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Offline Asid

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Re: Field of Glory: Empires
« Reply #30 on: July 09, 2019, 12:29:37 AM »
Field of Glory: Empires Tutorials - Military Operations

Learn how to recruit units, to employ generals, how the terrain impacts your movements, which stats affect what, and much more!




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Re: Field of Glory: Empires
« Reply #31 on: July 10, 2019, 02:16:15 PM »
Field of Glory: Empires Tutorials - Diplomacy and the State





Hi everybody!

Field of Glory: Empires is releasing tomorrow! Are you excited? We have two more Tutorial Videos to introduce, covering Diplomacy and The State.

As for the previews videos, DasTactic will be your Virgil through all of the key elements you'll need to know.

Diplomacy is a relatively straightforward but nonetheless crucial mechanic to keep a balance of power among your enemies and allies alike.

The State is about knowing the nation modifiers, traits, rulers and government types.









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Re: Field of Glory: Empires
« Reply #33 on: July 12, 2019, 11:30:54 AM »



About this bundle

Be the ultimate Ruler of the known Ancient World with the Masters Edition of Field of Glory!

This Bundle allows you to integrate Field of Glory: Empires grand strategy layer with the tactical depth of Field of Glory II.

Items included in this bundle
Field of Glory: Empires
Field of Glory II

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.

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC. It allows you to fight large or small battles for or against Rome, or between the other nations who are as yet unaware of the Roman threat, or what-if battles between nations that never came into conflict historically.

The games are standalone of their own and they don't need each other to be played.

The integration is an optional feature for everyone willing more direct control over the battles. In fact, Field of Glory: Empires lets you export and load your battles into Field of Glory II and then load the results back into Field of Glory: Empires.


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Offline Asid

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Re: Field of Glory: Empires
« Reply #34 on: July 18, 2019, 02:56:11 PM »
Field of Glory: Empires - Tutorials



Here


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Re: Field of Glory: Empires
« Reply #35 on: July 18, 2019, 02:58:41 PM »
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


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Offline Asid

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Re: Field of Glory: Empires
« Reply #36 on: July 24, 2019, 01:30:35 PM »
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!









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Re: Field of Glory: Empires
« Reply #37 on: July 25, 2019, 11:23:34 PM »
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.




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Re: Field of Glory: Empires
« Reply #38 on: July 30, 2019, 12:18:27 AM »
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.



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Re: Field of Glory: Empires
« Reply #39 on: July 31, 2019, 01:48:49 PM »
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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Re: Field of Glory: Empires
« Reply #40 on: August 27, 2019, 11:52:06 AM »


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!



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Re: Field of Glory: Empires
« Reply #41 on: September 21, 2019, 12:53:42 AM »
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!


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Re: Field of Glory: Empires
« Reply #42 on: September 26, 2019, 05:04:22 PM »
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


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Re: Field of Glory: Empires
« Reply #43 on: October 02, 2019, 02:54:22 PM »
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?




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Re: Field of Glory: Empires
« Reply #44 on: October 10, 2019, 02:30:02 PM »
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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Last post August 28, 2016, 06:15:20 PM
by wilso845