intercept – or to escape! – enemy armies will be essential. Field of Glory: Empires offers a living world where every decision has an impact on every actor.

 
And once you think you are ready to be challenged, play against real opponents in one of the largest asynchronous multiplayer system ever created.












« Last Edit: April 08, 2019, 10:05:38 PM by Asid »
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Offline Asid

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Re: Field of Glory: Empires
« Reply #1 on: November 20, 2018, 02:48:12 PM »
Field of Glory: Empires - Gameplay Stream Reveal





Published on 20 Nov 2018
Here's the VOD of our recent live event where we announced Field of Glory:#Empires as well as showed you some gameplay and answering your questions.
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Offline zakblood

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Re: Field of Glory: Empires
« Reply #2 on: November 21, 2018, 08:51:08 AM »
must admit, this is one to look out for, came out of the blue and has the heavy weight of Ageod behind it, and add's in a tactical layer as well as an option, so thumbs up for me
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Offline Asid

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Re: Field of Glory: Empires
« Reply #3 on: November 27, 2018, 12:37:22 PM »
Field of Glory: Empires Beta Test

Field of Glory: Empires – the upcoming Ageod grand-strategy game set during the Classical Age – is ready to enter Open Beta Phase.

If you are eager to help us in polishing and testing the game, then look no further and join now here.

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.

Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

Get more information on its official Product Page



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Offline Asid

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Re: Field of Glory: Empires
« Reply #4 on: February 06, 2019, 12:00:51 PM »
Field of Glory: Empires Dev Diary #1 - A Brief Overview




Welcome to the first Field of Glory: Empires developer diary! We felt we ought to start off with a summary of what the game is, and what you can expect. We will be following on with detailed explanations in subsequent diaries.

FoG: Empires is a strategy game set in the Ancient World roughly from the fall of Alexander the Great’s empire. It seeks to provide strategic empire management together with the AGEOD staple of turn-based play and historical detail.  We believe we have unique features to deliver these, while also remaining familiar and easy to understand for the fans of the genre.

Speaking of the features themselves, we certainly have plenty of them in Empires, closely interconnected with one another as it should be in a grand strategy game.



Region and population management. In Empires, the map is divided into Regions. Each region has its own population, represented by abstracted units. Each population unit has a culture (which can change) and a status – citizen or slave.

The regions can host a number of buildings depending on the level of population. We have a lot of different buildings in the game, both generic and nation-specific. There are a lot of possible synergies in building up your empire-wide infrastructure, but you do not have total control over what is available to build in a certain region at a given time. You will need to adapt to circumstances and make the best of it.

Every region also shows its major city/settlement on the map, which can be fortified via building choices to resist siege attempts by the enemy.

Finally, trade happens between regions. While it is automated, you will have a lot of influence over it via buildings and other choices.

We will talk about all this in detail in the next diary!



Battle system. Our battles are much more than just trying to pile up the most number of units in the same place. Unit abilities, quality, and leadership are decisive and will influence your approach to battles and how to conduct your wars. Understanding the strengths and weaknesses of your own forces and those of the enemy will decide the winner.

Progress and Decadence. This mechanic simulates the dynamics behind the rise and fall of empires. It has been tried in a few games before, but we believe our approach should please you, as it captures particularly well the momentum some countries can get, and the ebb and flow of successful empires trying to deal with their own success and with new challenges.

The details will be the topic of a separate developer diary. The gist of it is, that you will feel pressed to move your nation upward on the "ladder" of nations, but with moving ahead you are sowing the seeds for an eventual decline and possible collapse. A collapse that in turn can lead to a rebirth and restoration, or the start of something new. A fall is not inevitable, but it does not mean game over, either.

There are a lot more we want to cover (provinces, decisions, types of nations, etc), but we hope to have given you a general idea on what we are aiming for with the game.

Stay tuned for the next Diary!




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Offline zakblood

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Re: Field of Glory: Empires
« Reply #5 on: February 07, 2019, 03:45:04 PM »
got some really big competition with the big guns coming out first, wish it well and hope it does well, great developers and plays well, just hope  :winner out doesn't mean better, but not long now to wait until the AAA ones out :howdy
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Offline Asid

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Re: Field of Glory: Empires
« Reply #6 on: February 07, 2019, 04:55:11 PM »
got some really big competition with the big guns coming out first, wish it well and hope it does well, great developers and plays well, just hope  :winner out doesn't mean better, but not long now to wait until the AAA ones out :howdy

You mean Imperator: Rome?
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Offline zakblood

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Re: Field of Glory: Empires
« Reply #7 on: February 07, 2019, 05:09:54 PM »
yes
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Offline Asid

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Re: Field of Glory: Empires
« Reply #8 on: February 07, 2019, 05:15:27 PM »
Imperator: Rome DLC.....Never ending......


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Offline zakblood

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Re: Field of Glory: Empires
« Reply #9 on: February 07, 2019, 05:42:31 PM »
must admit i'm not a huge fan,

while i like content, and do like DLC's, and agree it does give a developer money to continue to add etc etc

but when it comes to a given amount, like in the Total war series etc and other games have now gone the same way, it does make you wonder now where it will stop, as it's DLC city for some

Wars Across The World for one.

total war series is another poor one.

and yes you have already mentioned one of the worse ones

paradox dlc madness as per there 1000 post on it on there own forums

Code: [Select]
https://forum.paradoxplaza.com/forum/index.php?threads/dlc-madness.599186/
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Offline Asid

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Re: Field of Glory: Empires
« Reply #10 on: February 07, 2019, 05:44:37 PM »
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Offline zakblood

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Re: Field of Glory: Empires
« Reply #11 on: February 07, 2019, 05:48:08 PM »
i have friends who buy everything they make and love them to bits, but now even them are saying the same thing, and feeling somewhat fleeced

a helmet and shield, that will be $3 please, thanks :doubt
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Offline Asid

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Re: Field of Glory: Empires
« Reply #12 on: February 19, 2019, 12:30:54 PM »
Field of Glory: Empires Dev Diary #2 - Region Management, Population, Loyalty




During the next few weeks, we will aim to show how you manage a country in Field of Glory: Empires.  So let’s get stuck in!

The map of FoG Empires is divided into Regions. Although as your realm grows you will be able to organise these into Provinces, Regions are where the game “happens” – your armies move from Region to Region, and your population, buildings, and trade are all linked to individual Regions.



As you can see, the population part dominates the whole panel and it is in the middle while doing so, and for good reason. Their production determines what you get out of a region (although buildings affect this as well), and their loyalty determines if the region is in unrest. Their loyalty in turn is determined by their status and ethnicity. But more on that later!

The four rows of population show which production category they are assigned to. These are (as is also written to their right where total output is shown): Food, Infrastructure, Money, and Culture. Let’s look at these for a moment:

Food has three uses: feeding the existing population, population growth (when you have a surplus) and feeding armies in or adjacent to the region.

Infrastructure is used to construct buildings, and to maintain existing ones. As such, the more buildings you have, the more population units you will need to keep them up and running. You can also gain extra Infrastructure points from several buildings, but beware: a region can only have as many buildings as it has population units, so you need to make choices. Buildings themselves are a long and interesting subject so we will cover them separately.
Money might not buy you happiness, but it is useful for a great number of things. It is mainly used to recruit and maintain military units (especially mercenaries), but also a great deal of it may be needed to push through some of the Decisions available to your nation. Money, unlike the previous two, goes into your national stockpile, not the region’s.

Culture is probably the most abstract of the four. It represents an aggregate of cultural life,  works of art, luxuries etc. While it does add to your national total Culture, it has both national and regional uses.

On the regional level, Culture reduces Unrest and helps keeping the local population content with your rule. There is a limit to that though, and for populous regions, you’ll need to boost loyalty with dedicated buildings.

Nationally, your overall Culture production drives your progress in the Progress & Decadence mechanics defining your nation’s age and status. This is a key and fairly unique system that we will be covering in a separate diary.

On the left of the population units, you can see the buildings in the region. These are organised into the same rows as the population are and they largely relate to the production row they are in, although not entirely. We have six building categories: the four outlined above plus Health and Military buildings.

 
To the right of population you see the aggregate of the region’s outputs. The four main ones we have just summarised. The other three resources are derived from your overall population level and your buildings. They concern military units:

Manpower and Metals are national resources that are required for the recruitment and maintenance of units. How much, depends on the unit type. As you might expect, armoured units require a lot of metal, whereas almost naked tribal warriors will not use that much.

Equipment is a regional resource and represents the region’s ability to equip and field new military units. It can be stockpiled (within limits) so you can gather up a reserve that will let you react to unforeseen challenges relatively quickly.

 
To finish summarising the general overview of the region panel, we should also mention the top row of the panel, which contains some general information (such as terrain, defence value, Loyalty) and icons of any good or ill conditions that apply to the region.

We have mentioned earlier how important a region’s population is, so let’s take a closer look at it.



A population unit in FoG Empires has three attributes: its Status, Ethnicity, and Unrest.

Status can be either Citizen or Slave. Citizens are your free population. They grow based on your Food production. Slaves are obtained via major battles, or events and Decisions. Citizens perform better when assigned to Money or Culture production. Slaves are very inefficient at those tasks, but they are more efficient than Citizens when it comes to Food or Infrastructure production.

Ethnicity is the cultural identity of the population unit. Each nation has a primary Ethnicity, and if the pop unit’s is different to this it affects its Unrest negatively, especially if the nation in question is at war with the pop unit’s perceived brethren (i.e. a country with a primary Ethnicity matching the population’s). Population units can, in time, convert to their region’s majority Ethnicity (only true for citizens).

Unrest shows how dissatisfied the population unit is with their lot in life. As mentioned, this is affected by Ethnicity but also by the region’s overall Loyalty rating, which is derived from a number of national and regional factors. In fact, let’s have a closer look at it!



Regional Loyalty is one of the cornerstones of the game, because it meshes with others major features, like progress and decadence, army recruitment, supply, and productivity. Usually at start, loyalty is not a major issue (except for the Seleucids and a few other nations). That’s because your starting regions are of the same ethnicity as your nation’s government, plus the population is not so high that the bored citizens demand too much from the state.

As you expand, and as time passes, you’ll probably conquer new regions, and they might be populated by citizens from another ethnicity group than yours. Say you are Rome and past Italy, you start conquering Gaul. Gaul is made of Celts, and Rome ethnicity is Italic. This alone will make the subdued population much more restless. With some effort and the passing of time, you might convert them (shall we say Romanize?) to your ethnicity, but it won’t happen quickly. Slaves too have an ethnicity, and they are never converted, so expect troubles from a massive influx of German slaves for example.

In addition to that, each of your national citizens, when your main cities grow bigger, will demand more and more from the state, and this translates to an increase in their unrest, which in turn can lead to revolts. As you can guess though, you have several possibilities to fight off unrest. A major one is to build loyalty-boosting buildings. Some are rather virtuous in their use, like the line of religious buildings, which provide a moderate loyalty boost and an increased chance of converting the local population to your ethnicity. But for larger effects, it will be required to build structures like an arena, a gambling ring, a pleasure house, a noble district, and many more. And in the short term, they are doing exactly what you need, they will up the regional loyalty quite a lot. All is well, right?

Not so. In the long run they distil their poison… They will produce a bit of decadence over time. Which in turn will perhaps make your nation regress and have larger issues, like a civil war! But we will talk more about Progress & Decadence in another diary, as this is a major feature of our game, with a quite original approach.

Thanks for your time, we will continue explaining the game’s regional-level features next week!

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Offline Asid

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Re: Field of Glory: Empires
« Reply #13 on: February 21, 2019, 12:59:57 AM »
Field of Glory: Empires Steam Page is live – Whishlist it now!
From the publisher:


"We are pleased to announce that one of the most anticipated grand-strategy game of the year, Field of Glory: Empires, is going to be released on Steam too!

Civilizations come and go; common men and kings they get covered by the dust of time in the same way. Monuments and wonders crumble under their own weight. But the cultural legacy is not bygone. Stories and tales about ancestors and their deeds pass through generations, the old knowledge is not lost forever. Soon, new societies, new kingdoms, new civilizations rise from the seeds of the ones which predated them. Decadence is not the end.

Will your legacy stand the test of time?"
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Offline Asid

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Re: Field of Glory: Empires
« Reply #14 on: February 25, 2019, 01:42:55 PM »
Field of Glory: Empires Dev Diary #3 - Buildings




One of the pillars of Empires is how regions, the basic geographical unit are handled. Regions are at the heart of the game and managing them properly will make or undo whole nations.

We have already mentioned that regions have a population, split into different ‘population units’ and the buildings constructed in the region. Today we will speak of buildings, as they are every bit as important as the citizens and slaves of your regions, if not more even!

Buildings are both a complement to population, as they too can produce resources (money, manpower, metal, etc.) and have unique properties and aspects which are compliment  each other and affects every sector of the game. Indeed, you can bet that with around 400 different buildings,  there is one for situation, from a mundane cattle ranch, to a more impressive trade emporium, to the complicated (in its usage, not

But before digging into some of the benefits they offer (and we won’t give a comprehensive list there, because of the sheer magnitude of possibilities), lets talk of how they are built, as this is a gameplay mechanism that diverges from what you usually encounter in most strategy games since the beginning  of the (computer-gaming) world and Sid Meier’s Civilization I appeared at the dawn of it.

Upon selecting a region and clicking on the build structure button, you will get the construction panel to pop-up, that might look like this one:



As you can see, there are 6 buildings categories: Agriculture, Health, Infrastructure, Military, Commerce, Culture. For each of these categories, a choice is offered to you, in the form of a specific building. The list is far from being random though, although there is a random element as to what choices are available. What you are shown heavily depends of what you have already built in the region (including whether you opted to specialize the region or not?). What is the current population. If the region is a plain, in forest, bordering a sea. What is your government, your ethnicity. And so on.

As you know, having meaningful choices is at the core of a good strategy game. Here too, you’ll have to weigh and decide which building you want the most from the 6 you have available. Will you want a wall to be built, because those pesky tribal raiders find your land such a pleasant place to be? Do you prefer to prioritize a ranch, to increase your food production while producing cattle you want to export? Choices … And they will be at times very difficult to make because intrinsically, all buildings provide benefits!



And as soon as you have finished your current buildings, all choices are reshuffled. So the improved walls you wanted, and the less desired commercial harbor might not reappear the next time (rest assured, they are still there and the option is not lost for ever!). To help you decide and handle your construction plans, you have a few tools at your disposal though. First, you always see the complete list of possible buildings, for each category. This helps you to decide and plan ahead. Second, there is a reshuffle button, for the time where none of the buildings are what you want. The Reshuffle action don’t cost a lot and will probably be done in 1 to 2 turns in your region (and the code is smart enough to not propose again the same buildings as the previous list). Finally, you get another tool through a National Decision (more on that later) that will force the focus of your nation to particular types of buildings among several categories.

So in the end, you have substantial control over what your regions will be made of, but this control is not complete. Hopefully you’ll come to appreciate this system, as it prevents players from being stuck doing always the same things in most of their regions (and that’s also why you get so many different buildings).



To help you picture how diverse the buildings are, we will provide a few examples.

The Vineyard is an agricultural building generating some income, plus the Wine trade good, that can be used by your own taverns and palaces or exported for profit to your neighbors. It is restricted to warm climates though.

The Sanitation system is a Health building. As such, it will speed up population growth and prevent (most of the time) bad events like disease and plague in the region. It can be upgraded to a Sewer network.

The Shrine to Epona is a military building, a building only available to Celtic nations. It will improve slightly the cavalry units recruited in the region, and should you manage to build the 4 different Celtic shrines in a region, then you are in for a nice surprise (some games would name that a ‘finisher bonus’).

The Gambling Ring is a culture building (yes, it’s culture, as in ‘entertainment’!). In addition to providing some income, it will raise the loyalty in the region. Alas it has a drawback, one shared with many loyalty-boosting buildings: turn after turn it will add a bit of decadence to your nation. But rest assured, not too much, nothing to worry about, really…

The Land Expansion is a rather special building that provides more room for even more buildings in the region (because you have a limit on the number of structures based on your population amount, this one increases it nicely).

The Satrape Palace is a provincial palace. We will talk about Provinces in another diary, and each has a palace acting as the provincial capital. But the Satrape Palace, a building unique to the Seleucids does a few other things. As a drawback, it costs a lot (and really a lot!) to maintain, to represent how easily the appointed governors (former generals of Alexander the Great for many) adopted the extravagant life style of the Persian empire. But it has benefits too: It allows the levying of powerful local militias, should the region be under attack. If not, then it provides free units to the national army of the King of Kings.

We will end up there, with this Seleucid Palace. That’s a tier II building, i.e. a building that is a bit more complex and involved than tier I buildings, like the vineyard, the cattle ranch and so on. We will let you discover the variety of effects of tier III buildings in-game, including the national unique and world wonders we have for you. In the meantime, stay tuned!




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