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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.












Asid:
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.

zakblood:
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

Asid:
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



Asid:
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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