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Field of Glory: Empires
Asid:
Field of Glory: Empires updated to version 1.0.2
18 Jul @ 2:37pm - SlithFox
Hi everyone,
Field of Glory: Empires has received its official update!
Version 1.0.2 brings improvements on Gameplay, AI behaviour, Multiplayer and on other fields.
All save games remain compatible with the update, but if you want to log in into multiplayer, updating to version 1.0.2 is mandatory.
Version 1.0.2 Changelog
GAMEPLAY
• Limited population boom events to regions under 25 pops
• National citizen can never go above 8 unrest each
• Rome special civil war eased up
• Periplus decision twice rarer
• You need to have some legacy to enact the emergency army decision
• Pyrrhus scenario: if playing SP in easy or balanced, extra income per turn
• Dacian provincial HI are converted to heavy warband in FOG2
• Melita town repositioned
• Fix to endless shuffling in a province not building anything
• Fix to losing fifth token the turn you evolve
• Fix to emperor not named in due time
• Show a sea battlefield for naval battles in dual terrain
• Fix to 2 late wonders not proposed at a proper date
• Fix to no pirate raiding possibility under some circumstances
• The Weird Parade is better than before
AI
• Less eager dogpiling on countries already at war
• AI: If under severe threat, AI will be more inclined to disregard the other nation holding some of its objectives
• AI less aggressive in unbreached assaults
• Slightly less aggressive AI overall
UI-QoL
• If Rome can be subject of a civil war, you’ll get two advance warnings.
• If the death of your ruler can lead to a Civil War, you’ll get an advance warning
• Invasions are preceded with an advance warning
• Added tooltips (English) for visual options, battle export button, message log restore button, multiplayer new game settings.
• Show only a single progress bar during AI processing.
• Various minor edits on text typos
MULTIPLAYER
• Fixed error displaying multiplayer challenge list
MISCELLANEOUS
• Rare audio crash fixed
Asid:
Field of Glory: Empires Nation Modifiers – Which faction has the best set?
One of the most important features of Field of Glory: Empires is how different and unique each one of the 77 factions plays.
The ability to build efficient fleets, emergency levies, glorious traditions, huge benevolence over populations of your same kin, type of governments and ruling parties, the list is endless.
Have you already found the set that fits best your playstyle? Or would you see featured something completely new? Let us know in the comments!
Asid:
DECADENCE IN 4X/GRAND STRATEGY GAMES | A Field of Glory: Empires Guide
25 Jul @ 2:20pm - SlithFox
Decadence is one of the most important factors in Field of Glory: Empires, and it's something that I think can change the face of 4X and Grand Strategy games.
HForHavoc will be going over what decadence is inside the game, what factors determine it, and how other games can learn from this type of mechanic.
Asid:
How to bring your battles into Field of Glory II
29 Jul @ 1:09pm - Sharon
A new video by HForHavoc showing how to export and play your battles in Field of Glory II.
Did you know that if you own Field of Glory II AND Field of Glory: Empires, you can play your battles manually instead of auto-resolving??? Now you do.
Asid:
Field of Glory: Empires has been updated to version 1.0.3
The second official update for Empires is finally here, with remarkable changes and improvements.
It’s been two intense weeks after the release, with many positive feedback from the community along with some constructive criticism.
Developers haven’t rest on their laurels and after fixing the most important bugs after release, they have worked hard in keep improving the whole gameplay experience.
Version 1.0.3 brings many changes and additions, among the most important ones are:
Abandoning a region
You can now under some circumstances abandon a region to its fate. Know though that bandits will rapidly take over and who knows what nation can emerge from these unclaimed lands.
New buildings and unrest fighting
Three new buildings to fight off unrest in your large cities! But it might come at a cost... We also have strengthened (slightly) the effects of some existing buildings.
Alternate Power Display
Some were confused with the 'combat power' of their armies. And others were fine with how it was displayed. So, how about 3 options?
- As before (Combat Power)
- Unit count
- Categorized count (Heavy/Medium/Light)
Additionally:
* Rebellion will now not take over the city walls, only the countryside. Have fate in your garrisons to fend them off. Although we recommend sending a professional army!
* Units rebalancing
* Smarter AI, with more sensible declaration of war, less loitering (and pilfering) in your land from allies
... and more than 30 extra entries about rebalancing, tweaking and fixing bugs!
Full changelog here!
This is a massive one: let us know what you think of the changes in the posts below. As usual your feedback is extremely important to us.
Changelog:
GAMEPLAY (improvements and fixes)
- Mercenary decision won't pick slaves as a valid mercenary army
- Cotton Field structure can now be built again (Egypt and India)
- You can abandon a region which has the 'Under Conquest' modifier or is pillaged. It costs one government age per population as a limiter.
- Rebels conversion to a reborn nation won't happen in contested regions (fix some issues)
- Units in neutral territory can be moved away toward closest friendly region (up to 6 regions distance)
- When a region rebels, garrison is mustered, and you keep the walls.
- Slave decimation in case of revolt is one slave pop per 5 units raised (was 10)
- Can import or export up to 24 (each) different trade goods per region
- New Capitol building provided for free at all difficulty levels
- Fix to Judea temple decision could cause a crash
- New buildings and tweaked buildings (geared toward easier crowd control):
+Olympic Games (World Wonder, restricted to Hellenes nation)
+Tabularium (National Wonder, restricted to Italic ethnicity)
+Naumachia (gladiator games on water)
- Pleasure District (National Wonder) loyalty 25>30
- Coliseum, Circus Maximus (World Wonder) loyalty 50>60
- Circus, Racing Track loyalty 30>40
- Prison loyalty 10>15
- Fix to an improper evaluation in the 'Support Science' decision
- A region already defined as the main capital should not move to another region.
- Fix to Provincial units, if different per civilization level not given properly (e.g Galatian Hvy Inf.)
- DOW probability lessened and use extra factors.
- An enemy can't steal anymore a region only defended by an ally
- Provincial capitol will move to the correct region
- Ensure that auto garrisons raise against invasion and post-battles checks
- Fix to 2 late wonders not added properly (again)
- All nations are 'switchable' once they appear on the map
- 2 fleets made only of transports won't attack each other.
- Transported units don't skirmish or evade.
AI
- Will merge more often weak groups
- Allies should loiter less in other territories
- If under severe threat, will favor grouping and defending around capitals
BALANCING
- Master Fletcher can improve skirmisher ranged attack (provided it is not 0) and provides 5 XP
- Slightly bigger bonus for Peace chance from war duration
- Population with 2 or 3 unrest (was 2 only) are green in the region panel
- Heavy Infantry balancing (for non clumsy HI):
- Scots now have +15% "Money Increase cost"
- Rex Custodiae will cost a bit more (Are unique so not exploitable)
- Lin Teata will cost a bit more money but less metal, thematic with their gear (Are unique so not exploitable)
- Britonnic, Goths, Galatians, Pictish, Dacians provincial heavy infantries: They retain their excellent stats, but cost more in manpower and "Money Increase cost" is now 35%, not 25% as others prov. units.
- Brythonic infantry has the besieger effect
- Removed Phalanx from CAR
- Roman Fort and Limes can be disassembled
- Slave Market decision given more often (+50% frequency)
- Carthage initial treasury increased (1500>2500), friendlier neighbors.
- Mauretania hold on most regions removed
- North African nations don’t get cameliers until Imperial Level.
- Removed ahistorical phalanx to some nations.
- Rome objectives slightly more spread out (and far reaching)
- Cavalry balancing:
+ Heavy Cavalry and Cataphracts now place themselves between HI and MI and gain +1 hit point
+ War chariots get +1 hit point
+ Companions get +1 effec
+ Castrum Equitatum works for Med Cav too
UI-QOL
- Remappable hotkeys for common panels (K diplomacy | Nation panel | Ledger | Build structure | Unit recruitment | Trade panel)
- Added diplomacy button to UnitPanel, can contact a nation without territory.
- New context and gameplay texts for Rome and Epirus in Pyrrhus scenario
- Move camera to an army location when selecting a faction with no regions in diplomacy panel.
- Show recruitment spending as spent rather than part of the delta on faction bar and military recruitment tab.
- Army display options: Unit Count, Combat Power (as before), Categorized
- Fix to missing title in the 'one of the Civil War Warning' for Rome
- Upgrade buildings show as slot usage zero
- Fixed ambiguous or misleading UI behavior when ordering intercepts.
- Leave Trade Info open when switching Region Panel tabs
- In structure info and construction, moved description to the right; modifiers, unlocks, and misc stats to the left.
- Show Ally Battle option (default off).
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