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Offline Asid

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Re: Field of Glory: Empires
« Reply #45 on: November 21, 2019, 01:28:34 PM »
Provincial Units Infographic - Full List
21 Nov 2019



In Field of Glory: Empires almost every province in the game has a unique unit. These units are often quite powerful or have unique traits but the cost of each unit will increase as you raise more.

Provincial units are usually slightly more effective than the generic unit of their type. In addition, some are very useful such as archers and some cavalry units. Others are a very powerful and valuable addition to any army.

Wondering what type of Provincial Unit will you unlock in Hiberia? Or are you in desperate need for some good Infantry Unit and want to know where to recruit it?

Check the infographic below and discover how massive the world of Field of Glory: Empires is.





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Offline Asid

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Re: Field of Glory: Empires
« Reply #46 on: December 04, 2019, 11:11:45 PM »
Field of Glory: Empires updated to version 1.0.6 (with a news about Diplomacy)
04 Dec 2019

A new version is available for Field of Glory: Empires - 1.0.6 - and it is dedicated to adding some custom content for Kolchis and Armenia, a very interesting tweak in the Nation Panel and may other improvements.

You can download the update from here

But before diving into the new content, some pleasant news. Version 1.0.6 is meant also to prepare the game for something very special. Brace yourselves as the Diplomacy Update will be the next one. We will give all the relevant information in the next announcement, so stay tuned for further updates!


Version 1.0.6 Custom Content

Kolchis custom content

The nation of Kolchis, located along the coasts of Pontus Euxinus (also known as the Hospitable Sea, or the Black Sea) possesses several thriving cities where Greek merchants prosper. In the hinterland, rough mountain tribes are often a problem, but they do provide the cities with fearsome warriors, very adept in hills and mountains warfare.

For this update, Kolchis benefits from a heavily revised setup, as they are now a Kingdom with the  Hellenistic tradition and with a merchant perk. Their cities will be more advanced and their standing army more powerful. But that’s not all, as they now gain access to no less than 8 Missions to perform!

Missions are optional goals to pursue, with very diverse possibilities. Subdue a neighbour, establish a trading route, drain the swamps that plague part of Kolchis and more.
A new reports tab in the nation panel will let you follow the current mission status.






Armenia custom content
Armenia enjoyed some independence under the Persian Empire, as a satrapy with loose control from the Persian court but was dominated by the Seleucids up to 190 BCE when it gained full independence. Artaxias expanded the realm in the Caucasus region and under Tigranes the Great, the realm reached Antioch and Damascus and defeated the Parthians. At this time, the Armenian Kingdom was de facto an Empire, and Tigranes named himself ‘King of Kings’ as he had several client-states.

In this update, Armenia receives 3 new custom buildings, one custom unit, and several missions.

3 Custom Buildings
•    Tigranocerta (Special prestigious building)
•    Levy Camps (Quickly recruits low quality troops)
•    Naphta Workshop (enhance siege resistance)

1 custom unit
•    Azatavrear Cataphract (Elite noble cataphract)



3 Missions
•    Create Greater Armenia (expand Armenia to what Tigranes the Great managed to do)
•    Be the King of Kings (have at least 2 client-states, as Tigranes who had 4)
•    Between two giants (manage to be friends with both Rome and Parthia, no small feat)


Nation Panel

The nation panel now let you access an interactive mini-tree where you can navigate, starting with your current government status, the various possible stages of your nation. What will happen if you evolve, what will be the result of the decadence of your empire? Everything is now accessible, with a list of possible effects!



Full Changelog

EXTRA MAJOR CONTENT
• Kolchis setup revised, with 8 Missions to perform.
• Armenia gets 3 missions, 3 new custom buildings and an extra unit.
• Government Aging and Progress UI (access it by clicking on the government button, nation panel)

GAMEPLAY and SETUP (improvements and fixes)
• Smarter dynamic objectives
• Fixed issues with Builder Guild and late wonders
• Added exclusivity to well and irrigation canal
• Fix to tools factory
• Fixed hospital chain of buildings
• Fixed Babel Tower modifier not properly given
• Capital region food need for growth increased
• Brigantes now have Tin resource, not lead.
• Caucasian ethnicities don't have access to phalanxes
• Tweaked pop growth formula - harder to get really big population
• Fixed issue with Hunting Grounds & Master Hunter
• Military buildings have greater importance in max metal and manpower stockpiles
• Deficit spending and modifiers – the bigger the deficit you run, the higher the penalties!
• Fixed Sagittarii not provided to Rome in some cases
• Improved how the game determines who is defending (outside of assaults)

AI
• AI will have less animosity against the legacy leader.
• Slightly less AI ship building
• AI doesn't snatch a siege from player

UI
• Government Aging and Progress UI
• New reports tab for ongoing mission(s)
• next region shortcut: ENTER, next idle region shortcut: SPACE
• Changed colors of a few provinces
• Make T hotkey behave exactly like the trade tab button
• Show leader portrait with red skull overlay at end of battle if they died.
• Update ledger when cancelling construction
• Fix stockpiles not initially showing current expenses in recruitment

Other
• Various engine optimizations and speed up
• Display error when failing to save game



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Offline Asid

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Re: Field of Glory: Empires
« Reply #47 on: December 13, 2019, 12:01:57 AM »
Diplomacy Open Beta
Thu, 12 December 2019


Field of Glory: Empires developers didn't rest on their laurels. As previously anticipated, the next big thing about Empires is the Diplomacy Update, designed to enhance greatly the way the game makes players and AI kingdoms interact through diplomatic efforts. You won't have to wait any longer as today is the D(iplomacy)-day.



Since this update is significantly massive and would probably affect the overall balance and gameplay mechanics in multiple ways, we opted for releasing the Update as a public Open Beta. Everyone willing to help us with feedback and thought is very welcome to download it and to try it.

The update is a separate installer, meaning that it will be like downloading a separate game, so no one will be forced to play with the Update in place if that is not his intention.

The Diplomacy Version can be downloaded in the members area section accessible through the "My Page Area". We have created a dedicated sub-forum thread here.

But how the new Diplomacy system work? What are the new features and mechanics that would be added in the update?

I – Legitimate ownership
Now when you are at war and conquer a region, it is flagged as ‘war-occupied’. It means that if you were to make a peace which returned the original regions to each side you would also cede back the conquered region. Said differently you no longer instantly gain regions you conquer in a war; it must be claimed during the peace negotiation.
Note that during a peace deal, you can also ask any region owned by the opposing side and are not restricted to demanding just what you managed to conquer.



II – Warscore
When war erupts, a warscore will appear in the Diplomacy Interface. That’s the measure of how the war is going on. A positive value means you are winning (slightly or substantively, depending of the value). A negative value means you are losing. Three things affect warscore:
Region conquests
Leader deaths
Battles

Warscore is used as the currency when settling peace.



III - Peace Treaty
When a side wants to settle peace, and once you have clicked on the ‘Peace’ button, a new panel will open showing you the current warscore (although you can always see this from the main diplomacy interface), the stance you are adopting in the negotiation and a list of possible clauses.

If you are winning the war (positive warscore), you can ask the defeated to give, relinquish or accept clauses for your benefit. There are 12 possibilities so far.

If you are losing the war (negative warscore), then you can only cede items (including regions). You can’t bargain and ask for a few things while mostly giving away other items.

As you ask for items, as the winner, your warscore allowance will reduce towards zero. In turn, you’ll change stance progressively, as you are demanding more and more things. Initially, you’ll be set in a Generous or Conciliatory stance, but it can shift to ‘Extorting’, if you are pushing the limits.

There are two interests in staying within a not too demanding stance. First, the acceptance chance by the defeated is much bigger. Second, this will have a profound effect on the new relationships between you and the vanquished. If you don’t care they hate you for a long time, then try to pressure them to the maximum. But if you want the peace to be a long lasting one, then you might want to stay with a conciliatory stance.

Once you are satisfied with the items requested or given up, validate the treaty. There will be a one turn delay before the other side sees it, and then another turn to receive their answer.

There can be 3 kinds of answers
Yes, No, Counterproposal.

The first two are rather self-explanatory. As for the third, it means the other nation perceives some interest in your proposal but is not quite satisfied with some entries. The counterproposal issued, if you accept it, will be the final Peace Treaty.
If you disagree with the new terms, you too have the options to say simply No. Or to issue another counterproposal.



IV – Transaction Treaty
The transaction treaty is very similar in concept and in format with the Peace Treaty. It can be issued between two nations which are not at war. Here too, you have to play with a currency, which is not the warscore, but ‘Bargain Points’.
The main difference compared to a Peace Deal is that in this transaction, or trade, both sides can ask and give at the same time. So this is a rather free-form deal, where you can give away a region, in exchange of some gold and … why not, some war elephants?



V – Possible Clauses
There are twelve possible clauses. Most can be used in both treaties, but some are restricted to only one type. (T) means it is only available in a transaction treaty while (P) means it will only be available in a peace deal. If nothing is indicated, both treaties support the clause.

Client-State: The nation becomes a client-state of the other nation.

Cooperation Treaty (T): As part of the transaction, add a cooperation treaty.

Alliance (T): As part of the transaction, enter a mutual alliance.

Absorb the other nation: The proposing nation is completely absorbed into the other nation. In practice it means being removed from the map!

Ask (or Give) Money, Metal, Manpower: A straightforward clause where you ask (or give) one of the three.

Humiliate (P): This will cause a loss of legacy, and a portion of the lost points will be received by the requester.

Regions: Cede or give a region (or several) that you legitimally own.

Province: A convenience Clause that will add at once all possible (and legit) regions of a given province.

Units: Provide or request special units. The other side doesn’t have to have the actual units in his army but he needs to be able to produce them. Only provincial units and a very few special units can be requested. There will be an extra fee of 75 Money per unit to be paid by the gifter, so as to cover recruitment and transportation cost (abstracted).

Disband (P): Accept or demand the other side disband part of his army or fleet. The cost will vary with the size of the enemy military and the percentage to disband. Units will be disbanded randomly until the required percentage is reached.



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