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Field of Glory: Empires
Asid:
Philippe Malacher, the Lead Designer from AGEOD, gave an interview for the last episode of Single Malt Strategy, the bi-weekly podcast focusing on the world of digital wargaming and strategy games.
They talked about the recently released title Field of Glory Empires, as well as the brand new engine powering this new game. They also covered how this game will impact the future of AGEOD.
Listen to the Podcast on Speaker, Player.fm or Apple Podcasts!
Asid:
Field of Glory: Empires Update 1.04 Preview
Published on September 20, 2019
Update 1.04 will land very soon and as you know it will bring numerous improvements, from the AI to gameplay balancing.
Among all the new things and changes, there are 4 that we'd like to highlight to you in advance, so to give you a taste of what's coming with the "Triumph" Update:
Military Buildings overhaul
Build enough of them, and your military expertise will translate into better leaders and soldiers.
Cavalry in battles
Cavalry is now able to flank attack armies relying only on foot soldiers. Horse power!
Retaliate Expedition
Do you have enough of these pesky barbarians raiding your land? Retaliate against them, but don't take their filthy villages!
An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)
Better Naval AI
A better naval AI building more ships and protecting troop convoys
Stay tuned for the official full release!
Asid:
Field of Glory: Empires “Triumph” (1.04) Update is out
26 Sep 2019
Field of Glory: Empires “Triumph” Update is out. Version 1.04 brings tons and tons of improvements and additions, the most important (as previewed last week) are:
- Military Buildings overhaul (see below dedicated paragraph)
- Cavalry overhaul: in some terrains part of the battlefield is for cavalry only
- An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)
But other game features have been looked into, such as an Administrative Burden increased for developed nations has been added, now there is a naval interdiction link in Mesembria, Imperial Roman Legion decision won't be given before being an Empire, and many more.
Check out the full changelog below
You can download the update from here
Version 1.0.4 Patchnotes
GAMEPLAY (improvements and fixes)
Very important
- Military Buildings overhaul (see below dedicated paragraph)
- Cavalry overhaul: in some terrains part of the battlefield is for cavalry only
- An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)
Important
- Abandoning a region now costs legacy, no aging (tied to population amount)
- Administrative Burden increased for developed nations (approx +10% to +30% increase depending of context). See also new manpower and metal cap from the Military Buildings overhaul.
- Sudden Death Victory (winning instantly by having the proper legacy ratio) needs now 100 turns before being evaluated, not 50. New quick game option!
- Objectives can be given dynamically too
- Regions have 4 steps in culture generating Legacy
- Distance to center split in 4 categories for better deployment in battles (e.g. HI in wood is not dead center, mountainmen are more central in mountains, etc.)
- Regions with a small initial population will have hard time grows past a certain level.
- Conversion rate reduced by one fifth
- Foreign citizens generate one third less manpower
- Free Unit Upkeep is now limited to 20 money, 5 metal and 5 manpower per unit
- Inflation cost in money is now factored partially in upkeep
Other
- Archers get a specific deployment priority in battles (after militia if the front must be filled, but before if in the rear)
- Fix to moving capitals
- Minimum garrison defending an independent region down from 6 to 3
- A client-state will stop ongoing wars not also involving his protector
- If in money deficit, only half of it removed per turn, with a minimum 100 money of debts removed
- Fix to a loyalty bug for national citizens - slightly easier now
- If you have too many of the +5% global commerce structures, you risk losing money
- Fix to regional harbor used for transportation not always the best one
- Mercenary decision won't pick slaves as a valid mercenary army
- Absorbing a nation provides no legacy from it.
- Health cap (of 65%) not applied to events tests (Pop boom, plagues and epidemics)
- If possible, a new unit will appear within a city wall, not outside
- Armies that can't retreat are always destroyed
- A besieged region can still build a structure (with penalty). Prevent unwanted reset of important buildings under construction.
- Famine in regions thrice as hard as before (regarding population loss)
- Rulers in decadent nations degrade their health faster (from 'unhealthy life style')
- Tyranny modifier bug fixed
- Slave decimation further upped in case of revolts (1 per 3 units raised)
- Fix to abandon region not working if another nation had an army
- New option (MP compliant): Quick game. Win with a 2 to 1 ratio in Legacy (not 3 to 1)
- Slaves will never be put in commerce or culture (governor AI)
Military buildings overhaul
- Military Expertise modifier appears if you have not enough or a lot of military buildings in your nation (comparison is made using sum of buildings tiers versus regions amount)
- Max Metal and Manpower have a cap partly based on Military Expertise
- In a province, each military building providing XP will give half its amount to capital region, within a limit of 25 XP and 2 extra levels.
- Rebate in building cost also given (at a 50%) from buildings in all regions of a province.
- Autogarrisons get bonus XP from the sum of military buildings tiers, either in their region or the full province (Stronger garrisons with proper structures).
AI
- AI has much more chances to propose peace if without any region
- AI is slightly more interested in building high tier structures
- Rome as AI in higher diff gets some free legion camps
- In higher difficulty, AI more prone to war against legacy leader
- More sensible DOW evaluation for AI – also now factors relative economic advantage
- AI will build more ships
- AI will never build ships in lakes
- AI fleets will intercept more
- AI fleets will escort more
- AI boarded units will be much more prudent
- AI will have Increased interest to unblockade harbor
- Province AI builds more structures
- Structure valuation refined (more high tier buildings, handle better specifics functions)
- AI Ally can give back previously owned region
- AI vassal can be fully absorbed if having a last surrounded region
- AI can reply or propose peace even without region
-
BALANCING & SETUP
- Lalandia and Seladia regions names reversed
- Judea Barrack can recruit HI
- Provincial units from Gaetulia, Mauritania (occ. and or.) and Numidia are now Light Cav with extra perks
- Farm and flax field slightly changprovince.ia objectives spaced more (too bunched, leading to easy progress)
- Light infantry from various ethnicities get the Agile modifier (+1 attack in wood or hill)
- Heavy Infantries cost +1 metal in upkeep
- Added naval interdiction link in Mesembria
- Druid Covenants tweaked (weaker standard version, stronger specialized version)
- Imperial Roman Legion decision won't be given before being an Empire
- Owning the Archimedes Workshop provides (permanently) a new type of unit (which acquires a new ability at elite level)
- Balkanic Mercenary Infantry is now the Dacian Falxman (hit harder but not protected against ranged fire)
- Hierasia provincial unit is now the 'Bastarnae Warrior' and is a Dacian Falxman (dmg+ prot-) with Mountainman.
- Tisiae provincial unit is now the 'Iazygian Lancer', a cataphract with extra speed and flanking.
- Dacia inferior provincial unit is now the 'Rhoxolani Cavalry', no change in stats (extra attack and effectiveness compared to regular Hvy Cav)
- Sparta starts with Hoplite Infantry and get access to Phalanx Infantry in Civilization Level III (Kleomenes III reform)
- These two units gain the Besieger trait. Phalanx loses extra hit though.
- Silver Shields are closer in profile to the Hellene Phalanx but better.
- Roman Archers (Sagittarii) are now added with the Imperial Legion reform
- Fixed: Tar Deposit could never be built (added to Tanis initially)
- Large quarry bonus resources now give an extra 2 money each
- Military Store upkeep down to 2
- Granary does not require a farm anymore, but will be proposed rarely except if you have grain nearby
- Tarentum (Greater Greece) now have a land army
-
UI-QOL
- Right hand modifications precision level is an option (5 possible choices)
- Correct tooltip feedback when can't build an unit in a province
- Close nation panel and select region when selecting an objective.
- Show count of stacked modifiers on nation panel.
- Next and Prev Idle Region buttons.
- Attempt to more clearly show that structure bonus income is included in the income
- More detailed provincial loyalty tooltip. More attention to revolt risk.
- Added Trade Income and Accumen to Ledger.
- Changed faction trade income to be net.
- Added anti-aliasing option to options UI
OTHER
- Various engine speed up
- Experimental extended font support.
- Several Multiplayers fixes
- Display a different message when potentially responsible for a PBEM data mismatch, and give an opportunity to exit and fix the issue without playing a turn.
- Fixed error playing a custom scenario in PBEM
Asid:
Field of Glory: Empires - Faction Highlight: Seleukos
02 Oct 2019 13:39
One of the most intriguing features of Field of Glory: Empires is the care put into creating unique traits and playstyle for every playable Faction.
Every Nation has a distinctive culture, type of Government, tradition, Lineages and weaknesses.
In this first Faction Highlight, we'd like to talk a bit about the Seleukos Nation, which offers a good example of the extreme attention to details and variety depicted in the game.
At the beginning of the game, this Factions is already a large Empire, comprising many regions and provinces in the East.
Being one of the Diadochi – heirs of the Alexander the Great Generals – the Faction has access to a greater Leader Force Pool and to particular advantages toward a population of Hellenistic Culture.
From the Administrative stand-point, Seleukos can employ the Satrapy System, a relatively efficient structure of de-centralized Provincial Governments that grants a good flow of income and units.
The twist with the Seleukos lies with the Decadence mechanics. In fact, being a Diadochi brings some disadvantages too, in this particular case represented by your shared heritage. You’ll need to avoid Decadence at all cost, as you can lose regions to the other Diadochi if your Nation becomes old or decadent (even if you are not at war with them).
Your neighbours could drag you in multiple conflicts and given your size you could find hard to fend-off invasions or incursions coming from different directions. A good Strategy should involve stable trade relations as long as you can, to make your overall economic growth robust enough to sustain the impending periods of crisis.
In the beginning, you are at war with the powerful Antigonos on the West and at Peace with Maurya o the East frontiers with India.
With a wise mixture of internal reforms and selective military interventions, Seleukos can steadily gain the upper hand in the balance of power in the region, bringing full glory to the Seleucos lineage.
What do you think? What have been the hardest challenges in playing with Seleukos?
Asid:
Field of Glory: Empires has been updated to version 1.05
10 Oct 2019
Hi everybody,
Field of Glory: Empires has been updated to version 1.05.
This version brings many improvements and changes, from gameplay mechanics, Balancing to AI and more.
Be sure to download the update from here
Or through Steam
Version 1.0.5 Changelog
GAMEPLAY (improvements and fixes)
- Fix to population growth penalty occurring in all regions
- City garrisons revised and improved in diversity
- Fix to resource cap being applied before upkeep
- In balanced difficulty, players don't pay extra upkeep from veteran units or rare units (with Money Increase Cost)
- Max stockpiling of metal increased by 50%
AI
- AI Dogpiling against player reduced a lot in balanced difficulty (easier game)
UI
- Dynamic route coloring option (see the Options Window to activate it)
- Supply overlay: Seas adjacent to a friendly coast show in blue
- Fixed legacy from regional culture being overreported in UI for AIs
- Show top legacy producing buildings in wonders tooltip on legacy panel
- Added sort by Human Players to Faction, CDR, and Legacy ledger pages
BALANCING & SETUP
- Elephants can now be recruited more easily (in particular by PTO)
- Roman Fort can now only be built by Roman
- Rome Civil War: less chance and longer delay between two in balanced difficulty
- Rome early legion & Alae quality slightly lowered when exported to FOG II
Various adjustments
- Rome: Tiberus: +1 Random Commerce Building Campania: +1 Random Culture Building
- Campania (Rome): + Market
- Initial equipment stockpile: 80>105
- Sparta: +Harbour + Flax Field +1 Citizen - Laconia has now an iron resource
- Syracusae: + Crafter District
- Saguntum: + Random Commerce Structure
- Armenia: +Market
- Byzantion: +Crafter District
- Carthage: +2 Citizens, + Random Commerce Structure
- Oea (Leptis Magna): +1 Citizen
- Septa: +2 Desertic Slaves
- Epirus: +3 Populations, +2 Random buildings, +Farm (in mountains), +Harbour
- Nestus (Lysimachos): +2 Hellenic Citizens, +1 Balkanic Citizen, Walls
- Orcadia (Celtic Indep.): +Cult Site
- Dacia: +1 Citizen, +1 Slave
- Dacia & Getea can now recruit Balkanic skirmishers
- (Reminder: Dacia can still recruit slingers, but you need to conquer Agrianes)
- Dacia starts with 4 Balkanic skirmishers and no Thracian slingers
- Getae starts with 4 medium infantries and 4 skirmishers
- Byzantion can recruit Thracian slingers
- (Reminder: Macedonia can recruit them at CL 3)
- Seleucids: Babylonia: Paved Road Carmania: Oil Mill Uxia: Marble Mattianus: Road
- Antigonos: Osroena: +Potter's Workshop - Market + 1 Random Commerce Building
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