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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #45 on: July 30, 2020, 02:12:14 PM »
Imperiums: Greek Wars is to be released today.
30 July 2020


For owners of our previous title Aggressors: Ancient Rome we plan a little gift in the way of 20% discount.
Just start the Steam version of Aggressors on your computer and click on the link below the menu. This offer is limited so don’t wait too long!

Anyone else can purchase the game on our website with 10% discount here http://imperiumsgame.com/purchase/

By buying the game on our website, you will not only claim a discount, but you will also support our dev team directly. The purchase is realized via the Humble Bundle widget which is a secure worldwide game distribution channel, on completion you will receive a valid Steam key. We would greatly appreciate it if you decide to use this way to purchase the game but of course you can also buy it on Steam and later also on Games Planet.

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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #46 on: July 30, 2020, 03:17:09 PM »
Imperiums: Greek Wars released!
Thu, 30 July 2020

The game has been released and is available online.

Hello everyone!

We are happy to share some great news with you - Imperiums: Greek Wars has just been released.



For our loyal fans who already own a Steam version of our previous game, Aggressors: Ancient Rome, we have a nice surprise! Just start Aggressors once again and see for yourself ;) But don’t wait too long, it will not last forever!

You can also purchase the game on our website, by doing so you will support the dev team directly and at the same time you will be able to claim a discount! http://imperiumsgame.com/purchase/


Are you not convinced yet? Here are some of the unique features that raise our game above the crowd:

•   the biggest map of ancient Greek world ever made in this genre
•   dynamic empire expansion
•   treacherous diplomacy
•   praised AI
•   endless number of lively custom worlds
•   endless number of lively custom worlds
•   ancient mythology elements


We would like to thank you for the support and encouragement that made the finishing of the game possible. We welcome any ideas, suggestions and opinions so feel free to share them on our Steam forum or Discord https://discord.com/invite/hq9NC5Q

And don’t forget! If you like the game, tell your friends. Word of mouth is a powerful tool and we are very fond of our growing gaming community.

Yours,
Kube Games team

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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #47 on: August 01, 2020, 11:38:17 PM »
Version 1.0.2. (Patch)
Fri, 31 July 2020

Hello everyone,
we will try to always inform you about changes done in the new update.



We have received some interesting ideas and feedback which we will eventually look into but the first thing is the stability of the game for everyone.

The game proves to be stable, yet there have been a few PCs experiencing issues.
This update tries to address the most annoying ones and other fixes should follow soon.

Hopefully you enjoy the game. For those who were experiencing issues (especially during startup), please give this version a try.


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Re: Imperiums: Greek Wars
« Reply #48 on: August 05, 2020, 12:03:55 AM »
Version 1.0.3. (Patch)
Sun, 2 August 2020



Hello,

another few issues related to pretty rare crashes were fixed. For those who were still experiencing issues in version 1.0.2. (especially during startup), please give this version a try.

If you still experience problems during startup in version 1.0.3. please contact us directly. We will do our best to fix it with you.

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Re: Imperiums: Greek Wars
« Reply #49 on: August 05, 2020, 12:06:00 AM »
Version 1.0.4. (Patch)
Tue, 4 August 2020



Hello,

first small new features added!

We have hopefully fixed another several (yet rare) startup issues. If you still had problems with this, please try the new version. If you experience any issues, please share them with us on Discord or Steam Forum and if an error window pops up, send us a report. This considerably increases chance that it will be fixed in the next version!

We have added a special button "Fix issue(s)" to the launcher displayed in case of a startup problem. If you are unable to start the game and launcher shows this button, please click on the button and try to start the game again.

New feature(s) added:

•   New feature in mouse game settings adjusting mouse delay of edge scrolling was added.




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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #50 on: August 07, 2020, 12:49:01 AM »
Version 1.0.5. (Patch)
Thu, 6 August 2020

Hello!
Two days from the last update and we are back yet with another one :)
We could release all that in one update batch but we want to address the major issues as soon as possible so that those of your experiencing problems are not kept waiting for too long.



New feature(s) added:

•   The most important change is the decreased time tresholds for unlocking factions in the campaign map.
I tried to explain our reasons for implementing the lock and we still believe it is a good solution. However, many of you felt the required game time is too long and so we considerably lowered the time limit. First factions should start unlocking already when you go through tutorial (or take your first steps in the game). Note that it might unlock some new factions in the campaign map right after you start the game. https://steamcommunity.com/app/1183470/discussions/0/2788243698214128363/#c2788243698215480597

•   Issue with shovel holes staying on the map forever was fixed.
•   UI scaling issue of faction names in the history replay window was fixed.
•   There are some improvements of the launcher.
•   Several very rare issues causing crashes were either fixed or narrowed which will allow us to finally fix them soon.

I would like to repeat once again that if you still experience any issues, please share them with us on Discord or Steam Forum and if an error window pops up, send us a report.

We also announced a bug hunt of the most annoying left bugs. Please help us to make Imperiums even better!

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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #51 on: August 09, 2020, 01:09:54 AM »
Version 1.0.6. (Patch)
Sat, 8 August 2020

Hello!

We have just released a small update addressing few minor issues found in the last few days.
We also have a small treat for our players coming very soon so stay tuned!



New feature(s) and fix(es) added:
•   Some victory Steam achievements were not fired.
•   Tweaks of diplomacy offers sent to AI.
•   UI scaling issue of action buttons was fixed.
•   Rare CTD was fixed.
•   Issue causing that buildings like Seer, Mausoleum or Memorial could not be taken.
•   Changes in Russian, French and German localizaton texts.

Still experiencing issues during the game? Please share them with us on Discord or Steam Forum and if an error window pops up, send us a report.


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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #52 on: August 10, 2020, 11:21:57 PM »
Spotlight - Trading and Economy
Mon, 10 August 2020

There are many factors that affect your state’s economy and finding the right balance is a skill to master!

Building an empire is not only a matter of powerful armies and conquest. Prosperity and stability stand on the ability to produce sufficient resources to cover the needs of a growing empire.

Management of resource production and their usage rates is of paramount importance to you. This is not all only about sufficient mine production, there are many modifiers that may curb production levels.

Slaves are indispensable to the state economy. Ancient states were often dependent on their slave workforce. A balance is required as too few slaves will negatively affect production, whereas too many can increase tensions in society and bring unhappiness.

Every society and system of government has its own attitude and requirement regarding slaves. This is reflected in the ratio between slaves and citizens, there is an ideal ratio to aim for with each government type.



There are a few slave markets that exist on the campaign map and the states that control them have a
great advantage over other players. There is the potential to create new slave markets once the appropriate technology has been obtained. However until that time you will likely be dependent on trading other valuable resources to obtain slaves.

Another option for obtaining slaves is through conquest; you are able to enslave some of the local population of defeated cities. However, this has its setbacks as it reduces the loyalty and happiness in the region still further. You can hardly win trust wielding a whip.

Territories are another important modifier in calculating resource production. Full or majority ownership of a territory maximizes the resource production of all map items within this territory (mines and tiles alike), whereas owning only small portion of a territory reduces production. This should be an element in your calculations when conquering foreign lands; complete territories are more valuable than partial conquests. The bonus or penalty for territories if further affected by selected game difficulty.



Infrastructure and improvements also factor in to resource production; aim for better roads and upgraded blacksmiths to increase production.

Trade is extremely important for maintaining a stable economy. It also has the added bonus of forging closer relationships with other states as long standing trade deals cement partnerships. An occasional gift will only strengthen these bonds.

To build national development and military strength you are reliant on a steady increase in the size of your cities populations. Empty lands are of no use to your empire; without a thriving population fields will not be sown and reaped, new cities will not be built, resource production and trading will be limited.
Above all, you need a thriving population to fill the ranks of your state’s administration, advisors and of
course the military.



However, population growth also has a price; people need resources to sustain themselves. Bigger populations need more food and raw materials which naturally increase the costs to the state. A balance has to be maintained between the size of the population and your ability to support them with your resource reserves. New recruits and workers are of no use if they can’t be fed. One option you have for regulating the increase or decrease in population size, are the birth rate support grants. Levels can be adjusted for the whole state or for individual cities.

The type of government also affects the efficiency with which resources are mined, distributed and used. Some forms of government administration are particularly good at managing their resources; one example is small city-states whose administrations are based on collaboration.

Corruption is another critical aspect of your economy. The effective management of larger states will be compromised as power is delegated to lower levels; the further from the seat of power, the more likely that local civil servants will use their positions to enrich themselves. The different government types in the game can have an enhancing or suppressing effect on corruption. City-states are prone to corruption because they are self centered whereas empires often have a firm and stable hierarchy to keep corruption minimized.

Managing the economy of the whole state is not an easy task. We have reduced micromanagement, but the important decisions still have to be made by you and these will keep your hands full.

Prosperity can be achieved, but the path to it, is not an easy one.

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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #53 on: August 13, 2020, 12:06:03 AM »
Trading cards
Wed, 12 August 2020

Steam Trading Cards for Imperiums: Greek Wars can be collected now.

Imperiums: Greek Wars has been live for almost two weeks now and the game has already found a way into the hearts of many of you. Thank you for the many fruitful and inspiring discussions.

We are happy to announce that sales have hit the necessary level for Steam to unlock the long promised Trading Cards.



There are 9 cards of the greatest of ancient leaders in small and large sizes as well as handcrafted badges and emoticons, all waiting to become part of your collection. Formidable Sparta, scheming Achaemenid Empire and of course the rising star of Philip of Macedon - these are a few of the obvious choices.

The only question remains – who will collect them first...

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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #54 on: August 14, 2020, 01:33:23 AM »
Version 1.0.7. (Patch)
Thu, 13 August 2020


Hello!
We are slowly moving from major bugs towards less important bugs and fixes that either have a lower impact on the gameplay or affect a small group of players only. We finally got to a point where we can again focus more on improvements.


 
New feature(s) and fix(es) added:
•   Trading cards are available now.
•   Performance improvements.
•   An issue in Custom worlds when player selected a particular faction but a different one was selected by the game, was fixed.
•   Tweaks applied for the raids of Celtic - they are less frequent and a bit more dangerous now.
•   The Advanced Player Options in Game Options stay open when the "Show advanced options" checkbox is checked.
•   Changes in French, German and Czech localization texts.
•   Proper handling of corrupted save files.
•   Proper handling of missing Windows sound player component.
•   Rare CTDs were fixed.

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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #55 on: August 14, 2020, 01:51:00 AM »
Multiplayer duel: Lord Lambert vs Pavel the Dev on August 20
Thu, 20 August 2020

Mutliplayer stream: Lord Lambert and Pavel the Dev, against the mighty Spartans

Lord Lambert, the gaming warrior seasoned by many great battles from our history and Pavel, the game’s main designer and developer, heard the call of the smaller peoples oppressed by the arrogant Spartan spears and have decided to take action.



The Peloponnese has always been a powder keg and once again armor is being polished and swords sharpened, in the anticipation of grand battles.

Could two ambitious leaders, with their small armies, win against the mighty Spartans? If they do, can they share in their victory, or will the lure of glory, or their greed, turn them against each other?

Tune in for this epic encounter on the Peloponnese on Thursday, August 20 at 9PM CEST – 7PM UTC - 12PM PDT either here on Imperiums Steam page or Lord Lambert’s Youtube channel.

https://www.youtube.com/user/Lambert2191

Nothing is pre-agreed, nothing is set. Let’s see if these two great leaders are worthy enough to become legends in their own right.

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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #56 on: August 20, 2020, 01:46:44 PM »
All Events > Imperiums: Greek Wars Events >
Version 1.0.8. (Patch)

Hello!
New update is coming.



New feature(s) and fix(es) added:
•   The size of the city labels is now configurable in Game settings..
•   The issue causing crash in library was fixed.
•   The issue with stuck message loop (at the end of the turn) was fixed.
•   The Technological Dominance victory condition was tuned down (it should be a bit easier to achieve it now).
•   An option to disable Advisor pop up window directly in the window was added.
•   Changes in Russian, Spanish French and Czech localization texts.
•   One other rare CTD was fixed.


Have a nice rest of the week and stay tuned, small surprise announcement is coming soon!


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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #57 on: August 24, 2020, 11:41:17 PM »
Imperiums: Troy – free DLC is coming
Mon, 24 August 2020



First DLC will take you to the walls of Troy.

Imperiums: Greek Wars was released just a few weeks ago and we have already received many questions about our roadmap and future plans for the game. It really warms our hearts that you enjoy the game so much, that you want more!

So far, we have been evading the question, as we needed time to get ourselves back on track after the post-launch period, which required all of our attention. However with the forums booming with ideas and suggestions, the time has come to lift the veil a little on our future plans.



Several months ago, we had the idea of creating a smaller scenario, that would be more focused on tactical rather than strategic warfare. An added bonus would be an additional map suitable for multiplayer. Being absorbed in Greek ancient history, you could hardly think of a better setting than the mythical siege of Troy, could you?

It was too tempting for us to resist. We created a small map, with four Greek factions standing together against the formidable Trojan army, which is in position to guard the coast and behind it, the unbreakable walls of Troy itself. The Mykenaen king, Agamemnon leads the united Greek forces, these include Odysseos, the shrewd king of Ithaca, the immortal Myrmidons led by Achilles and even Ajax of Salamis.

The conflicting goals are clear, the Greeks want to burn Troy to the ground, while the Trojans want to keep the attackers from their coast. However, warfare is an expensive endeavour. The Greek forces are already encamped on the islands off the Trojan coast and even their most optimistic planners know they cannot stay here for more than a couple of years. Will they be able to take Troy, before more pressing affairs force them to return home? Will Odysseos find the fair Helen and end the war before the great city is burnt to ashes? Who will become the Aristos Achaion, the best of the Greek warriors, Achilles or Ajax?
Will the Trojans manage to defend their beautiful city and crush the arrogant Greeks?



The war has just begun and it is you who will decide the fate of the Trojans.

As a bonus, the DLC will be free, as a thank you to all our players, supporters and fans for the great feedback, reviews and inspiration you have given us.

Stay tuned, more details are coming soon!


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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #58 on: September 10, 2020, 03:52:22 PM »
Version 1.0.9. (Patch)
Thu, 10 September 2020

Hello everyone.

It might seem quiet but we have been working hard the last several weeks on number of fixes and improvements. We will share more in the next article but firstly, we would like to introduce a new update which has just been uploaded on Steam.



New feature(s) and fix(es) added:
•   Support for new fonts and languages.
•   Unit selection out of a stack was improved. Simple click on a banner will immediately show the unit selector if there are more units on a tile.
•   Rules related to mutiny of Generals was tweaked.
•   Special highlight for missing resources when player wants to build an improvement was added.
•   When a player does not have enough resources to build/recruit any units in a city, he can still see all the unit types to recruit. This allows a player to know how much resources is missing.
•   When a Strategic Overview window is displayed without a unit selected, city is selected by default.
•   AI - improved "back to safety" behavior (when AI unit is in danger of being destroyed).
•   AI - improved behavior of influencing a square.
•   AI - improved calculation of future supplies.
•   AI - improved disembarking behavior.
•   Default saturation value was changed. The map is now more colourful.
•   For modders we added possibility to immediately update banner in a GameAction.
•   Casualties graph was tweaked so it correctly shows the casualties for resurrected nations.
•   Several new illustrations were added to the game.
•   Some changes and corrections were made in Spanish, Russian and Czech localizations.
•   Issue with treasure locations was fixed.
•   Issue with special Czech characters on terrain labels was fixed.


We hope you will appreciate these changes. More is about to come.

Yours
Kube Games team.

   
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Offline Asid

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Re: Imperiums: Greek Wars
« Reply #59 on: September 13, 2020, 01:31:25 PM »
What's in the Kube? Post-release episode
Sat, 12 September 2020



Read about the post-release period and our plans for Imperiums: Troy in our new regular update series.

Hello everyone!
We hope that you stay healthy in these weird times and keep enjoying life.

We would like to keep you updated about our work and plans, so we decided to start a regular inside blog called "What's in the Kube?". As this is the first episode, we would be happy for any kind of feedback, what would you like to hear about, what are you interested in?



It has been a very interesting six weeks for us since we released Imperiums: Greek Wars. We are genuinely happy about the feedback we are getting from you. It keeps our post-release days busy but it also motivates us to keep working hard on our future plans.

The game has already received nine updates - patches in which we were trying to address the most important and annoying problems. We initially focused purely on technical issues related to either crashes (although there were not many such incidents) and some PC-configuration issues out of our control (system permissions, antivirus issues, etc).
The low number of issues of this nature was a pleasant surprise for us and it allowed us to move to smaller adjustments and improvements quite early after release.
We generally don't like to delay updates. We would rather release more patches in a shorter period of time than one big update trying to address too many things at once. If we can fix something now, we will do it asap and that's something we want to stick to in the future. That's the reason why we released nine updates in six weeks.

Apart from these fixes and smaller improvements, you might have also noticed the announcement of a DLC called "Troy". This DLC is going to be released for free as a big "thank you" for your support and all the nice words and reviews you gave us.
We noticed some surprised and even mocking reactions in this regard. Why are we releasing a DLC focusing on Troy when it is literally just a few weeks since the release of Total War Saga Troy.
To be honest, we expected this in part. We know that Total War is a huge beast we cannot compete with. We also know it has been released for free and the scale it tries to cover is larger than what we are going to offer. Still, we want to take our own shot with this really interesting theme for a few reasons.
First of all, we do it for our supporters (not for fame ;), second, we strive for a different approach to this historical period and third, let's challenge the be(a)st :)

So, what is actually being cooked up in our lab? Troy is going to be a pretty small scenario, lasting between 50-80 turns and allowing you to play as one of the five factions - either as one of the Greek kingdoms or Troy itself.
The setup is very different to what we offered you in the Macedonian scenario. Troy is way more tactical than strategic, trying to tell the story in a meaningful way and tweaking several Imperiums mechanics considerably. Plus, it was designed to test the modding possibilities of the game.

But enough of technical chit-chat :) What is "Troy" really about?
Troy DLC will tell you the story of the great semi-mythical battle in a believable and dramatic way. The historical event is at the core here, with the legends being added as the icing on the cake. Hence, prepare to experience the true story behind Troy, where it is not necessarily the heroes who drive the history, but the tactical thinking and shrewdness of the commanders that will lead the armies to victory.
On the other hand, heroes and myths will be part of the game and the actual story of Troy is important for the gameplay, too.
How did we combine these two apparently incompatible things together? We would rather keep this a secret for the release in order not to spoil the fun for you. All we can say is that the gaming experience of Troy will differ quite considerably from the gaming experience of Phillip's scenario.

We hope that we won't keep you waiting for long. We are working hard to deliver the fully balanced and enjoyable scenario as soon as we can.
On the other hand, there is time to work and there is time to rest and the latter has just begun for us. After numerous months without a break, we closed the office for two weeks and we are now enjoying the last days of summer.
It does not mean that we are not here for you - if there are any issues you need help with or any questions you need answers for, feel free to share them with us on our Discord or forum and we will certainly respond in a day or two. Yet, please give us a couple of weeks to relax so we can finish Troy in the way we envision.

Yours,
Kube Games team.

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